Helios Lyons 201239214

Dependencies:   mbed

Brief

My aim for this project was to create a FRDM K64F adapted version of the classic Space Invaders by Tomohiro Nishikado. The game itself has a number of clear features to implement;

  • Left to right movement for the player 'canon'
  • A fixed amount of player lives
  • Firing mechanics for both canon and invaders (hence collision systems)
  • Random firing from remaining invaders
  • Wave based combat

My own addition to these established ideas was Boss waves, featuring a single, larger sprite which fires at a faster interval than previous waves. The addition of a movement system using a basic for loop, as opposed to a velocity based system, will enhance the nostalgic feel of the game.

https://os.mbed.com/media/uploads/helioslyons/screenshot_2020-05-27_at_06.12.00.png

Gameplay

Movement is controlled with the joystick, moving the canon left or right. Fire by pressing A. Invaders spawn at set positions, but randomly fire at a set interval, which is higher for boss waves. Time is taken during each wave, and displayed at wave intervals, and if the play wins.

Controls are shown on the Gamepad below: (attribution: Craig A. Evans, ELEC2645 University of Leeds)

https://os.mbed.com/media/uploads/helioslyons/screenshot_2020-05-27_at_06.20.18.png

Revision:
6:e3a1bfbb1627
Parent:
5:72f59786b695
Child:
7:5fe9ac6522c5
diff -r 72f59786b695 -r e3a1bfbb1627 Invaders/Army.cpp
--- a/Invaders/Army.cpp	Tue Apr 14 13:22:35 2020 +0000
+++ b/Invaders/Army.cpp	Tue Apr 14 14:09:33 2020 +0000
@@ -5,32 +5,57 @@
 
 Army::Army()
 {
- 
+
 }
- 
+
 Army::~Army()
 {
- 
+
 }
- 
+
 void Army::create_army()
 {
-    //Invader row_one[2];
-    //Invader row_two[2];
-    //Invader row_three[2];
-    //Invader row_boss[1];
-    
     Invader army[3][3];
 
-    int i, n; 
-    
+    int i, n;
     for(i=0; i < 4; i++) {
-        //army[i][.setX(i); 
-        
-        for(i=0; i < 4; i++) {
+        //army[i][.setX(i);
+
+        for(n=0; n < 4; n++) {
             army[i][n].init(i+1, 1);
-            
-        //cout << "army[" << i << "][" << n << "].init(i+1, 1): " << army[i][n].init(i+1, 1) << "\n";
         }
-    } 
-}
\ No newline at end of file
+    }
+}
+
+void Army::create_boss()
+{
+    Invader boss;
+    boss.init(4, 4);
+}
+
+void Army::start_pos(int rowX, int rowY)
+{
+    int tempX = rowX;
+    
+    for (int i = 0; i < 4; i++){ // Loop through each row and assign start_pos
+        army[i][0].set_pos(rowX, rowY); // Based on X and Y inputs
+        rowX += 13; // 2 above standard Invader width of 11
+        } 
+    rowX = temp;
+    rowY += 10;
+    for (int i = 0; i < 4; i++){
+        army[i][1].set_pos(rowX, rowY);
+        rowX +=13;
+        }
+    rowX = temp;
+    rowY += 10;
+    for (int i = 0; i < 4; i++){
+        army[i][2].set_pos(rowX, rowY);
+        rowX +=13;
+        }
+}
+
+void Army::move_army(int move_distance)
+{
+    _move_distance = move_distance;
+}