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Invaders game for the Gameduino
game.cpp@2:20a89dc286d5, 2012-12-20 (annotated)
- Committer:
- TheChrisyd
- Date:
- Thu Dec 20 21:33:52 2012 +0000
- Revision:
- 2:20a89dc286d5
- Parent:
- 1:f44175dd69fd
- Child:
- 4:e82f4a87df9e
Shields aren't destroyed when hit, life sprites aren't displaying properly.
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
TheChrisyd | 0:8a7c58553b44 | 1 | #include "game.h" |
TheChrisyd | 0:8a7c58553b44 | 2 | |
TheChrisyd | 2:20a89dc286d5 | 3 | extern GDClass GD; |
TheChrisyd | 0:8a7c58553b44 | 4 | SPI spigame(ARD_MOSI, ARD_MISO, ARD_SCK); // mosi, miso, sclk |
TheChrisyd | 0:8a7c58553b44 | 5 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 6 | Trivia: There is NO random number generator |
TheChrisyd | 0:8a7c58553b44 | 7 | anywhere in Space Invaders.... |
TheChrisyd | 0:8a7c58553b44 | 8 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 9 | |
TheChrisyd | 0:8a7c58553b44 | 10 | |
TheChrisyd | 0:8a7c58553b44 | 11 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 12 | Global definitions |
TheChrisyd | 0:8a7c58553b44 | 13 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 14 | #define invaderRows 5 |
TheChrisyd | 0:8a7c58553b44 | 15 | #define invadersPerRow 11 |
TheChrisyd | 0:8a7c58553b44 | 16 | #define numInvaders (invaderRows*invadersPerRow) |
TheChrisyd | 0:8a7c58553b44 | 17 | |
TheChrisyd | 0:8a7c58553b44 | 18 | // Positions of things on screen |
TheChrisyd | 0:8a7c58553b44 | 19 | // nb. Space Invaders screen is 256x224 pixels |
TheChrisyd | 0:8a7c58553b44 | 20 | #define screenTop 24 |
TheChrisyd | 0:8a7c58553b44 | 21 | #define screenLeft 88 |
TheChrisyd | 0:8a7c58553b44 | 22 | #define screenWidth 224 |
TheChrisyd | 0:8a7c58553b44 | 23 | #define screenHeight 256 |
TheChrisyd | 0:8a7c58553b44 | 24 | // Player |
TheChrisyd | 0:8a7c58553b44 | 25 | #define playerMinLeft 18 |
TheChrisyd | 0:8a7c58553b44 | 26 | #define playerMaxRight 188 |
TheChrisyd | 0:8a7c58553b44 | 27 | #define playerYpos 216 |
TheChrisyd | 0:8a7c58553b44 | 28 | #define playerSpeed 1 |
TheChrisyd | 0:8a7c58553b44 | 29 | // Bullet |
TheChrisyd | 0:8a7c58553b44 | 30 | #define bulletHeight 4 |
TheChrisyd | 0:8a7c58553b44 | 31 | #define bulletSpeed 4 |
TheChrisyd | 0:8a7c58553b44 | 32 | #define bulletTop 35 |
TheChrisyd | 0:8a7c58553b44 | 33 | // Invaders |
TheChrisyd | 0:8a7c58553b44 | 34 | #define invaderAppearX 26 |
TheChrisyd | 0:8a7c58553b44 | 35 | #define invaderAppearY 64 |
TheChrisyd | 0:8a7c58553b44 | 36 | #define invaderXspacing 16 |
TheChrisyd | 0:8a7c58553b44 | 37 | #define invaderYspacing 16 |
TheChrisyd | 0:8a7c58553b44 | 38 | #define invaderXstep 2 |
TheChrisyd | 0:8a7c58553b44 | 39 | #define invaderYstep 8 |
TheChrisyd | 0:8a7c58553b44 | 40 | #define invaderXmin 10 |
TheChrisyd | 0:8a7c58553b44 | 41 | #define invaderXmax 202 |
TheChrisyd | 0:8a7c58553b44 | 42 | // Saucer |
TheChrisyd | 0:8a7c58553b44 | 43 | #define saucerYpos 42 |
TheChrisyd | 0:8a7c58553b44 | 44 | #define saucerSpeed 1 |
TheChrisyd | 0:8a7c58553b44 | 45 | #define saucerXmin 0 |
TheChrisyd | 0:8a7c58553b44 | 46 | #define saucerXmax (screenWidth-16) |
TheChrisyd | 0:8a7c58553b44 | 47 | #define saucerSkip 3 |
TheChrisyd | 0:8a7c58553b44 | 48 | #define saucerFrequency (25*72) |
TheChrisyd | 0:8a7c58553b44 | 49 | // Shields |
TheChrisyd | 0:8a7c58553b44 | 50 | #define numShields 4 |
TheChrisyd | 0:8a7c58553b44 | 51 | #define shieldXpos 32 |
TheChrisyd | 0:8a7c58553b44 | 52 | #define shieldYpos 192 |
TheChrisyd | 0:8a7c58553b44 | 53 | #define shieldXstep 45 |
TheChrisyd | 0:8a7c58553b44 | 54 | // Bombs |
TheChrisyd | 0:8a7c58553b44 | 55 | #define bombSpeed 1 |
TheChrisyd | 0:8a7c58553b44 | 56 | #define bombYmax 230 |
TheChrisyd | 0:8a7c58553b44 | 57 | |
TheChrisyd | 0:8a7c58553b44 | 58 | /*------------------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 59 | Sprite allocation list |
TheChrisyd | 0:8a7c58553b44 | 60 | |
TheChrisyd | 0:8a7c58553b44 | 61 | nb. Sprite order is important for collision detection |
TheChrisyd | 0:8a7c58553b44 | 62 | -------------------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 63 | enum sprite_id { |
TheChrisyd | 0:8a7c58553b44 | 64 | SP_PLAYER, |
TheChrisyd | 0:8a7c58553b44 | 65 | SP_FIRST_SHIELD, |
TheChrisyd | 0:8a7c58553b44 | 66 | SP_LAST_SHIELD = SP_FIRST_SHIELD+(2*numShields)-1, |
TheChrisyd | 0:8a7c58553b44 | 67 | // Invader bombs (can hit shields and player) |
TheChrisyd | 0:8a7c58553b44 | 68 | SP_BOMB1, // nb. There's only three bombs in Space invaders... |
TheChrisyd | 0:8a7c58553b44 | 69 | SP_BOMB2, |
TheChrisyd | 0:8a7c58553b44 | 70 | SP_BOMB3, |
TheChrisyd | 0:8a7c58553b44 | 71 | // Invaders (can't be hit by their own bombs) |
TheChrisyd | 0:8a7c58553b44 | 72 | SP_FIRST_INVADER, |
TheChrisyd | 0:8a7c58553b44 | 73 | SP_LAST_INVADER = SP_FIRST_INVADER+numInvaders-1, |
TheChrisyd | 0:8a7c58553b44 | 74 | // Flying saucer (needs two sprites because it's very wide...) |
TheChrisyd | 0:8a7c58553b44 | 75 | SP_SAUCER1, |
TheChrisyd | 0:8a7c58553b44 | 76 | SP_SAUCER2, |
TheChrisyd | 0:8a7c58553b44 | 77 | // Bullet (last ... because it can hit anything) |
TheChrisyd | 0:8a7c58553b44 | 78 | SP_BULLET |
TheChrisyd | 0:8a7c58553b44 | 79 | }; |
TheChrisyd | 0:8a7c58553b44 | 80 | |
TheChrisyd | 0:8a7c58553b44 | 81 | |
TheChrisyd | 0:8a7c58553b44 | 82 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 83 | Global vars |
TheChrisyd | 0:8a7c58553b44 | 84 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 85 | // Joystick object |
TheChrisyd | 0:8a7c58553b44 | 86 | Joystick joystick; |
TheChrisyd | 0:8a7c58553b44 | 87 | |
TheChrisyd | 0:8a7c58553b44 | 88 | // This increments once per frame |
TheChrisyd | 0:8a7c58553b44 | 89 | static unsigned int frameCounter; |
TheChrisyd | 0:8a7c58553b44 | 90 | |
TheChrisyd | 0:8a7c58553b44 | 91 | // The current wave of invaders [0..n] |
TheChrisyd | 0:8a7c58553b44 | 92 | static unsigned int invaderWave; |
TheChrisyd | 0:8a7c58553b44 | 93 | |
TheChrisyd | 0:8a7c58553b44 | 94 | // Number of lives the player has left... |
TheChrisyd | 0:8a7c58553b44 | 95 | static byte numLives; |
TheChrisyd | 0:8a7c58553b44 | 96 | |
TheChrisyd | 0:8a7c58553b44 | 97 | // Player's score... |
TheChrisyd | 0:8a7c58553b44 | 98 | static unsigned int playerScore; |
TheChrisyd | 0:8a7c58553b44 | 99 | |
TheChrisyd | 0:8a7c58553b44 | 100 | // High score |
TheChrisyd | 0:8a7c58553b44 | 101 | static unsigned int highScore; |
TheChrisyd | 0:8a7c58553b44 | 102 | |
TheChrisyd | 0:8a7c58553b44 | 103 | // Number of living space invaders |
TheChrisyd | 0:8a7c58553b44 | 104 | static unsigned int remainingInvaders; |
TheChrisyd | 0:8a7c58553b44 | 105 | |
TheChrisyd | 0:8a7c58553b44 | 106 | // Timer for the background heartbeat sound |
TheChrisyd | 0:8a7c58553b44 | 107 | static int beatCounter; |
TheChrisyd | 0:8a7c58553b44 | 108 | |
TheChrisyd | 0:8a7c58553b44 | 109 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 110 | General functions |
TheChrisyd | 0:8a7c58553b44 | 111 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 112 | static PROGMEM prog_char scoreMsg[] = "Score"; |
TheChrisyd | 0:8a7c58553b44 | 113 | static PROGMEM prog_char hiScoreMsg[] = "Hi-Score"; |
TheChrisyd | 0:8a7c58553b44 | 114 | static unsigned int previousPlayerScore, previousHighScore; |
TheChrisyd | 0:8a7c58553b44 | 115 | void redrawScores() |
TheChrisyd | 0:8a7c58553b44 | 116 | { |
TheChrisyd | 0:8a7c58553b44 | 117 | previousPlayerScore = previousHighScore = 0xffff; |
TheChrisyd | 0:8a7c58553b44 | 118 | } |
TheChrisyd | 0:8a7c58553b44 | 119 | |
TheChrisyd | 0:8a7c58553b44 | 120 | unsigned int putDigit(unsigned int s, unsigned int d) |
TheChrisyd | 0:8a7c58553b44 | 121 | { |
TheChrisyd | 0:8a7c58553b44 | 122 | byte c = '0'; |
TheChrisyd | 0:8a7c58553b44 | 123 | while (s >= d) { |
TheChrisyd | 0:8a7c58553b44 | 124 | ++c; |
TheChrisyd | 0:8a7c58553b44 | 125 | s -= d; |
TheChrisyd | 0:8a7c58553b44 | 126 | } |
TheChrisyd | 0:8a7c58553b44 | 127 | spigame.write(c); |
TheChrisyd | 0:8a7c58553b44 | 128 | return s; |
TheChrisyd | 0:8a7c58553b44 | 129 | } |
TheChrisyd | 0:8a7c58553b44 | 130 | void printScore(int8 x, const prog_char *m, unsigned int s, int8 xoff) |
TheChrisyd | 0:8a7c58553b44 | 131 | { |
TheChrisyd | 0:8a7c58553b44 | 132 | x += screenLeft/8; |
TheChrisyd | 0:8a7c58553b44 | 133 | int y = screenTop/8; |
TheChrisyd | 0:8a7c58553b44 | 134 | unsigned int addr = (y*64)+x; |
TheChrisyd | 0:8a7c58553b44 | 135 | GD.__wstart(addr); |
TheChrisyd | 0:8a7c58553b44 | 136 | char c = *m; |
TheChrisyd | 0:8a7c58553b44 | 137 | while (c != 0) { |
TheChrisyd | 0:8a7c58553b44 | 138 | spigame.write(c); |
TheChrisyd | 0:8a7c58553b44 | 139 | c = *m++; |
TheChrisyd | 0:8a7c58553b44 | 140 | } |
TheChrisyd | 0:8a7c58553b44 | 141 | GD.__end(); |
TheChrisyd | 0:8a7c58553b44 | 142 | addr += (2*64)+xoff; |
TheChrisyd | 0:8a7c58553b44 | 143 | GD.__wstart(addr); |
TheChrisyd | 0:8a7c58553b44 | 144 | s = putDigit(s,10000); |
TheChrisyd | 0:8a7c58553b44 | 145 | s = putDigit(s,1000); |
TheChrisyd | 0:8a7c58553b44 | 146 | s = putDigit(s,100); |
TheChrisyd | 0:8a7c58553b44 | 147 | s = putDigit(s,10); |
TheChrisyd | 0:8a7c58553b44 | 148 | spigame.write(s+'0'); |
TheChrisyd | 0:8a7c58553b44 | 149 | GD.__end(); |
TheChrisyd | 0:8a7c58553b44 | 150 | } |
TheChrisyd | 0:8a7c58553b44 | 151 | void updateScore() |
TheChrisyd | 0:8a7c58553b44 | 152 | { |
TheChrisyd | 0:8a7c58553b44 | 153 | if (playerScore != previousPlayerScore) { |
TheChrisyd | 0:8a7c58553b44 | 154 | printScore(0,scoreMsg,playerScore,0); |
TheChrisyd | 0:8a7c58553b44 | 155 | previousPlayerScore = playerScore; |
TheChrisyd | 0:8a7c58553b44 | 156 | if (playerScore > highScore) { |
TheChrisyd | 0:8a7c58553b44 | 157 | highScore = playerScore; |
TheChrisyd | 0:8a7c58553b44 | 158 | } |
TheChrisyd | 0:8a7c58553b44 | 159 | } |
TheChrisyd | 0:8a7c58553b44 | 160 | if (highScore != previousHighScore) { |
TheChrisyd | 0:8a7c58553b44 | 161 | printScore(20,hiScoreMsg,highScore,3); |
TheChrisyd | 0:8a7c58553b44 | 162 | previousHighScore = highScore; |
TheChrisyd | 0:8a7c58553b44 | 163 | } |
TheChrisyd | 0:8a7c58553b44 | 164 | } |
TheChrisyd | 0:8a7c58553b44 | 165 | |
TheChrisyd | 0:8a7c58553b44 | 166 | static unsigned short int prevLives; |
TheChrisyd | 0:8a7c58553b44 | 167 | static void redrawBases() |
TheChrisyd | 0:8a7c58553b44 | 168 | { |
TheChrisyd | 0:8a7c58553b44 | 169 | prevLives = 0xffff; |
TheChrisyd | 0:8a7c58553b44 | 170 | } |
TheChrisyd | 0:8a7c58553b44 | 171 | void updateRemainingBases() |
TheChrisyd | 0:8a7c58553b44 | 172 | { |
TheChrisyd | 0:8a7c58553b44 | 173 | if (numLives != prevLives) { |
TheChrisyd | 0:8a7c58553b44 | 174 | prevLives = numLives; |
TheChrisyd | 0:8a7c58553b44 | 175 | GD.__wstart((64*((screenTop+240)>>3))+(screenLeft>>3)); |
TheChrisyd | 0:8a7c58553b44 | 176 | spigame.write(numLives+'0'); |
TheChrisyd | 0:8a7c58553b44 | 177 | spigame.write(0); |
TheChrisyd | 0:8a7c58553b44 | 178 | for (byte i=1; i<numLives; ++i) { |
TheChrisyd | 0:8a7c58553b44 | 179 | spigame.write(CH_PLAYERL); |
TheChrisyd | 0:8a7c58553b44 | 180 | spigame.write(CH_PLAYERR); |
TheChrisyd | 0:8a7c58553b44 | 181 | } |
TheChrisyd | 0:8a7c58553b44 | 182 | spigame.write(0); |
TheChrisyd | 0:8a7c58553b44 | 183 | spigame.write(0); |
TheChrisyd | 0:8a7c58553b44 | 184 | GD.__end(); |
TheChrisyd | 0:8a7c58553b44 | 185 | } |
TheChrisyd | 0:8a7c58553b44 | 186 | } |
TheChrisyd | 0:8a7c58553b44 | 187 | |
TheChrisyd | 0:8a7c58553b44 | 188 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 189 | A generic object in the game |
TheChrisyd | 0:8a7c58553b44 | 190 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 191 | enum object_status { |
TheChrisyd | 0:8a7c58553b44 | 192 | S_WAITING, |
TheChrisyd | 0:8a7c58553b44 | 193 | S_ALIVE, |
TheChrisyd | 0:8a7c58553b44 | 194 | S_DYING, |
TheChrisyd | 0:8a7c58553b44 | 195 | S_DEAD |
TheChrisyd | 0:8a7c58553b44 | 196 | }; |
TheChrisyd | 0:8a7c58553b44 | 197 | |
TheChrisyd | 0:8a7c58553b44 | 198 | struct GameObject { |
TheChrisyd | 0:8a7c58553b44 | 199 | byte sprite; // Which sprite to use for my graphic (see "sprite_id") |
TheChrisyd | 0:8a7c58553b44 | 200 | byte status; // What I'm doing at the moment |
TheChrisyd | 0:8a7c58553b44 | 201 | int xpos,ypos; // Position on screen |
TheChrisyd | 0:8a7c58553b44 | 202 | // State of objects in the game |
TheChrisyd | 0:8a7c58553b44 | 203 | void initialize(byte s, object_status t=S_WAITING, int x=400, int y=0) { |
TheChrisyd | 0:8a7c58553b44 | 204 | sprite = s; |
TheChrisyd | 0:8a7c58553b44 | 205 | status = t; |
TheChrisyd | 0:8a7c58553b44 | 206 | xpos = x; |
TheChrisyd | 0:8a7c58553b44 | 207 | ypos = y; |
TheChrisyd | 0:8a7c58553b44 | 208 | updateSprite(0,0); |
TheChrisyd | 0:8a7c58553b44 | 209 | } |
TheChrisyd | 0:8a7c58553b44 | 210 | void updateSprite(byte img, byte frame) { |
TheChrisyd | 0:8a7c58553b44 | 211 | GD.sprite(sprite,xpos+screenLeft,ypos+screenTop,img,8+(frame<<1),0,0); |
TheChrisyd | 0:8a7c58553b44 | 212 | } |
TheChrisyd | 0:8a7c58553b44 | 213 | void doubleSprite(byte img1, byte frame1, byte img2, byte frame2, int8 xoff) { |
TheChrisyd | 0:8a7c58553b44 | 214 | int x = xpos+screenLeft+xoff; |
TheChrisyd | 0:8a7c58553b44 | 215 | int y = ypos+screenTop; |
TheChrisyd | 0:8a7c58553b44 | 216 | GD.sprite(sprite, x, y,img1,8+(frame1<<1),0,0); |
TheChrisyd | 0:8a7c58553b44 | 217 | GD.sprite(sprite+1,x+16,y,img2,8+(frame2<<1),0,0); |
TheChrisyd | 0:8a7c58553b44 | 218 | } |
TheChrisyd | 0:8a7c58553b44 | 219 | byte collision() { |
TheChrisyd | 0:8a7c58553b44 | 220 | return GD.rd(0x2900+sprite); |
TheChrisyd | 0:8a7c58553b44 | 221 | } |
TheChrisyd | 0:8a7c58553b44 | 222 | }; |
TheChrisyd | 0:8a7c58553b44 | 223 | |
TheChrisyd | 0:8a7c58553b44 | 224 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 225 | Player's bullet |
TheChrisyd | 0:8a7c58553b44 | 226 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 227 | // Forward references to functions |
TheChrisyd | 0:8a7c58553b44 | 228 | bool killInvader(byte spriteNumber); |
TheChrisyd | 0:8a7c58553b44 | 229 | void shootShield(byte spriteNumber, int bulletX); |
TheChrisyd | 0:8a7c58553b44 | 230 | void shootSaucer(); |
TheChrisyd | 0:8a7c58553b44 | 231 | void shootBomb(byte spriteNumber); |
TheChrisyd | 0:8a7c58553b44 | 232 | void incSaucerCounter(); |
TheChrisyd | 0:8a7c58553b44 | 233 | |
TheChrisyd | 0:8a7c58553b44 | 234 | class BulletObject : GameObject { |
TheChrisyd | 0:8a7c58553b44 | 235 | byte timer; |
TheChrisyd | 0:8a7c58553b44 | 236 | bool visibleDeath; |
TheChrisyd | 0:8a7c58553b44 | 237 | void die(bool v) { |
TheChrisyd | 0:8a7c58553b44 | 238 | visibleDeath = v; |
TheChrisyd | 0:8a7c58553b44 | 239 | status = S_DYING; |
TheChrisyd | 0:8a7c58553b44 | 240 | timer = 12; |
TheChrisyd | 0:8a7c58553b44 | 241 | } |
TheChrisyd | 0:8a7c58553b44 | 242 | public: |
TheChrisyd | 0:8a7c58553b44 | 243 | void reset() { |
TheChrisyd | 0:8a7c58553b44 | 244 | initialize(SP_BULLET); |
TheChrisyd | 0:8a7c58553b44 | 245 | updateSprite(GR_BULLET,3); |
TheChrisyd | 0:8a7c58553b44 | 246 | timer = 0; |
TheChrisyd | 0:8a7c58553b44 | 247 | } |
TheChrisyd | 0:8a7c58553b44 | 248 | void fire(GameObject& p) { |
TheChrisyd | 0:8a7c58553b44 | 249 | if (status == S_WAITING){ |
TheChrisyd | 0:8a7c58553b44 | 250 | status = S_ALIVE; |
TheChrisyd | 0:8a7c58553b44 | 251 | xpos = p.xpos; |
TheChrisyd | 0:8a7c58553b44 | 252 | ypos = p.ypos+bulletSpeed-bulletHeight; |
TheChrisyd | 0:8a7c58553b44 | 253 | playerShootSound = true; |
TheChrisyd | 0:8a7c58553b44 | 254 | } |
TheChrisyd | 0:8a7c58553b44 | 255 | } |
TheChrisyd | 0:8a7c58553b44 | 256 | void update() { |
TheChrisyd | 0:8a7c58553b44 | 257 | int frame = 3; |
TheChrisyd | 0:8a7c58553b44 | 258 | switch (status) { |
TheChrisyd | 0:8a7c58553b44 | 259 | case S_ALIVE: ypos -= bulletSpeed; |
TheChrisyd | 0:8a7c58553b44 | 260 | if (ypos <= bulletTop) { |
TheChrisyd | 0:8a7c58553b44 | 261 | ypos = bulletTop; |
TheChrisyd | 0:8a7c58553b44 | 262 | die(true); |
TheChrisyd | 0:8a7c58553b44 | 263 | frame = 1; |
TheChrisyd | 0:8a7c58553b44 | 264 | } |
TheChrisyd | 0:8a7c58553b44 | 265 | else { |
TheChrisyd | 0:8a7c58553b44 | 266 | frame = 0; |
TheChrisyd | 0:8a7c58553b44 | 267 | } |
TheChrisyd | 0:8a7c58553b44 | 268 | break; |
TheChrisyd | 0:8a7c58553b44 | 269 | case S_DYING: if (!--timer) { |
TheChrisyd | 0:8a7c58553b44 | 270 | status = S_WAITING; |
TheChrisyd | 0:8a7c58553b44 | 271 | incSaucerCounter(); |
TheChrisyd | 0:8a7c58553b44 | 272 | } |
TheChrisyd | 0:8a7c58553b44 | 273 | else if (visibleDeath) { |
TheChrisyd | 0:8a7c58553b44 | 274 | frame = 1; |
TheChrisyd | 0:8a7c58553b44 | 275 | } |
TheChrisyd | 0:8a7c58553b44 | 276 | break; |
TheChrisyd | 0:8a7c58553b44 | 277 | } |
TheChrisyd | 0:8a7c58553b44 | 278 | updateSprite(GR_BULLET,frame); |
TheChrisyd | 0:8a7c58553b44 | 279 | } |
TheChrisyd | 0:8a7c58553b44 | 280 | void setY(int y) { |
TheChrisyd | 0:8a7c58553b44 | 281 | if (status == S_DYING) { |
TheChrisyd | 0:8a7c58553b44 | 282 | ypos = y; |
TheChrisyd | 0:8a7c58553b44 | 283 | updateSprite(GR_BULLET,1); |
TheChrisyd | 2:20a89dc286d5 | 284 | //GD.wr16(SCROLL_Y,GD.rd16(SCROLL_Y)+1); |
TheChrisyd | 0:8a7c58553b44 | 285 | } |
TheChrisyd | 0:8a7c58553b44 | 286 | } |
TheChrisyd | 0:8a7c58553b44 | 287 | // See if the bullet hit anything |
TheChrisyd | 0:8a7c58553b44 | 288 | void collide() { |
TheChrisyd | 0:8a7c58553b44 | 289 | if (status == S_ALIVE) { |
TheChrisyd | 0:8a7c58553b44 | 290 | byte b = collision(); |
TheChrisyd | 0:8a7c58553b44 | 291 | if (b != 0xff) { |
TheChrisyd | 0:8a7c58553b44 | 292 | if ((b >= SP_FIRST_INVADER) and (b <= SP_LAST_INVADER)) { |
TheChrisyd | 0:8a7c58553b44 | 293 | if (killInvader(b)) { |
TheChrisyd | 0:8a7c58553b44 | 294 | die(false); |
TheChrisyd | 0:8a7c58553b44 | 295 | } |
TheChrisyd | 0:8a7c58553b44 | 296 | } |
TheChrisyd | 0:8a7c58553b44 | 297 | if ((b >= SP_FIRST_SHIELD) and (b <= SP_LAST_SHIELD)) { |
TheChrisyd | 0:8a7c58553b44 | 298 | shootShield(b,xpos); |
TheChrisyd | 0:8a7c58553b44 | 299 | die(true); |
TheChrisyd | 0:8a7c58553b44 | 300 | } |
TheChrisyd | 0:8a7c58553b44 | 301 | if ((b >= SP_SAUCER1) and (b <= SP_SAUCER2)) { |
TheChrisyd | 0:8a7c58553b44 | 302 | shootSaucer(); |
TheChrisyd | 0:8a7c58553b44 | 303 | die(false); |
TheChrisyd | 0:8a7c58553b44 | 304 | } |
TheChrisyd | 0:8a7c58553b44 | 305 | if ((b >= SP_BOMB1) and (b <= SP_BOMB3)) { |
TheChrisyd | 0:8a7c58553b44 | 306 | shootBomb(b); |
TheChrisyd | 0:8a7c58553b44 | 307 | die(false); |
TheChrisyd | 0:8a7c58553b44 | 308 | } |
TheChrisyd | 0:8a7c58553b44 | 309 | } |
TheChrisyd | 0:8a7c58553b44 | 310 | } |
TheChrisyd | 0:8a7c58553b44 | 311 | } |
TheChrisyd | 0:8a7c58553b44 | 312 | } bullet; |
TheChrisyd | 0:8a7c58553b44 | 313 | |
TheChrisyd | 0:8a7c58553b44 | 314 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 315 | The player |
TheChrisyd | 0:8a7c58553b44 | 316 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 317 | class Player : public GameObject { |
TheChrisyd | 0:8a7c58553b44 | 318 | byte timer; |
TheChrisyd | 0:8a7c58553b44 | 319 | public: |
TheChrisyd | 0:8a7c58553b44 | 320 | void reset() { |
TheChrisyd | 0:8a7c58553b44 | 321 | timer = 2*numInvaders; |
TheChrisyd | 0:8a7c58553b44 | 322 | initialize(SP_PLAYER,S_WAITING,playerMinLeft,playerYpos); |
TheChrisyd | 0:8a7c58553b44 | 323 | updateSprite(GR_PLAYER,3); |
TheChrisyd | 0:8a7c58553b44 | 324 | } |
TheChrisyd | 0:8a7c58553b44 | 325 | |
TheChrisyd | 0:8a7c58553b44 | 326 | void update() { |
TheChrisyd | 0:8a7c58553b44 | 327 | int frame = 3; |
TheChrisyd | 0:8a7c58553b44 | 328 | switch (status) { |
TheChrisyd | 0:8a7c58553b44 | 329 | case S_WAITING: xpos = playerMinLeft; |
TheChrisyd | 0:8a7c58553b44 | 330 | ypos = playerYpos; |
TheChrisyd | 0:8a7c58553b44 | 331 | if (!--timer) { |
TheChrisyd | 0:8a7c58553b44 | 332 | status = S_ALIVE; |
TheChrisyd | 0:8a7c58553b44 | 333 | } |
TheChrisyd | 0:8a7c58553b44 | 334 | break; |
TheChrisyd | 0:8a7c58553b44 | 335 | case S_ALIVE: if (joystick.left()) { |
TheChrisyd | 0:8a7c58553b44 | 336 | xpos -= playerSpeed; |
TheChrisyd | 0:8a7c58553b44 | 337 | if (xpos < playerMinLeft) { |
TheChrisyd | 0:8a7c58553b44 | 338 | xpos = playerMinLeft; |
TheChrisyd | 0:8a7c58553b44 | 339 | } |
TheChrisyd | 0:8a7c58553b44 | 340 | } |
TheChrisyd | 0:8a7c58553b44 | 341 | if (joystick.right()) { |
TheChrisyd | 0:8a7c58553b44 | 342 | xpos += playerSpeed; |
TheChrisyd | 0:8a7c58553b44 | 343 | if (xpos > playerMaxRight) { |
TheChrisyd | 0:8a7c58553b44 | 344 | xpos = playerMaxRight; |
TheChrisyd | 0:8a7c58553b44 | 345 | } |
TheChrisyd | 0:8a7c58553b44 | 346 | } |
TheChrisyd | 0:8a7c58553b44 | 347 | { byte n = Joystick::buttonA|Joystick::buttonB; |
TheChrisyd | 0:8a7c58553b44 | 348 | if (joystick.isPressed(n) and joystick.changed(n)) { |
TheChrisyd | 0:8a7c58553b44 | 349 | bullet.fire(*this); |
TheChrisyd | 0:8a7c58553b44 | 350 | } |
TheChrisyd | 0:8a7c58553b44 | 351 | } |
TheChrisyd | 0:8a7c58553b44 | 352 | frame = 0; |
TheChrisyd | 0:8a7c58553b44 | 353 | break; |
TheChrisyd | 0:8a7c58553b44 | 354 | case S_DYING: if (!--timer) { |
TheChrisyd | 0:8a7c58553b44 | 355 | timer = 3*remainingInvaders; |
TheChrisyd | 0:8a7c58553b44 | 356 | status = (--numLives>0)? S_WAITING: S_DEAD; |
TheChrisyd | 0:8a7c58553b44 | 357 | } |
TheChrisyd | 0:8a7c58553b44 | 358 | else { |
TheChrisyd | 0:8a7c58553b44 | 359 | frame = ((frameCounter&4)==0)? 1:2; |
TheChrisyd | 0:8a7c58553b44 | 360 | } |
TheChrisyd | 0:8a7c58553b44 | 361 | break; |
TheChrisyd | 0:8a7c58553b44 | 362 | } |
TheChrisyd | 0:8a7c58553b44 | 363 | updateSprite(GR_PLAYER,frame); |
TheChrisyd | 0:8a7c58553b44 | 364 | } |
TheChrisyd | 0:8a7c58553b44 | 365 | void kill() { |
TheChrisyd | 0:8a7c58553b44 | 366 | if (status == S_ALIVE) { |
TheChrisyd | 0:8a7c58553b44 | 367 | status = S_DYING; |
TheChrisyd | 0:8a7c58553b44 | 368 | timer = 50; |
TheChrisyd | 0:8a7c58553b44 | 369 | playerDeathSound = true; |
TheChrisyd | 0:8a7c58553b44 | 370 | } |
TheChrisyd | 0:8a7c58553b44 | 371 | } |
TheChrisyd | 0:8a7c58553b44 | 372 | bool isAlive() { |
TheChrisyd | 0:8a7c58553b44 | 373 | return (status==S_ALIVE); |
TheChrisyd | 0:8a7c58553b44 | 374 | } |
TheChrisyd | 0:8a7c58553b44 | 375 | bool isDying() { |
TheChrisyd | 0:8a7c58553b44 | 376 | return (status==S_DYING); |
TheChrisyd | 0:8a7c58553b44 | 377 | } |
TheChrisyd | 0:8a7c58553b44 | 378 | bool isDead() { |
TheChrisyd | 0:8a7c58553b44 | 379 | return (status==S_DEAD); |
TheChrisyd | 0:8a7c58553b44 | 380 | } |
TheChrisyd | 0:8a7c58553b44 | 381 | void wakeUp() { |
TheChrisyd | 0:8a7c58553b44 | 382 | } |
TheChrisyd | 0:8a7c58553b44 | 383 | } player; |
TheChrisyd | 0:8a7c58553b44 | 384 | |
TheChrisyd | 0:8a7c58553b44 | 385 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 386 | "Shields" for the player to hide behind |
TheChrisyd | 0:8a7c58553b44 | 387 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 388 | class Shields { |
TheChrisyd | 0:8a7c58553b44 | 389 | struct BlastInfo { |
TheChrisyd | 0:8a7c58553b44 | 390 | byte sprite; |
TheChrisyd | 0:8a7c58553b44 | 391 | int xpos; |
TheChrisyd | 0:8a7c58553b44 | 392 | void reset() { |
TheChrisyd | 0:8a7c58553b44 | 393 | sprite = 255; |
TheChrisyd | 0:8a7c58553b44 | 394 | } |
TheChrisyd | 0:8a7c58553b44 | 395 | bool hasBlast() const { |
TheChrisyd | 0:8a7c58553b44 | 396 | return (sprite!=255); |
TheChrisyd | 0:8a7c58553b44 | 397 | } |
TheChrisyd | 0:8a7c58553b44 | 398 | void blast(byte s, int x) { |
TheChrisyd | 0:8a7c58553b44 | 399 | sprite = s; |
TheChrisyd | 0:8a7c58553b44 | 400 | xpos = x; |
TheChrisyd | 0:8a7c58553b44 | 401 | } |
TheChrisyd | 0:8a7c58553b44 | 402 | }; |
TheChrisyd | 0:8a7c58553b44 | 403 | BlastInfo bulletBlast, bombBlast[3]; |
TheChrisyd | 0:8a7c58553b44 | 404 | void blastShield(BlastInfo& n, bool asBullet) { |
TheChrisyd | 0:8a7c58553b44 | 405 | if (n.hasBlast()) { |
TheChrisyd | 0:8a7c58553b44 | 406 | byte s = (n.sprite-SP_FIRST_SHIELD)>>1; |
TheChrisyd | 0:8a7c58553b44 | 407 | int8 x = int8(n.xpos-(shieldXpos+(s*shieldXstep))); |
TheChrisyd | 0:8a7c58553b44 | 408 | //int8 y = zapShield(s,x,asBullet); |
TheChrisyd | 0:8a7c58553b44 | 409 | if (asBullet) { |
TheChrisyd | 0:8a7c58553b44 | 410 | //bullet.setY(shieldYpos+y); |
TheChrisyd | 0:8a7c58553b44 | 411 | } |
TheChrisyd | 0:8a7c58553b44 | 412 | n.reset(); |
TheChrisyd | 0:8a7c58553b44 | 413 | } |
TheChrisyd | 0:8a7c58553b44 | 414 | } |
TheChrisyd | 0:8a7c58553b44 | 415 | public: |
TheChrisyd | 0:8a7c58553b44 | 416 | void reset() { |
TheChrisyd | 0:8a7c58553b44 | 417 | remakeShields(); |
TheChrisyd | 0:8a7c58553b44 | 418 | int x = shieldXpos; |
TheChrisyd | 0:8a7c58553b44 | 419 | byte s = SP_FIRST_SHIELD; |
TheChrisyd | 0:8a7c58553b44 | 420 | for (int i=0; i<numShields; ++i) { |
TheChrisyd | 0:8a7c58553b44 | 421 | GD.sprite(s, x+screenLeft, shieldYpos+screenTop,GR_SHIELD1+i,8+0,0,0); |
TheChrisyd | 0:8a7c58553b44 | 422 | GD.sprite(s+1,x+screenLeft+16,shieldYpos+screenTop,GR_SHIELD1+i,8+2,0,0); |
TheChrisyd | 0:8a7c58553b44 | 423 | x += shieldXstep; |
TheChrisyd | 0:8a7c58553b44 | 424 | s += 2; |
TheChrisyd | 0:8a7c58553b44 | 425 | } |
TheChrisyd | 0:8a7c58553b44 | 426 | bulletBlast.reset(); |
TheChrisyd | 0:8a7c58553b44 | 427 | for (int8 i=0; i<3; ++i) { |
TheChrisyd | 0:8a7c58553b44 | 428 | bombBlast[i].reset(); |
TheChrisyd | 0:8a7c58553b44 | 429 | } |
TheChrisyd | 0:8a7c58553b44 | 430 | } |
TheChrisyd | 0:8a7c58553b44 | 431 | void update() { |
TheChrisyd | 0:8a7c58553b44 | 432 | blastShield(bulletBlast,true); |
TheChrisyd | 0:8a7c58553b44 | 433 | for (int8 i=0; i<3; ++i) { |
TheChrisyd | 0:8a7c58553b44 | 434 | blastShield(bombBlast[i],false); |
TheChrisyd | 0:8a7c58553b44 | 435 | } |
TheChrisyd | 0:8a7c58553b44 | 436 | } |
TheChrisyd | 0:8a7c58553b44 | 437 | // Zap them in various ways |
TheChrisyd | 0:8a7c58553b44 | 438 | // nb. We defer the action because updating the sprites |
TheChrisyd | 0:8a7c58553b44 | 439 | // might be slow and we want to make sure all collision |
TheChrisyd | 0:8a7c58553b44 | 440 | // detection happens in the vertical blank |
TheChrisyd | 0:8a7c58553b44 | 441 | void shoot(byte s, int x) { |
TheChrisyd | 0:8a7c58553b44 | 442 | bulletBlast.blast(s,x); |
TheChrisyd | 0:8a7c58553b44 | 443 | } |
TheChrisyd | 0:8a7c58553b44 | 444 | void bomb(byte s, int x) { |
TheChrisyd | 0:8a7c58553b44 | 445 | for (int8 i=0; i<3; ++i) { |
TheChrisyd | 0:8a7c58553b44 | 446 | BlastInfo& b = bombBlast[i]; |
TheChrisyd | 0:8a7c58553b44 | 447 | if (!b.hasBlast()) { |
TheChrisyd | 0:8a7c58553b44 | 448 | b.blast(s,x); |
TheChrisyd | 0:8a7c58553b44 | 449 | break; |
TheChrisyd | 0:8a7c58553b44 | 450 | } |
TheChrisyd | 0:8a7c58553b44 | 451 | } |
TheChrisyd | 0:8a7c58553b44 | 452 | } |
TheChrisyd | 0:8a7c58553b44 | 453 | } shields; |
TheChrisyd | 0:8a7c58553b44 | 454 | void shootShield(byte sprite, int bulletX) |
TheChrisyd | 0:8a7c58553b44 | 455 | { |
TheChrisyd | 0:8a7c58553b44 | 456 | shields.shoot(sprite,bulletX); |
TheChrisyd | 0:8a7c58553b44 | 457 | } |
TheChrisyd | 0:8a7c58553b44 | 458 | |
TheChrisyd | 0:8a7c58553b44 | 459 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 460 | Flying saucer |
TheChrisyd | 0:8a7c58553b44 | 461 | |
TheChrisyd | 0:8a7c58553b44 | 462 | The score for the saucer depends on how |
TheChrisyd | 0:8a7c58553b44 | 463 | many bullets you've fired. If you want |
TheChrisyd | 0:8a7c58553b44 | 464 | a good score hit it with bullet 22 and |
TheChrisyd | 0:8a7c58553b44 | 465 | every 15th bullet after that. |
TheChrisyd | 0:8a7c58553b44 | 466 | |
TheChrisyd | 0:8a7c58553b44 | 467 | The direction of the saucer also depends |
TheChrisyd | 0:8a7c58553b44 | 468 | on the bullet count. If you're counting |
TheChrisyd | 0:8a7c58553b44 | 469 | bullets then note the the saucer will |
TheChrisyd | 0:8a7c58553b44 | 470 | appear on alternate sides and you can |
TheChrisyd | 0:8a7c58553b44 | 471 | be ready for it. |
TheChrisyd | 0:8a7c58553b44 | 472 | |
TheChrisyd | 0:8a7c58553b44 | 473 | Repeat after me: There are NO random |
TheChrisyd | 0:8a7c58553b44 | 474 | numbers in Space Invaders. |
TheChrisyd | 0:8a7c58553b44 | 475 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 476 | static PROGMEM prog_uchar saucerScores[15] = { |
TheChrisyd | 0:8a7c58553b44 | 477 | // nb. There's only one '300' here... |
TheChrisyd | 0:8a7c58553b44 | 478 | 10,5,10,15,10,10,5,30,10,10,10,5,15,10,5 |
TheChrisyd | 0:8a7c58553b44 | 479 | }; |
TheChrisyd | 0:8a7c58553b44 | 480 | class Saucer : GameObject { |
TheChrisyd | 0:8a7c58553b44 | 481 | byte timer, scoreTimer; |
TheChrisyd | 0:8a7c58553b44 | 482 | byte score; |
TheChrisyd | 0:8a7c58553b44 | 483 | byte bulletCounter; |
TheChrisyd | 0:8a7c58553b44 | 484 | unsigned int timeUntilNextSaucer; |
TheChrisyd | 0:8a7c58553b44 | 485 | bool leftRight,goingRight,showingScore; |
TheChrisyd | 0:8a7c58553b44 | 486 | void startWaiting() { |
TheChrisyd | 0:8a7c58553b44 | 487 | status = S_WAITING; |
TheChrisyd | 0:8a7c58553b44 | 488 | timeUntilNextSaucer = saucerFrequency; |
TheChrisyd | 0:8a7c58553b44 | 489 | } |
TheChrisyd | 0:8a7c58553b44 | 490 | public: |
TheChrisyd | 0:8a7c58553b44 | 491 | void reset() { |
TheChrisyd | 0:8a7c58553b44 | 492 | initialize(SP_SAUCER1); |
TheChrisyd | 0:8a7c58553b44 | 493 | timer = 1; |
TheChrisyd | 0:8a7c58553b44 | 494 | ypos = saucerYpos; |
TheChrisyd | 0:8a7c58553b44 | 495 | showingScore = false; |
TheChrisyd | 0:8a7c58553b44 | 496 | bulletCounter = 0; |
TheChrisyd | 0:8a7c58553b44 | 497 | leftRight = true; |
TheChrisyd | 0:8a7c58553b44 | 498 | timeUntilNextSaucer = saucerFrequency; |
TheChrisyd | 0:8a7c58553b44 | 499 | } |
TheChrisyd | 0:8a7c58553b44 | 500 | void update() { |
TheChrisyd | 0:8a7c58553b44 | 501 | int xoff=0; |
TheChrisyd | 0:8a7c58553b44 | 502 | byte gr1=GR_SAUCER, gr2=gr1; |
TheChrisyd | 0:8a7c58553b44 | 503 | byte fr1=3, fr2=fr1; // Blank sprite |
TheChrisyd | 0:8a7c58553b44 | 504 | switch (status) { |
TheChrisyd | 0:8a7c58553b44 | 505 | case S_WAITING: if ((remainingInvaders>7) and !--timeUntilNextSaucer) { |
TheChrisyd | 0:8a7c58553b44 | 506 | status = S_ALIVE; |
TheChrisyd | 0:8a7c58553b44 | 507 | timer = saucerSkip; |
TheChrisyd | 0:8a7c58553b44 | 508 | goingRight = leftRight; |
TheChrisyd | 0:8a7c58553b44 | 509 | if (goingRight) { |
TheChrisyd | 0:8a7c58553b44 | 510 | xpos = saucerXmin-saucerSpeed; |
TheChrisyd | 0:8a7c58553b44 | 511 | } |
TheChrisyd | 0:8a7c58553b44 | 512 | else { |
TheChrisyd | 0:8a7c58553b44 | 513 | xpos = saucerXmax+saucerSpeed; |
TheChrisyd | 0:8a7c58553b44 | 514 | } |
TheChrisyd | 0:8a7c58553b44 | 515 | saucerSound = true; |
TheChrisyd | 0:8a7c58553b44 | 516 | } |
TheChrisyd | 0:8a7c58553b44 | 517 | else { |
TheChrisyd | 0:8a7c58553b44 | 518 | stopSaucerSnd = true; |
TheChrisyd | 0:8a7c58553b44 | 519 | } |
TheChrisyd | 0:8a7c58553b44 | 520 | break; |
TheChrisyd | 0:8a7c58553b44 | 521 | case S_ALIVE: if (!--timer) { |
TheChrisyd | 0:8a7c58553b44 | 522 | // The player has to go faster then the saucer so we skip frames... |
TheChrisyd | 0:8a7c58553b44 | 523 | timer = saucerSkip; |
TheChrisyd | 0:8a7c58553b44 | 524 | } |
TheChrisyd | 0:8a7c58553b44 | 525 | else { |
TheChrisyd | 0:8a7c58553b44 | 526 | if (goingRight) { |
TheChrisyd | 0:8a7c58553b44 | 527 | xpos += saucerSpeed; |
TheChrisyd | 0:8a7c58553b44 | 528 | if (xpos > saucerXmax) { |
TheChrisyd | 0:8a7c58553b44 | 529 | startWaiting(); |
TheChrisyd | 0:8a7c58553b44 | 530 | } |
TheChrisyd | 0:8a7c58553b44 | 531 | } |
TheChrisyd | 0:8a7c58553b44 | 532 | else { |
TheChrisyd | 0:8a7c58553b44 | 533 | xpos -= saucerSpeed; |
TheChrisyd | 0:8a7c58553b44 | 534 | if (xpos < saucerXmin) { |
TheChrisyd | 0:8a7c58553b44 | 535 | startWaiting(); |
TheChrisyd | 0:8a7c58553b44 | 536 | } |
TheChrisyd | 0:8a7c58553b44 | 537 | } |
TheChrisyd | 0:8a7c58553b44 | 538 | } |
TheChrisyd | 0:8a7c58553b44 | 539 | fr1 = 0; // Normal saucer |
TheChrisyd | 0:8a7c58553b44 | 540 | break; |
TheChrisyd | 0:8a7c58553b44 | 541 | case S_DYING: if (!--timer) { |
TheChrisyd | 0:8a7c58553b44 | 542 | if (showingScore) { |
TheChrisyd | 0:8a7c58553b44 | 543 | startWaiting(); |
TheChrisyd | 0:8a7c58553b44 | 544 | } |
TheChrisyd | 0:8a7c58553b44 | 545 | else { |
TheChrisyd | 0:8a7c58553b44 | 546 | timer = 60; |
TheChrisyd | 0:8a7c58553b44 | 547 | showingScore = true; |
TheChrisyd | 0:8a7c58553b44 | 548 | playerScore += score*10; |
TheChrisyd | 0:8a7c58553b44 | 549 | } |
TheChrisyd | 0:8a7c58553b44 | 550 | } |
TheChrisyd | 0:8a7c58553b44 | 551 | else { |
TheChrisyd | 0:8a7c58553b44 | 552 | if (showingScore) { |
TheChrisyd | 0:8a7c58553b44 | 553 | xoff = -5; |
TheChrisyd | 0:8a7c58553b44 | 554 | gr1 = GR_SAUCER_SCORE; |
TheChrisyd | 0:8a7c58553b44 | 555 | gr2 = GR_BULLET; fr2 = 2; |
TheChrisyd | 0:8a7c58553b44 | 556 | if (score == 5) { fr1=0; xoff-=4;} |
TheChrisyd | 0:8a7c58553b44 | 557 | else if (score == 10) { fr1 = 1; } |
TheChrisyd | 0:8a7c58553b44 | 558 | else if (score == 15) { fr1 = 2; } |
TheChrisyd | 0:8a7c58553b44 | 559 | else if (score == 30) { fr1 = 3; } |
TheChrisyd | 0:8a7c58553b44 | 560 | } |
TheChrisyd | 0:8a7c58553b44 | 561 | else { |
TheChrisyd | 0:8a7c58553b44 | 562 | fr1 = 1; // Explosion left |
TheChrisyd | 0:8a7c58553b44 | 563 | fr2 = 2; // Explosion right |
TheChrisyd | 0:8a7c58553b44 | 564 | xoff = -5; // Move it a bit to the left |
TheChrisyd | 0:8a7c58553b44 | 565 | } |
TheChrisyd | 0:8a7c58553b44 | 566 | } |
TheChrisyd | 0:8a7c58553b44 | 567 | break; |
TheChrisyd | 0:8a7c58553b44 | 568 | } |
TheChrisyd | 0:8a7c58553b44 | 569 | // Saucer sometimes needs two sprites... |
TheChrisyd | 0:8a7c58553b44 | 570 | doubleSprite(gr1,fr1,gr2,fr2,xoff); |
TheChrisyd | 0:8a7c58553b44 | 571 | } |
TheChrisyd | 0:8a7c58553b44 | 572 | void incCounter() { |
TheChrisyd | 0:8a7c58553b44 | 573 | if (++bulletCounter == 15) { |
TheChrisyd | 0:8a7c58553b44 | 574 | bulletCounter = 0; |
TheChrisyd | 0:8a7c58553b44 | 575 | } |
TheChrisyd | 0:8a7c58553b44 | 576 | leftRight = !leftRight; |
TheChrisyd | 0:8a7c58553b44 | 577 | } |
TheChrisyd | 0:8a7c58553b44 | 578 | void kill() { |
TheChrisyd | 0:8a7c58553b44 | 579 | status = S_DYING; |
TheChrisyd | 0:8a7c58553b44 | 580 | timer = 36; |
TheChrisyd | 0:8a7c58553b44 | 581 | saucerDieSound = true; |
TheChrisyd | 0:8a7c58553b44 | 582 | showingScore = false; |
TheChrisyd | 0:8a7c58553b44 | 583 | score = *saucerScores+bulletCounter; |
TheChrisyd | 0:8a7c58553b44 | 584 | } |
TheChrisyd | 0:8a7c58553b44 | 585 | } saucer; |
TheChrisyd | 0:8a7c58553b44 | 586 | |
TheChrisyd | 0:8a7c58553b44 | 587 | void incSaucerCounter() |
TheChrisyd | 0:8a7c58553b44 | 588 | { |
TheChrisyd | 0:8a7c58553b44 | 589 | saucer.incCounter(); |
TheChrisyd | 0:8a7c58553b44 | 590 | } |
TheChrisyd | 0:8a7c58553b44 | 591 | void shootSaucer() |
TheChrisyd | 0:8a7c58553b44 | 592 | { |
TheChrisyd | 0:8a7c58553b44 | 593 | saucer.kill(); |
TheChrisyd | 0:8a7c58553b44 | 594 | } |
TheChrisyd | 0:8a7c58553b44 | 595 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 596 | A space invader... |
TheChrisyd | 0:8a7c58553b44 | 597 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 598 | enum invader_type { |
TheChrisyd | 0:8a7c58553b44 | 599 | INVADER_T, // Top-row invader |
TheChrisyd | 0:8a7c58553b44 | 600 | INVADER_M, // Middle-row invader |
TheChrisyd | 0:8a7c58553b44 | 601 | INVADER_B, // Bottom-row invader |
TheChrisyd | 0:8a7c58553b44 | 602 | NUM_INVADER_TYPES |
TheChrisyd | 0:8a7c58553b44 | 603 | }; |
TheChrisyd | 0:8a7c58553b44 | 604 | static PROGMEM prog_uchar invaderGraphic[NUM_INVADER_TYPES] = { |
TheChrisyd | 0:8a7c58553b44 | 605 | GR_INVADER_T, GR_INVADER_M, GR_INVADER_B |
TheChrisyd | 0:8a7c58553b44 | 606 | }; |
TheChrisyd | 0:8a7c58553b44 | 607 | |
TheChrisyd | 0:8a7c58553b44 | 608 | static PROGMEM prog_uchar invaderScore[NUM_INVADER_TYPES] = { |
TheChrisyd | 0:8a7c58553b44 | 609 | 30, 20, 10 |
TheChrisyd | 0:8a7c58553b44 | 610 | }; |
TheChrisyd | 0:8a7c58553b44 | 611 | |
TheChrisyd | 0:8a7c58553b44 | 612 | class Invader : public GameObject { |
TheChrisyd | 0:8a7c58553b44 | 613 | // Bitmasks for my vars |
TheChrisyd | 0:8a7c58553b44 | 614 | enum var_bits { |
TheChrisyd | 0:8a7c58553b44 | 615 | TYPEMASK = 0x0003, // Type of invader, 0=top row, 1=middle row, 2=bottom row |
TheChrisyd | 0:8a7c58553b44 | 616 | ANIM = 0x0010, // Flip-flop for animation frame |
TheChrisyd | 0:8a7c58553b44 | 617 | GO_RIGHT = 0x0020, // Horizontal direction |
TheChrisyd | 0:8a7c58553b44 | 618 | GO_DOWN = 0x0040, // If I should go downwards next time |
TheChrisyd | 0:8a7c58553b44 | 619 | }; |
TheChrisyd | 0:8a7c58553b44 | 620 | byte vars; // All my vars, packed together |
TheChrisyd | 0:8a7c58553b44 | 621 | |
TheChrisyd | 0:8a7c58553b44 | 622 | byte readTable(const prog_uchar *t) { |
TheChrisyd | 0:8a7c58553b44 | 623 | return (*t + (vars&TYPEMASK)); |
TheChrisyd | 0:8a7c58553b44 | 624 | } |
TheChrisyd | 0:8a7c58553b44 | 625 | void updateTheSprite() { |
TheChrisyd | 0:8a7c58553b44 | 626 | byte img = readTable(invaderGraphic); |
TheChrisyd | 0:8a7c58553b44 | 627 | byte fr = 3; // Invisible... |
TheChrisyd | 0:8a7c58553b44 | 628 | switch (status) { |
TheChrisyd | 0:8a7c58553b44 | 629 | case S_ALIVE: fr = (vars&ANIM)? 0:1; // Two frame animation |
TheChrisyd | 0:8a7c58553b44 | 630 | break; |
TheChrisyd | 0:8a7c58553b44 | 631 | case S_DYING: fr = 2; // Explosion graphic |
TheChrisyd | 0:8a7c58553b44 | 632 | break; |
TheChrisyd | 0:8a7c58553b44 | 633 | } |
TheChrisyd | 0:8a7c58553b44 | 634 | updateSprite(img,fr); |
TheChrisyd | 0:8a7c58553b44 | 635 | } |
TheChrisyd | 0:8a7c58553b44 | 636 | public: |
TheChrisyd | 0:8a7c58553b44 | 637 | |
TheChrisyd | 0:8a7c58553b44 | 638 | bool isAlive() const { |
TheChrisyd | 0:8a7c58553b44 | 639 | return ((status==S_WAITING) or (status==S_ALIVE)); |
TheChrisyd | 0:8a7c58553b44 | 640 | } |
TheChrisyd | 0:8a7c58553b44 | 641 | void goDown() { |
TheChrisyd | 0:8a7c58553b44 | 642 | vars |= GO_DOWN; |
TheChrisyd | 0:8a7c58553b44 | 643 | } |
TheChrisyd | 0:8a7c58553b44 | 644 | |
TheChrisyd | 0:8a7c58553b44 | 645 | // Put me on screen at (x,y), set my type and sprite number. |
TheChrisyd | 0:8a7c58553b44 | 646 | // I will be invisible and appear next frame (ie. when you call "update()") |
TheChrisyd | 0:8a7c58553b44 | 647 | void reset(byte sp, int x, int y, invader_type t) { |
TheChrisyd | 0:8a7c58553b44 | 648 | initialize(sp,S_WAITING,x,y); |
TheChrisyd | 0:8a7c58553b44 | 649 | vars = t|GO_RIGHT; |
TheChrisyd | 0:8a7c58553b44 | 650 | updateTheSprite(); |
TheChrisyd | 0:8a7c58553b44 | 651 | } |
TheChrisyd | 0:8a7c58553b44 | 652 | |
TheChrisyd | 0:8a7c58553b44 | 653 | // Update me, return "true" if I reach the edge of the screen |
TheChrisyd | 0:8a7c58553b44 | 654 | bool update() { |
TheChrisyd | 0:8a7c58553b44 | 655 | bool hitTheEdge = false; |
TheChrisyd | 0:8a7c58553b44 | 656 | switch (status) { |
TheChrisyd | 0:8a7c58553b44 | 657 | case S_WAITING: status = S_ALIVE; |
TheChrisyd | 0:8a7c58553b44 | 658 | break; |
TheChrisyd | 0:8a7c58553b44 | 659 | case S_ALIVE: if (vars&GO_DOWN) { |
TheChrisyd | 0:8a7c58553b44 | 660 | ypos += invaderYstep; |
TheChrisyd | 0:8a7c58553b44 | 661 | vars &= ~GO_DOWN; |
TheChrisyd | 0:8a7c58553b44 | 662 | vars ^= GO_RIGHT; |
TheChrisyd | 0:8a7c58553b44 | 663 | } |
TheChrisyd | 0:8a7c58553b44 | 664 | else { |
TheChrisyd | 0:8a7c58553b44 | 665 | if (vars&GO_RIGHT) { |
TheChrisyd | 0:8a7c58553b44 | 666 | xpos += invaderXstep; |
TheChrisyd | 0:8a7c58553b44 | 667 | hitTheEdge = (xpos >= invaderXmax); |
TheChrisyd | 0:8a7c58553b44 | 668 | } |
TheChrisyd | 0:8a7c58553b44 | 669 | else { |
TheChrisyd | 0:8a7c58553b44 | 670 | xpos -= invaderXstep; |
TheChrisyd | 0:8a7c58553b44 | 671 | hitTheEdge = (xpos <= invaderXmin); |
TheChrisyd | 0:8a7c58553b44 | 672 | } |
TheChrisyd | 0:8a7c58553b44 | 673 | } |
TheChrisyd | 0:8a7c58553b44 | 674 | vars = vars^ANIM; // Animation flipflop |
TheChrisyd | 0:8a7c58553b44 | 675 | break; |
TheChrisyd | 0:8a7c58553b44 | 676 | } |
TheChrisyd | 0:8a7c58553b44 | 677 | updateTheSprite(); |
TheChrisyd | 0:8a7c58553b44 | 678 | return hitTheEdge; |
TheChrisyd | 0:8a7c58553b44 | 679 | } |
TheChrisyd | 0:8a7c58553b44 | 680 | bool die() { |
TheChrisyd | 0:8a7c58553b44 | 681 | bool result = (status==S_ALIVE); |
TheChrisyd | 0:8a7c58553b44 | 682 | if (result) { |
TheChrisyd | 0:8a7c58553b44 | 683 | status = S_DYING; |
TheChrisyd | 0:8a7c58553b44 | 684 | updateTheSprite(); |
TheChrisyd | 0:8a7c58553b44 | 685 | playerScore += readTable(invaderScore); |
TheChrisyd | 0:8a7c58553b44 | 686 | alienDeathSound = true; |
TheChrisyd | 0:8a7c58553b44 | 687 | } |
TheChrisyd | 0:8a7c58553b44 | 688 | return result; |
TheChrisyd | 0:8a7c58553b44 | 689 | } |
TheChrisyd | 0:8a7c58553b44 | 690 | void kill() { |
TheChrisyd | 0:8a7c58553b44 | 691 | status = S_DEAD; |
TheChrisyd | 0:8a7c58553b44 | 692 | updateTheSprite(); |
TheChrisyd | 0:8a7c58553b44 | 693 | --remainingInvaders; |
TheChrisyd | 0:8a7c58553b44 | 694 | } |
TheChrisyd | 0:8a7c58553b44 | 695 | }; |
TheChrisyd | 0:8a7c58553b44 | 696 | |
TheChrisyd | 0:8a7c58553b44 | 697 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 698 | The array of invaders |
TheChrisyd | 0:8a7c58553b44 | 699 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 700 | // Table for starting height of invaders on each level |
TheChrisyd | 0:8a7c58553b44 | 701 | static PROGMEM prog_char invaderHeightTable[] = { |
TheChrisyd | 0:8a7c58553b44 | 702 | 1,2,3,3,3,4,4,4 |
TheChrisyd | 0:8a7c58553b44 | 703 | }; |
TheChrisyd | 0:8a7c58553b44 | 704 | |
TheChrisyd | 0:8a7c58553b44 | 705 | class InvaderList { |
TheChrisyd | 0:8a7c58553b44 | 706 | byte nextInvader; // The invader to update on the next frame |
TheChrisyd | 0:8a7c58553b44 | 707 | int dyingInvader; // Which invader is currently dying |
TheChrisyd | 0:8a7c58553b44 | 708 | int8 deathTimer; // COuntdown during death phase |
TheChrisyd | 0:8a7c58553b44 | 709 | bool anInvaderHitTheEdge; // When "true" the invaders should go down a line and change direction |
TheChrisyd | 0:8a7c58553b44 | 710 | bool anInvaderReachedTheBottom;// When "true" an invader has landed... Game Over! |
TheChrisyd | 0:8a7c58553b44 | 711 | Invader invader[numInvaders]; // The invaders |
TheChrisyd | 0:8a7c58553b44 | 712 | |
TheChrisyd | 0:8a7c58553b44 | 713 | bool findNextLivingInvader() { |
TheChrisyd | 0:8a7c58553b44 | 714 | // Find next living invader in the array |
TheChrisyd | 0:8a7c58553b44 | 715 | bool foundOne = false; |
TheChrisyd | 0:8a7c58553b44 | 716 | for (int8 i=0; i<numInvaders; ++i) { |
TheChrisyd | 0:8a7c58553b44 | 717 | if (++nextInvader == numInvaders) { |
TheChrisyd | 0:8a7c58553b44 | 718 | // Actions taken after all the invaders have moved |
TheChrisyd | 0:8a7c58553b44 | 719 | nextInvader = 0; |
TheChrisyd | 0:8a7c58553b44 | 720 | if (anInvaderHitTheEdge) { |
TheChrisyd | 0:8a7c58553b44 | 721 | for (int8 j=0; j<numInvaders; ++j) { |
TheChrisyd | 0:8a7c58553b44 | 722 | invader[j].goDown(); |
TheChrisyd | 0:8a7c58553b44 | 723 | } |
TheChrisyd | 0:8a7c58553b44 | 724 | anInvaderHitTheEdge = false; |
TheChrisyd | 0:8a7c58553b44 | 725 | } |
TheChrisyd | 0:8a7c58553b44 | 726 | } |
TheChrisyd | 0:8a7c58553b44 | 727 | if (invader[nextInvader].isAlive()) { |
TheChrisyd | 0:8a7c58553b44 | 728 | foundOne = true; |
TheChrisyd | 0:8a7c58553b44 | 729 | break; |
TheChrisyd | 0:8a7c58553b44 | 730 | } |
TheChrisyd | 0:8a7c58553b44 | 731 | } |
TheChrisyd | 0:8a7c58553b44 | 732 | return foundOne; |
TheChrisyd | 0:8a7c58553b44 | 733 | } |
TheChrisyd | 0:8a7c58553b44 | 734 | public: |
TheChrisyd | 0:8a7c58553b44 | 735 | void reset(int8 level) { |
TheChrisyd | 0:8a7c58553b44 | 736 | int y = invaderAppearY+(invaderRows*invaderYspacing); |
TheChrisyd | 0:8a7c58553b44 | 737 | if (invaderWave > 0) { |
TheChrisyd | 0:8a7c58553b44 | 738 | char w = (*invaderHeightTable+((invaderWave-1)&7)); |
TheChrisyd | 0:8a7c58553b44 | 739 | y += w*invaderYstep; |
TheChrisyd | 0:8a7c58553b44 | 740 | } |
TheChrisyd | 0:8a7c58553b44 | 741 | for (int8 row=0; row<invaderRows; ++row) { |
TheChrisyd | 0:8a7c58553b44 | 742 | int x = invaderAppearX; |
TheChrisyd | 0:8a7c58553b44 | 743 | for (int8 col=0; col<invadersPerRow; ++col) { |
TheChrisyd | 0:8a7c58553b44 | 744 | const int8 index = (row*invadersPerRow)+col; |
TheChrisyd | 0:8a7c58553b44 | 745 | Invader& n = invader[index]; |
TheChrisyd | 0:8a7c58553b44 | 746 | invader_type t = INVADER_B; |
TheChrisyd | 0:8a7c58553b44 | 747 | if (row > 1) { t = INVADER_M; } |
TheChrisyd | 0:8a7c58553b44 | 748 | if (row > 3) { t = INVADER_T; } |
TheChrisyd | 0:8a7c58553b44 | 749 | n.reset(SP_FIRST_INVADER+index,x,y,t); |
TheChrisyd | 0:8a7c58553b44 | 750 | x += invaderXspacing; |
TheChrisyd | 0:8a7c58553b44 | 751 | } |
TheChrisyd | 0:8a7c58553b44 | 752 | y -= invaderYspacing; |
TheChrisyd | 0:8a7c58553b44 | 753 | } |
TheChrisyd | 0:8a7c58553b44 | 754 | remainingInvaders = numInvaders; |
TheChrisyd | 0:8a7c58553b44 | 755 | nextInvader = 0; // Start updating them here... |
TheChrisyd | 0:8a7c58553b44 | 756 | dyingInvader = -1; |
TheChrisyd | 0:8a7c58553b44 | 757 | deathTimer = 0; |
TheChrisyd | 0:8a7c58553b44 | 758 | anInvaderHitTheEdge = false; |
TheChrisyd | 0:8a7c58553b44 | 759 | anInvaderReachedTheBottom = false; |
TheChrisyd | 0:8a7c58553b44 | 760 | } |
TheChrisyd | 0:8a7c58553b44 | 761 | void update() { |
TheChrisyd | 0:8a7c58553b44 | 762 | if (dyingInvader != -1) { |
TheChrisyd | 0:8a7c58553b44 | 763 | // We stop marching when an invader dies |
TheChrisyd | 0:8a7c58553b44 | 764 | if (!--deathTimer) { |
TheChrisyd | 0:8a7c58553b44 | 765 | invader[dyingInvader].kill(); |
TheChrisyd | 0:8a7c58553b44 | 766 | dyingInvader = -1; |
TheChrisyd | 0:8a7c58553b44 | 767 | } |
TheChrisyd | 0:8a7c58553b44 | 768 | } |
TheChrisyd | 0:8a7c58553b44 | 769 | else if (!player.isDying() and (remainingInvaders>0)) { |
TheChrisyd | 0:8a7c58553b44 | 770 | // Update an invader |
TheChrisyd | 0:8a7c58553b44 | 771 | Invader& n = invader[nextInvader]; |
TheChrisyd | 0:8a7c58553b44 | 772 | if (n.isAlive()) { |
TheChrisyd | 0:8a7c58553b44 | 773 | // Move the invader |
TheChrisyd | 0:8a7c58553b44 | 774 | if (n.update()) { |
TheChrisyd | 0:8a7c58553b44 | 775 | anInvaderHitTheEdge = true; |
TheChrisyd | 0:8a7c58553b44 | 776 | } |
TheChrisyd | 0:8a7c58553b44 | 777 | if ((n.ypos+8) > player.ypos) { |
TheChrisyd | 0:8a7c58553b44 | 778 | anInvaderReachedTheBottom = true; |
TheChrisyd | 0:8a7c58553b44 | 779 | } |
TheChrisyd | 0:8a7c58553b44 | 780 | } |
TheChrisyd | 0:8a7c58553b44 | 781 | findNextLivingInvader(); |
TheChrisyd | 0:8a7c58553b44 | 782 | } |
TheChrisyd | 0:8a7c58553b44 | 783 | } |
TheChrisyd | 0:8a7c58553b44 | 784 | // Kill the invader with sprite 'n' |
TheChrisyd | 0:8a7c58553b44 | 785 | bool kill(byte n) { |
TheChrisyd | 0:8a7c58553b44 | 786 | n -= SP_FIRST_INVADER; |
TheChrisyd | 0:8a7c58553b44 | 787 | bool result = invader[n].die(); |
TheChrisyd | 0:8a7c58553b44 | 788 | if (result) { |
TheChrisyd | 0:8a7c58553b44 | 789 | if (dyingInvader != -1) { |
TheChrisyd | 0:8a7c58553b44 | 790 | invader[dyingInvader].kill(); |
TheChrisyd | 0:8a7c58553b44 | 791 | } |
TheChrisyd | 0:8a7c58553b44 | 792 | dyingInvader = n; |
TheChrisyd | 0:8a7c58553b44 | 793 | deathTimer = 16; |
TheChrisyd | 0:8a7c58553b44 | 794 | } |
TheChrisyd | 0:8a7c58553b44 | 795 | return result; |
TheChrisyd | 0:8a7c58553b44 | 796 | } |
TheChrisyd | 0:8a7c58553b44 | 797 | int nearestColumnToPlayer() { |
TheChrisyd | 0:8a7c58553b44 | 798 | Invader& n = invader[nextInvader]; // We know this invader is alive so use it as a reference |
TheChrisyd | 0:8a7c58553b44 | 799 | int r = nextInvader%invadersPerRow; // The column this invader is in |
TheChrisyd | 0:8a7c58553b44 | 800 | int left = n.xpos-(r*invaderXspacing); |
TheChrisyd | 0:8a7c58553b44 | 801 | int c = (((player.xpos-left)+(invaderXspacing/2))/invaderXspacing); |
TheChrisyd | 0:8a7c58553b44 | 802 | if ((c>=0) and (c<invadersPerRow)) { |
TheChrisyd | 0:8a7c58553b44 | 803 | return c; |
TheChrisyd | 0:8a7c58553b44 | 804 | } |
TheChrisyd | 0:8a7c58553b44 | 805 | return -1; |
TheChrisyd | 0:8a7c58553b44 | 806 | } |
TheChrisyd | 0:8a7c58553b44 | 807 | const Invader *getColumn(int c) { |
TheChrisyd | 0:8a7c58553b44 | 808 | while ((c>=0) and (c<numInvaders)) { |
TheChrisyd | 0:8a7c58553b44 | 809 | const Invader *v = invader+c; |
TheChrisyd | 0:8a7c58553b44 | 810 | if (v->isAlive()) { |
TheChrisyd | 0:8a7c58553b44 | 811 | return v; |
TheChrisyd | 0:8a7c58553b44 | 812 | } |
TheChrisyd | 0:8a7c58553b44 | 813 | c += invadersPerRow; |
TheChrisyd | 0:8a7c58553b44 | 814 | } |
TheChrisyd | 0:8a7c58553b44 | 815 | return 0; |
TheChrisyd | 0:8a7c58553b44 | 816 | } |
TheChrisyd | 0:8a7c58553b44 | 817 | bool haveLanded() { |
TheChrisyd | 0:8a7c58553b44 | 818 | return anInvaderReachedTheBottom; |
TheChrisyd | 0:8a7c58553b44 | 819 | } |
TheChrisyd | 0:8a7c58553b44 | 820 | } invaders; |
TheChrisyd | 0:8a7c58553b44 | 821 | |
TheChrisyd | 0:8a7c58553b44 | 822 | bool killInvader(byte n) |
TheChrisyd | 0:8a7c58553b44 | 823 | { |
TheChrisyd | 0:8a7c58553b44 | 824 | return invaders.kill(n); |
TheChrisyd | 0:8a7c58553b44 | 825 | } |
TheChrisyd | 0:8a7c58553b44 | 826 | |
TheChrisyd | 0:8a7c58553b44 | 827 | /*--------------------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 828 | Space invader bombs |
TheChrisyd | 0:8a7c58553b44 | 829 | |
TheChrisyd | 0:8a7c58553b44 | 830 | There's three bombs in Space Invaders. Two of them |
TheChrisyd | 0:8a7c58553b44 | 831 | follow a pattern of columns, the other one always |
TheChrisyd | 0:8a7c58553b44 | 832 | appears right above the player (to stop you getting |
TheChrisyd | 0:8a7c58553b44 | 833 | bored...!) |
TheChrisyd | 0:8a7c58553b44 | 834 | |
TheChrisyd | 0:8a7c58553b44 | 835 | Mantra: There are NO random numbers in Space Invaders... |
TheChrisyd | 0:8a7c58553b44 | 836 | |
TheChrisyd | 0:8a7c58553b44 | 837 | nb. Column 1 is the most dangerous and column 5 |
TheChrisyd | 0:8a7c58553b44 | 838 | isn't in either table... :-) |
TheChrisyd | 0:8a7c58553b44 | 839 | ---------------------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 840 | // Column table for the 'zigzag' bomb |
TheChrisyd | 0:8a7c58553b44 | 841 | static prog_char zigzagBombColumns[] = { |
TheChrisyd | 0:8a7c58553b44 | 842 | 11,1,6,3,1,1,11,9,2,8,2,11,4,7,10,-1 |
TheChrisyd | 0:8a7c58553b44 | 843 | }; |
TheChrisyd | 0:8a7c58553b44 | 844 | // Column table for the bomb with horizontal bars across it |
TheChrisyd | 0:8a7c58553b44 | 845 | static prog_char barBombColumns[] = { |
TheChrisyd | 0:8a7c58553b44 | 846 | 1,7,1,1,1,4,11,1,6,3,1,1,11,9,2,8,-1 |
TheChrisyd | 0:8a7c58553b44 | 847 | }; |
TheChrisyd | 0:8a7c58553b44 | 848 | byte bombTimer; // Countdown until next bomb can be dropped |
TheChrisyd | 0:8a7c58553b44 | 849 | void resetBombTimer() |
TheChrisyd | 0:8a7c58553b44 | 850 | { |
TheChrisyd | 0:8a7c58553b44 | 851 | if (!player.isAlive()) { |
TheChrisyd | 0:8a7c58553b44 | 852 | bombTimer = 60; // We don't drop for this long after you reanimate |
TheChrisyd | 0:8a7c58553b44 | 853 | } |
TheChrisyd | 0:8a7c58553b44 | 854 | else { |
TheChrisyd | 0:8a7c58553b44 | 855 | // You get more bombs as the game progresses :-) |
TheChrisyd | 0:8a7c58553b44 | 856 | if (playerScore < 200) { bombTimer = 48; } |
TheChrisyd | 0:8a7c58553b44 | 857 | else if (playerScore < 1000) { bombTimer = 16; } |
TheChrisyd | 0:8a7c58553b44 | 858 | else if (playerScore < 2000) { bombTimer = 11; } |
TheChrisyd | 0:8a7c58553b44 | 859 | else if (playerScore < 3000) { bombTimer = 8; } |
TheChrisyd | 0:8a7c58553b44 | 860 | else { bombTimer = 7; } |
TheChrisyd | 0:8a7c58553b44 | 861 | } |
TheChrisyd | 0:8a7c58553b44 | 862 | } |
TheChrisyd | 0:8a7c58553b44 | 863 | class Bomb : public GameObject { |
TheChrisyd | 0:8a7c58553b44 | 864 | byte graphic; |
TheChrisyd | 0:8a7c58553b44 | 865 | byte timer; |
TheChrisyd | 0:8a7c58553b44 | 866 | byte cycle; |
TheChrisyd | 0:8a7c58553b44 | 867 | prog_char *columnTable, *tablePtr; |
TheChrisyd | 0:8a7c58553b44 | 868 | bool readyToDrop() { |
TheChrisyd | 0:8a7c58553b44 | 869 | return (bombTimer==0); |
TheChrisyd | 0:8a7c58553b44 | 870 | } |
TheChrisyd | 0:8a7c58553b44 | 871 | int8 getNextColumn() { |
TheChrisyd | 0:8a7c58553b44 | 872 | int c = *tablePtr; |
TheChrisyd | 0:8a7c58553b44 | 873 | if (c == -1) { |
TheChrisyd | 0:8a7c58553b44 | 874 | tablePtr = columnTable; |
TheChrisyd | 0:8a7c58553b44 | 875 | c = *tablePtr; |
TheChrisyd | 0:8a7c58553b44 | 876 | } |
TheChrisyd | 0:8a7c58553b44 | 877 | else { |
TheChrisyd | 0:8a7c58553b44 | 878 | ++tablePtr; |
TheChrisyd | 0:8a7c58553b44 | 879 | } |
TheChrisyd | 0:8a7c58553b44 | 880 | return c-1; |
TheChrisyd | 0:8a7c58553b44 | 881 | } |
TheChrisyd | 0:8a7c58553b44 | 882 | public: |
TheChrisyd | 0:8a7c58553b44 | 883 | Bomb() { |
TheChrisyd | 0:8a7c58553b44 | 884 | tablePtr = 0; |
TheChrisyd | 0:8a7c58553b44 | 885 | } |
TheChrisyd | 0:8a7c58553b44 | 886 | bool isAlive() { |
TheChrisyd | 0:8a7c58553b44 | 887 | return (status!=S_WAITING); |
TheChrisyd | 0:8a7c58553b44 | 888 | } |
TheChrisyd | 0:8a7c58553b44 | 889 | void die() { |
TheChrisyd | 0:8a7c58553b44 | 890 | status = S_DYING; |
TheChrisyd | 0:8a7c58553b44 | 891 | timer = 12; |
TheChrisyd | 0:8a7c58553b44 | 892 | } |
TheChrisyd | 0:8a7c58553b44 | 893 | void reset(byte sprite, byte gr, prog_char *ct) { |
TheChrisyd | 0:8a7c58553b44 | 894 | initialize(sprite); |
TheChrisyd | 0:8a7c58553b44 | 895 | graphic = gr; |
TheChrisyd | 0:8a7c58553b44 | 896 | columnTable = ct; |
TheChrisyd | 0:8a7c58553b44 | 897 | if (!tablePtr) { |
TheChrisyd | 0:8a7c58553b44 | 898 | tablePtr = ct; // Only set this the first time... |
TheChrisyd | 0:8a7c58553b44 | 899 | } |
TheChrisyd | 0:8a7c58553b44 | 900 | cycle = timer = 0; |
TheChrisyd | 0:8a7c58553b44 | 901 | updateSprite(GR_BOMB_OTHER,3); |
TheChrisyd | 0:8a7c58553b44 | 902 | } |
TheChrisyd | 0:8a7c58553b44 | 903 | void update() { |
TheChrisyd | 0:8a7c58553b44 | 904 | byte gr = GR_BOMB_OTHER; |
TheChrisyd | 0:8a7c58553b44 | 905 | byte frame = 3; |
TheChrisyd | 0:8a7c58553b44 | 906 | switch (status) { |
TheChrisyd | 0:8a7c58553b44 | 907 | case S_WAITING: if (bombTimer == 0) { |
TheChrisyd | 0:8a7c58553b44 | 908 | int c = -1; |
TheChrisyd | 0:8a7c58553b44 | 909 | if (columnTable) { |
TheChrisyd | 0:8a7c58553b44 | 910 | // Follow sequence of columns |
TheChrisyd | 0:8a7c58553b44 | 911 | c = getNextColumn(); |
TheChrisyd | 0:8a7c58553b44 | 912 | } |
TheChrisyd | 0:8a7c58553b44 | 913 | else { |
TheChrisyd | 0:8a7c58553b44 | 914 | // Drop me above the player |
TheChrisyd | 0:8a7c58553b44 | 915 | c = invaders.nearestColumnToPlayer(); |
TheChrisyd | 0:8a7c58553b44 | 916 | } |
TheChrisyd | 0:8a7c58553b44 | 917 | const Invader *v = invaders.getColumn(c); |
TheChrisyd | 0:8a7c58553b44 | 918 | if (v) { |
TheChrisyd | 0:8a7c58553b44 | 919 | status = S_ALIVE; |
TheChrisyd | 0:8a7c58553b44 | 920 | xpos = v->xpos; |
TheChrisyd | 0:8a7c58553b44 | 921 | ypos = v->ypos+8; |
TheChrisyd | 0:8a7c58553b44 | 922 | resetBombTimer(); |
TheChrisyd | 0:8a7c58553b44 | 923 | } |
TheChrisyd | 0:8a7c58553b44 | 924 | } |
TheChrisyd | 0:8a7c58553b44 | 925 | break; |
TheChrisyd | 0:8a7c58553b44 | 926 | case S_ALIVE: ypos += bombSpeed; |
TheChrisyd | 0:8a7c58553b44 | 927 | if (ypos > bombYmax) { |
TheChrisyd | 0:8a7c58553b44 | 928 | ypos = bombYmax; |
TheChrisyd | 0:8a7c58553b44 | 929 | die(); |
TheChrisyd | 0:8a7c58553b44 | 930 | } |
TheChrisyd | 0:8a7c58553b44 | 931 | gr = graphic; |
TheChrisyd | 0:8a7c58553b44 | 932 | if (++timer==2) { |
TheChrisyd | 0:8a7c58553b44 | 933 | ++cycle; |
TheChrisyd | 0:8a7c58553b44 | 934 | timer = 0; |
TheChrisyd | 0:8a7c58553b44 | 935 | } |
TheChrisyd | 0:8a7c58553b44 | 936 | frame = cycle&3; |
TheChrisyd | 0:8a7c58553b44 | 937 | break; |
TheChrisyd | 0:8a7c58553b44 | 938 | case S_DYING: if (!--timer) { |
TheChrisyd | 0:8a7c58553b44 | 939 | status = S_WAITING; |
TheChrisyd | 0:8a7c58553b44 | 940 | } |
TheChrisyd | 0:8a7c58553b44 | 941 | else { |
TheChrisyd | 0:8a7c58553b44 | 942 | frame = 0; // Bomb blast graphic |
TheChrisyd | 0:8a7c58553b44 | 943 | } |
TheChrisyd | 0:8a7c58553b44 | 944 | break; |
TheChrisyd | 0:8a7c58553b44 | 945 | } |
TheChrisyd | 0:8a7c58553b44 | 946 | updateSprite(gr,frame); |
TheChrisyd | 0:8a7c58553b44 | 947 | } |
TheChrisyd | 0:8a7c58553b44 | 948 | void collide() { |
TheChrisyd | 0:8a7c58553b44 | 949 | if (status==S_ALIVE) { |
TheChrisyd | 0:8a7c58553b44 | 950 | byte b = collision(); |
TheChrisyd | 0:8a7c58553b44 | 951 | if (b == SP_PLAYER) { |
TheChrisyd | 0:8a7c58553b44 | 952 | player.kill(); |
TheChrisyd | 0:8a7c58553b44 | 953 | status = S_DYING; |
TheChrisyd | 0:8a7c58553b44 | 954 | } |
TheChrisyd | 0:8a7c58553b44 | 955 | if ((b>=SP_FIRST_SHIELD) and (b<=SP_LAST_SHIELD)) { |
TheChrisyd | 0:8a7c58553b44 | 956 | shields.bomb(b,xpos); |
TheChrisyd | 0:8a7c58553b44 | 957 | die(); |
TheChrisyd | 0:8a7c58553b44 | 958 | } |
TheChrisyd | 0:8a7c58553b44 | 959 | } |
TheChrisyd | 0:8a7c58553b44 | 960 | } |
TheChrisyd | 0:8a7c58553b44 | 961 | }; |
TheChrisyd | 0:8a7c58553b44 | 962 | |
TheChrisyd | 0:8a7c58553b44 | 963 | class Bombs { |
TheChrisyd | 0:8a7c58553b44 | 964 | Bomb zigzag,bar,diag; |
TheChrisyd | 0:8a7c58553b44 | 965 | public: |
TheChrisyd | 0:8a7c58553b44 | 966 | void reset() { |
TheChrisyd | 0:8a7c58553b44 | 967 | resetBombTimer(); |
TheChrisyd | 0:8a7c58553b44 | 968 | prog_char* bombptr = zigzagBombColumns; |
TheChrisyd | 0:8a7c58553b44 | 969 | zigzag.reset(SP_BOMB1, GR_BOMB_ZIGZAG, bombptr); |
TheChrisyd | 0:8a7c58553b44 | 970 | bombptr = barBombColumns; |
TheChrisyd | 0:8a7c58553b44 | 971 | bar .reset(SP_BOMB2, GR_BOMB_BARS, bombptr); |
TheChrisyd | 0:8a7c58553b44 | 972 | diag .reset(SP_BOMB3, GR_BOMB_DIAG, 0); |
TheChrisyd | 0:8a7c58553b44 | 973 | } |
TheChrisyd | 0:8a7c58553b44 | 974 | void update() { |
TheChrisyd | 0:8a7c58553b44 | 975 | if (player.isAlive()) { |
TheChrisyd | 0:8a7c58553b44 | 976 | if (bombTimer > 0) { |
TheChrisyd | 0:8a7c58553b44 | 977 | --bombTimer; |
TheChrisyd | 0:8a7c58553b44 | 978 | } |
TheChrisyd | 0:8a7c58553b44 | 979 | zigzag.update(); |
TheChrisyd | 0:8a7c58553b44 | 980 | bar .update(); |
TheChrisyd | 0:8a7c58553b44 | 981 | diag .update(); |
TheChrisyd | 0:8a7c58553b44 | 982 | } |
TheChrisyd | 0:8a7c58553b44 | 983 | } |
TheChrisyd | 0:8a7c58553b44 | 984 | void collide() { |
TheChrisyd | 0:8a7c58553b44 | 985 | zigzag.collide(); |
TheChrisyd | 0:8a7c58553b44 | 986 | bar .collide(); |
TheChrisyd | 0:8a7c58553b44 | 987 | diag .collide(); |
TheChrisyd | 0:8a7c58553b44 | 988 | } |
TheChrisyd | 0:8a7c58553b44 | 989 | void shoot(byte s) { |
TheChrisyd | 0:8a7c58553b44 | 990 | if (zigzag.sprite==s) zigzag.die(); |
TheChrisyd | 0:8a7c58553b44 | 991 | if (bar.sprite ==s) bar.die(); |
TheChrisyd | 0:8a7c58553b44 | 992 | if (diag.sprite ==s) diag.die(); |
TheChrisyd | 0:8a7c58553b44 | 993 | } |
TheChrisyd | 0:8a7c58553b44 | 994 | } bombs; |
TheChrisyd | 0:8a7c58553b44 | 995 | |
TheChrisyd | 0:8a7c58553b44 | 996 | void shootBomb(byte s) |
TheChrisyd | 0:8a7c58553b44 | 997 | { |
TheChrisyd | 0:8a7c58553b44 | 998 | bombs.shoot(s); |
TheChrisyd | 0:8a7c58553b44 | 999 | } |
TheChrisyd | 0:8a7c58553b44 | 1000 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 1001 | Start next wave of invaders |
TheChrisyd | 0:8a7c58553b44 | 1002 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 1003 | void startNextWave() |
TheChrisyd | 0:8a7c58553b44 | 1004 | { |
TheChrisyd | 0:8a7c58553b44 | 1005 | beatCounter = 0; |
TheChrisyd | 0:8a7c58553b44 | 1006 | player.reset(); |
TheChrisyd | 0:8a7c58553b44 | 1007 | bullet.reset(); |
TheChrisyd | 0:8a7c58553b44 | 1008 | saucer.reset(); |
TheChrisyd | 0:8a7c58553b44 | 1009 | bombs.reset(); |
TheChrisyd | 0:8a7c58553b44 | 1010 | shields.reset(); |
TheChrisyd | 0:8a7c58553b44 | 1011 | invaders.reset(invaderWave); |
TheChrisyd | 0:8a7c58553b44 | 1012 | if (++invaderWave == 0) { |
TheChrisyd | 0:8a7c58553b44 | 1013 | invaderWave = 1; |
TheChrisyd | 0:8a7c58553b44 | 1014 | } |
TheChrisyd | 0:8a7c58553b44 | 1015 | } |
TheChrisyd | 0:8a7c58553b44 | 1016 | |
TheChrisyd | 0:8a7c58553b44 | 1017 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 1018 | Reset the game |
TheChrisyd | 0:8a7c58553b44 | 1019 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 1020 | void resetGame() |
TheChrisyd | 0:8a7c58553b44 | 1021 | { |
TheChrisyd | 0:8a7c58553b44 | 1022 | numLives = 3; |
TheChrisyd | 0:8a7c58553b44 | 1023 | playerScore = 0; |
TheChrisyd | 0:8a7c58553b44 | 1024 | invaderWave = 0; |
TheChrisyd | 0:8a7c58553b44 | 1025 | startNextWave(); |
TheChrisyd | 0:8a7c58553b44 | 1026 | redrawScores(); |
TheChrisyd | 0:8a7c58553b44 | 1027 | redrawBases(); |
TheChrisyd | 0:8a7c58553b44 | 1028 | GD.fill((64*((screenTop+239)>>3))+(screenLeft>>3),CH_FLOOR,screenWidth>>3); |
TheChrisyd | 0:8a7c58553b44 | 1029 | } |
TheChrisyd | 0:8a7c58553b44 | 1030 | |
TheChrisyd | 0:8a7c58553b44 | 1031 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 1032 | Update the game - called from "loop()" |
TheChrisyd | 0:8a7c58553b44 | 1033 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 1034 | void updateGame() |
TheChrisyd | 0:8a7c58553b44 | 1035 | { |
TheChrisyd | 0:8a7c58553b44 | 1036 | ++frameCounter; |
TheChrisyd | 0:8a7c58553b44 | 1037 | // Collision detection first (we have to do it all during vertical blanking!) |
TheChrisyd | 0:8a7c58553b44 | 1038 | bullet.collide(); |
TheChrisyd | 0:8a7c58553b44 | 1039 | bombs.collide(); |
TheChrisyd | 0:8a7c58553b44 | 1040 | // The rest of the game logic |
TheChrisyd | 0:8a7c58553b44 | 1041 | joystick.read(); |
TheChrisyd | 0:8a7c58553b44 | 1042 | player.update(); |
TheChrisyd | 0:8a7c58553b44 | 1043 | bullet.update(); |
TheChrisyd | 0:8a7c58553b44 | 1044 | saucer.update(); |
TheChrisyd | 0:8a7c58553b44 | 1045 | bombs.update(); |
TheChrisyd | 0:8a7c58553b44 | 1046 | shields.update(); |
TheChrisyd | 0:8a7c58553b44 | 1047 | invaders.update(); |
TheChrisyd | 0:8a7c58553b44 | 1048 | if (!remainingInvaders) { |
TheChrisyd | 0:8a7c58553b44 | 1049 | startNextWave(); |
TheChrisyd | 0:8a7c58553b44 | 1050 | } |
TheChrisyd | 0:8a7c58553b44 | 1051 | if (player.isDying()) { |
TheChrisyd | 0:8a7c58553b44 | 1052 | bombs.reset(); |
TheChrisyd | 0:8a7c58553b44 | 1053 | bullet.reset(); |
TheChrisyd | 0:8a7c58553b44 | 1054 | } |
TheChrisyd | 0:8a7c58553b44 | 1055 | if (player.isDead()) { |
TheChrisyd | 0:8a7c58553b44 | 1056 | resetGame(); |
TheChrisyd | 0:8a7c58553b44 | 1057 | } |
TheChrisyd | 0:8a7c58553b44 | 1058 | if (invaders.haveLanded()) { |
TheChrisyd | 0:8a7c58553b44 | 1059 | numLives = 1; |
TheChrisyd | 0:8a7c58553b44 | 1060 | player.kill(); |
TheChrisyd | 0:8a7c58553b44 | 1061 | } |
TheChrisyd | 0:8a7c58553b44 | 1062 | updateScore(); |
TheChrisyd | 0:8a7c58553b44 | 1063 | updateRemainingBases(); |
TheChrisyd | 0:8a7c58553b44 | 1064 | if (--beatCounter < 0) { |
TheChrisyd | 0:8a7c58553b44 | 1065 | alienBeatSound = true; |
TheChrisyd | 0:8a7c58553b44 | 1066 | beatCounter = remainingInvaders+4; |
TheChrisyd | 0:8a7c58553b44 | 1067 | } |
TheChrisyd | 0:8a7c58553b44 | 1068 | } |
TheChrisyd | 0:8a7c58553b44 | 1069 | |
TheChrisyd | 0:8a7c58553b44 | 1070 | /*--------------------------------------------- |
TheChrisyd | 0:8a7c58553b44 | 1071 | This is called once from "setup()" |
TheChrisyd | 0:8a7c58553b44 | 1072 | ---------------------------------------------*/ |
TheChrisyd | 0:8a7c58553b44 | 1073 | void initGame() |
TheChrisyd | 0:8a7c58553b44 | 1074 | { |
TheChrisyd | 0:8a7c58553b44 | 1075 | joystick.recalibrate(); |
TheChrisyd | 0:8a7c58553b44 | 1076 | // Use a copperlist to simulate the colored plastic |
TheChrisyd | 0:8a7c58553b44 | 1077 | // screen overlay... |
TheChrisyd | 0:8a7c58553b44 | 1078 | CopperlistBuilder cp; |
TheChrisyd | 0:8a7c58553b44 | 1079 | cp.begin(0x3700); |
TheChrisyd | 0:8a7c58553b44 | 1080 | // White at the top |
TheChrisyd | 0:8a7c58553b44 | 1081 | cp.write16(PALETTE4A+2,0x7fff); |
TheChrisyd | 0:8a7c58553b44 | 1082 | // Red for the saucer |
TheChrisyd | 0:8a7c58553b44 | 1083 | cp.wait(screenTop+bulletTop); |
TheChrisyd | 0:8a7c58553b44 | 1084 | cp.write16(PALETTE4A+2,0x7c00); |
TheChrisyd | 0:8a7c58553b44 | 1085 | // Back to white again |
TheChrisyd | 0:8a7c58553b44 | 1086 | cp.wait(screenTop+invaderAppearY); |
TheChrisyd | 0:8a7c58553b44 | 1087 | cp.write16(PALETTE4A+2,0x7fff); |
TheChrisyd | 0:8a7c58553b44 | 1088 | // Green for the shields/player |
TheChrisyd | 0:8a7c58553b44 | 1089 | cp.wait(screenTop+shieldYpos); |
TheChrisyd | 0:8a7c58553b44 | 1090 | cp.write16(PALETTE4A+2,0x03e0); |
TheChrisyd | 0:8a7c58553b44 | 1091 | cp.end(); |
TheChrisyd | 0:8a7c58553b44 | 1092 | highScore = 0; |
TheChrisyd | 0:8a7c58553b44 | 1093 | resetGame(); |
TheChrisyd | 0:8a7c58553b44 | 1094 | } |
TheChrisyd | 0:8a7c58553b44 | 1095 |