Ben Evans University Second Year Project. Game Called Defender.

Dependencies:   mbed

https://os.mbed.com/media/uploads/evanso/84bc1a30759fd6a1e3f1fd1fae3e97c2.png

Hello, soldier, you have been specially selected as the defender of planet earth.

Your mission, if you choose to accept it. Fly around the planet and pulverise invading alien ships for as long as you can. Stop the aliens abducting the innocent people on the ground. Be warned if an alien ship manages to abduct a person and take them to top of the screen, they will no longer move randomly and will begin to hunt you down. This sounds like a challenge you were trained for.

But don’t worry soldier you’re not going into battle empty-handed. Your ship is equipped with a state of the art laser beam that has unlimited ammo and four smart bombs that will destroy anything on the screen. The ship also has three lives so use them wisely.

As time goes on more alien ships will arrive on planet earth increasing the difficulty of your mission. And remember the landscape bellow loops around so if you continually fly in the same direction you go to your original position. Good luck soldier.

Committer:
evanso
Date:
Tue May 26 19:38:48 2020 +0000
Revision:
85:87bc28b151d8
Parent:
82:3211b31e9421
Spell checked all of code and comments

Who changed what in which revision?

UserRevisionLine numberNew contents of line
evanso 36:27aa597db3d2 1 #include "CheckAlienCollision.h"
evanso 36:27aa597db3d2 2
evanso 36:27aa597db3d2 3 bool CheckAlienCollision::check_alien_collision(Alien alien) {
evanso 36:27aa597db3d2 4 bool collision = false;
evanso 36:27aa597db3d2 5 Vector2D alien_pos = alien.get_pos();
evanso 36:27aa597db3d2 6
evanso 82:3211b31e9421 7 // Checks collision of alien and sprite
evanso 85:87bc28b151d8 8 if (check_top_right(alien, alien_pos)) {
evanso 36:27aa597db3d2 9 collision = true;
evanso 85:87bc28b151d8 10 }else if (check_top_left(alien, alien_pos)) {
evanso 36:27aa597db3d2 11 collision = true;
evanso 85:87bc28b151d8 12 }else if (check_bottom_left(alien, alien_pos)) {
evanso 36:27aa597db3d2 13 collision = true;
evanso 85:87bc28b151d8 14 }else if (check_bottom_left(alien, alien_pos)) {
evanso 36:27aa597db3d2 15 collision = true;
evanso 36:27aa597db3d2 16 }
evanso 40:71f947254fda 17 alien_track = alien.get_track_flag();
evanso 36:27aa597db3d2 18 return collision;
evanso 36:27aa597db3d2 19 }
evanso 36:27aa597db3d2 20
evanso 82:3211b31e9421 21 bool CheckAlienCollision::check_top_left(Alien alien, Vector2D alien_pos) {
evanso 36:27aa597db3d2 22 bool check_collision = false;
evanso 36:27aa597db3d2 23
evanso 82:3211b31e9421 24 // Checks collision of top left corner of alien with sprite
evanso 85:87bc28b151d8 25 if (alien_pos.x >= position_x_ &&
evanso 36:27aa597db3d2 26 alien_pos.x <= (position_x_ + sprite_x_length) &&
evanso 36:27aa597db3d2 27 position_y_ <= alien_pos.y &&
evanso 82:3211b31e9421 28 alien_pos.y <= (position_y_ + sprite_y_length)) {
evanso 36:27aa597db3d2 29 check_collision = true;
evanso 36:27aa597db3d2 30 alien_collision_flag = true;
evanso 36:27aa597db3d2 31 }
evanso 36:27aa597db3d2 32
evanso 36:27aa597db3d2 33 return check_collision;
evanso 36:27aa597db3d2 34 }
evanso 36:27aa597db3d2 35
evanso 82:3211b31e9421 36 bool CheckAlienCollision::check_top_right(Alien alien, Vector2D alien_pos) {
evanso 36:27aa597db3d2 37 bool check_collision = false;
evanso 36:27aa597db3d2 38
evanso 82:3211b31e9421 39 // Checks collision of top right corner of alien with sprite
evanso 85:87bc28b151d8 40 if ((alien_pos.x + 7) >= position_x_ &&
evanso 36:27aa597db3d2 41 (alien_pos.x + 7) <= (position_x_ + sprite_x_length) &&
evanso 36:27aa597db3d2 42 position_y_ <= alien_pos.y &&
evanso 82:3211b31e9421 43 alien_pos.y <= (position_y_ + sprite_y_length)) {
evanso 36:27aa597db3d2 44 check_collision = true;
evanso 36:27aa597db3d2 45 alien_collision_flag = true;
evanso 36:27aa597db3d2 46 }
evanso 36:27aa597db3d2 47
evanso 36:27aa597db3d2 48 return check_collision;
evanso 36:27aa597db3d2 49 }
evanso 36:27aa597db3d2 50
evanso 82:3211b31e9421 51 bool CheckAlienCollision::check_bottom_left(Alien alien, Vector2D alien_pos) {
evanso 36:27aa597db3d2 52 bool check_collision = false;
evanso 36:27aa597db3d2 53
evanso 82:3211b31e9421 54 // Checks collision of bottom left corner of alien with sprite
evanso 85:87bc28b151d8 55 if (alien_pos.x >= position_x_ &&
evanso 36:27aa597db3d2 56 alien_pos.x <= (position_x_ + sprite_x_length) &&
evanso 36:27aa597db3d2 57 position_y_ <= (alien_pos.y + 6)&&
evanso 82:3211b31e9421 58 (alien_pos.y + 6) <= (position_y_ + sprite_y_length)) {
evanso 36:27aa597db3d2 59 check_collision = true;
evanso 36:27aa597db3d2 60 alien_collision_flag = true;
evanso 36:27aa597db3d2 61 }
evanso 36:27aa597db3d2 62
evanso 36:27aa597db3d2 63 return check_collision;
evanso 36:27aa597db3d2 64 }
evanso 36:27aa597db3d2 65
evanso 82:3211b31e9421 66 bool CheckAlienCollision::check_bottom_right(Alien alien, Vector2D alien_pos) {
evanso 36:27aa597db3d2 67 bool check_collision = false;
evanso 36:27aa597db3d2 68
evanso 82:3211b31e9421 69 // Checks collision of bottom right corner of alien with sprite
evanso 85:87bc28b151d8 70 if ((alien_pos.x + 7) >= position_x_ &&
evanso 36:27aa597db3d2 71 (alien_pos.x + 7) <= (position_x_ + sprite_x_length) &&
evanso 36:27aa597db3d2 72 position_y_ <= (alien_pos.y + 6) &&
evanso 82:3211b31e9421 73 (alien_pos.y + 6) <= (position_y_ + sprite_y_length)) {
evanso 36:27aa597db3d2 74 check_collision = true;
evanso 36:27aa597db3d2 75 alien_collision_flag = true;
evanso 36:27aa597db3d2 76 }
evanso 36:27aa597db3d2 77
evanso 36:27aa597db3d2 78 return check_collision;
evanso 36:27aa597db3d2 79 }