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.

GameEngine/GameEngine.cpp

Committer:
evanso
Date:
2020-05-27
Revision:
87:832ca78426b5
Parent:
86:eecd168c3a23

File content as of revision 87:832ca78426b5:

#include "GameEngine.h"

/** Define accelerometer object */
FXOS8700CQ accelerometer(I2C_SDA,I2C_SCL);

/** Define SD card object */
SDFileSystem sd(PTE3, PTE1, PTE2, PTE4, "sd");
    
GameEngine::GameEngine() {
    //attach ticker to isr 
    ticker.attach(callback(this, &GameEngine::lcd_frame_time_isr), 0.04 );
}
 
GameEngine::~GameEngine() {
    
}

void GameEngine::init() {
    // Initialise objects
    pad.init();
    lcd.init();
    spaceship.init();
    map.init(pad);
    menu.init();
    accelerometer.init();
    saved.init();
    setting.init();
    h_score.init();

    // Set first screen to main menu
    current_menu_part_= menu.get_current_menu_part();
    
    // Launch screen
    lcd.printString("Evans Studios",3,2); 
    lcd.printString("Presents:",15,3);
    lcd.refresh();
    wait(3); 
    
    play_music();
    
    // Set seed value 
    srand(pad.read_adc()*64000);
    
    // Had to include save test here as getting the error sd couldn’t be created
    #ifdef SD_TEST
        saved.run_save_test(sd,lcd); 
        h_score.run_save_test(sd,lcd);      
    #endif 
}

void GameEngine::lcd_frame_time_isr() {
    // Set ISR flag
    lcd_frame_time_flag_ = 1; 
} 

// Menu Control-----------------------------------------------------------------

void GameEngine::game_select_part() {
    switch (current_menu_part_) {
    case main_menu: run_menu(); break;
    case play: run_play(); break;
    case settings: run_settings(); break;
    case saved_games: run_saved_games(); break;
    case high_score: run_highscore(); break;
    }
}

void GameEngine::run_menu() {
    lcd.setContrast(pad.read_pot1());          
    lcd.clear();
    pad.reset_buttons();
            
    // Scrolls, draws and selects menu parts
    read_joystick_direction();
    menu.menu_scroll(d_);
    menu.draw_part(lcd);  
    menu.select_part(pad.A_pressed());
             
    current_menu_part_ = menu.get_current_menu_part();
    
    // Sets sound and music setting 
    sound_fx_ = setting.get_sound_method();
    music_fx_ = setting.get_music_method();
    if (music_fx_ == music_off){
        stop_music();
    }   
    music_flag_ = true;
    
    // printf("sound%d\n",sound_fx_ );
         
    // Initialise the game if play 
    if (current_menu_part_ == play) {
        play_init();
    }
    
    pad.reset_buttons();    
    lcd.refresh();      
}

void GameEngine::loading_screen(){
    lcd.clear();
    
    // Draws adding dots 3 times
    for (int x = 0; x <= 2; x++) {
        lcd.printString("Loading",15,3);
        lcd.refresh();
        
        // Adds loading dots 
        for (int i = 0; i <= 3; i++) { 
            wait(0.25);
            lcd.printString(".",57+(i*6),3);
            lcd.refresh();  
        }
        lcd.clear();
    }
}



// Menu Play -------------------------------------------------------------------

void GameEngine::run_play() {
    loading_screen(); 
    
    // Stops melody playing
    stop_music();
    
    // Main gameplay loop to run playable part of game, pause and save screens
    while (1) {             
        // Timer interrupt to set frame rate of game
        if (lcd_frame_time_flag_) {
            // Resets ISR flag 
            lcd_frame_time_flag_ = 0; 
            
            // Selects the different parts of the game
            play_select();
            
            // Break out of run play loop when lives = 0 or exited flag set
            if (!spaceship_lives_||exit_flag_) {
                // Only draw game over screen if run out of lives
                if (!spaceship_lives_) {
                    draw_game_over_screen();
                }
                reset_map();
                pad.leds_off();
                break;   
            } 
        }
        
    // MCU put to sleep between each frame to save power 
    sleep();       
    } 
    play_music();
    wait(0.3);
}

void GameEngine::play_select(){
    // Pause button pressed
    if (pad.start_pressed() && paused_counter_ > 10 ) {
        paused_button_pressed_ =  !paused_button_pressed_; 
        paused_counter_ = 0 ;
        run_save_a_game_flag_ = false;
    }
    
    // Stopped double press of pause button
    paused_counter_++;
    
    // Draws pause screen if paused button pressed
    if (paused_button_pressed_) {
        run_paused_game();
               
    // Otherwise draw gameplay screen
    }else{
        gameplay_loop(); 
    }
    
       
}

void GameEngine::play_music() {
    if (music_fx_ == music_on) {
        pad.play_melody(88, star_wars, star_wars_note_time, 108, true);
    }
    
}

void GameEngine::stop_music() {
    pad.play_melody(1, melody_off, melody_off_note_time, 1, false);
}

void GameEngine::play_init() {
    // Define variables
    spawn_time_multipler_ = 1;
    alien_number_ = 5;
    spawn_alien_counter_ = 0;
    spaceship_lives_ = 3;
    reset_map_counter_ = 0;
    smart_bomb_counter_ = 4;
    create_people();
    points_ = 0;
    smart_bomb_timer_ =  0;
    bullet_timer_ = 0;
    lcd_frame_time_flag_ = 0;
    paused_counter_ = 25;
    
    // Flags for screen control
    exit_flag_ = false;
    run_save_a_game_flag_ = false;
    spaceship_destroyed_ = false;
    saved.set_error(false);
    paused_button_pressed_ = false;
}

void GameEngine::gameplay_loop() {
    // Clear screen and set contrast
    lcd.setContrast(pad.read_pot1());          
    lcd.clear();
    
    // Creates aliens and people
    spawn_aliens();
    spawn_people();

    // If spaceship is destroyed stop joystick input, don’t draw spaceship sprite
    spaceship_not_detroyed();
    
    // Draws objects
    map.draw_map(lcd, d_);
    draw_aliens();
    draw_bullets();
    draw_explosions();
    draw_people(); 
    hud.draw_HUD(lcd, spaceship_lives_, points_, smart_bomb_counter_);
    spaceship_lives_leds();
    
    reset_map_timer();
    
    // Refresh's screen
    lcd.refresh(); 
}

void GameEngine::spaceship_not_detroyed() {
    if (!spaceship_destroyed_) {
        
        // Changes the control method depending what’s selected in the setting
        if (setting.get_control_method() == joy ) {
        read_joystick_direction();
        }else {
        read_accelerometer_direction(accelerometer.get_roll_angle(),
        accelerometer.get_pitch_angle());
        }
        
        // Stops movement of spaceship and map after destroyed
        spaceship.movement(d_);
        spaceship.draw(lcd);
        create_weapons_bullets();
        create_weapons_smart_bomb();
    }
}

void GameEngine::draw_game_over_screen() {
    // Draws game over screen then back to menu
    lcd.clear();
    lcd.printString("Game Over",15,0);
    
    // Draws score/highscore part of screen
    char buffer[11]; 
    sprintf(buffer,"Score = %d",points_);
    lcd.printString(buffer,12,2);
    h_score.set_error(false);
    
    // Prints new high score if a high score and no error
    if (calculate_new_score()&& !h_score.get_error()) {
        lcd.printString("NEW HIGH SCORE",0,4); 
        
        if (music_fx_ == music_on) {
        pad.play_melody(61, take_on_me, take_on_me_note_time, 140, false);
        }
        
    }else if (music_fx_ == music_on) {
        pad.play_melody(23, god_farther, god_farther_note_time, 80, false);
    }
    
    lcd.refresh();
    wait(6);
    current_menu_part_ = main_menu;
}

void GameEngine::run_paused_game() {
    // Lunch save a game screen 
    if (pad.B_pressed()||run_save_a_game_flag_) {
        run_save_a_game_flag_ = true;
        run_save_a_game();
        
    // Draw pause screen
    }else{
        draw_pause_screen();
    }
    
    // Exit to main menu
    if (pad.A_pressed()||saved.get_error()) {
        current_menu_part_ = main_menu;
        play_music();
        exit_flag_ = true;
        saved.set_error(false);
        wait(0.037);
    }
}

void GameEngine::draw_pause_screen() {
    // Clear screen and set contrast
    lcd.setContrast(pad.read_pot1());          
    lcd.clear();
    
    // Draw strings
    lcd.printString("Paused!",24,0);
    lcd.printString("Exit(A)",24,3);
    lcd.printString("Save&Exit(B)",6,4);
    
    // Refresh's screen
    lcd.refresh(); 
}

void GameEngine::run_save_a_game() {
    // Draw and interact with save a game screen
    read_joystick_direction();
    saved.saved_games_scroll(d_);
    saved.save_game_screen(lcd);
    
    // Save game to save file that is displayed
    if (pad.A_pressed()) {  
        // Define struct data
        SavedGamesData data;
        
        // Set values in struct data and saves them selected file
        data.score = points_;
        data.lives = spaceship_lives_;
        data.smart_bombs = smart_bomb_counter_;
        data.alien_number = alien_number_;
        saved.add_saved_data(sd, data, lcd);
        
        // If error go back to pause screen
        if (saved.get_error()) {
            run_save_a_game_flag_ = false;
            saved.set_error(false);
        }else{
        // Exit to main menu
        current_menu_part_ = main_menu;
        exit_flag_ = true; 
        }
    } 
}




// Menu Setting ----------------------------------------------------------------

void GameEngine::run_settings() {      
    lcd.clear();
    lcd.setContrast(pad.read_pot1());
            
    // Scrolls, draws and changes different parts
    read_joystick_direction();
    setting.settings_scroll(d_);
    setting.display_settings_screen(lcd, pad.read_pot1());  
    setting.change_setting(pad.A_pressed());
    
    // Stops music immediately changed
    music_fx_ = setting.get_music_method();
    if (music_fx_ == music_off){
        stop_music();
        music_flag_ = false;
    }   
    if (music_fx_ == music_on && !music_flag_ ){
        play_music();
        music_flag_ = true;
    }        
    // Go back to main menu if b
    if (pad.B_pressed()) { 
        current_menu_part_ = main_menu;
    }
            
    lcd.refresh();     
}



// Menu Saved Games ------------------------------------------------------------

void GameEngine::run_saved_games() {
    // Draws and interact with save screen
    read_joystick_direction(); 
    saved.saved_games_scroll(d_);
    saved.display_saved_games(lcd);
    
    // Go back to main menu
    if (pad.B_pressed()) { 
        current_menu_part_ = main_menu;
    }
    
    // Press  A to load save, if no file press go back to main menu
    if (pad.A_pressed()) {
        wait(0.035);  
        saved_games_overide_init();
        if (saved.get_error()) {
            saved.set_error(false);
            current_menu_part_ = main_menu;
        }else{   
            current_menu_part_ = play; 
        }
    }   
}

void GameEngine::saved_games_overide_init() {
    play_init();
    
    // Creates data object add sett it values to data saved in the file
    SavedGamesData displayed_game;
    displayed_game = saved.read_saved_data(sd, lcd);
    
    // Set the variables to value in the displayed saved struct
    points_ = displayed_game.score;
    spaceship_lives_ = displayed_game.lives;
    smart_bomb_counter_= displayed_game.smart_bombs;
    alien_number_ = displayed_game.alien_number;
}



// Menu High score -------------------------------------------------------------

void GameEngine::run_highscore() {
    lcd.clear();
    lcd.printString("High Scores",9,0);
    lcd.printString("Back(B)",21,5);
    
    // Sets error to false as may of become true from previous error
    h_score.set_error(false);
    
    // Draws score/highscore part of screen
    char buffer[11]; 
    sprintf(buffer,"Score = %d",h_score.read_high_score(sd));
    lcd.printString(buffer,9,3);
    
    // If error reading high score just say no high score or sd card
    if (h_score.get_error()) {
       h_score.no_high_scores(lcd);
       wait(3);
       current_menu_part_ = main_menu;  
    }
    
    // Go back to main menu when b pressed
    if (pad.B_pressed()) { 
        current_menu_part_ = main_menu;
    }
    
    lcd.refresh();
}

bool GameEngine::calculate_new_score() {
    bool new_high_score = false;
    
    // Gets old high score and return true if current score is greater
    int saved_high_score = h_score.read_high_score(sd);
    if (points_ > saved_high_score) {
        new_high_score = true; 
        h_score.save_new_high_score(sd, lcd, points_);
    }
    return new_high_score;
}