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/PlayEngine.cpp

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

File content as of revision 87:832ca78426b5:

#include "PlayEngine.h"

// Spaceship control -----------------------------------------------------------

void PlayEngine::read_joystick_direction() {
    d_ = pad.get_direction();
}

void PlayEngine::read_accelerometer_direction(float roll,float pitch) {  
    // printf("Pitch = %f  Roll = %f\n", pitch, roll);  
     
    // North
    if (pitch >= -35) {
        if (roll >= 10) {
            d_ = NE;
        }else if (roll <= -10) {
            d_ = NW;
        }else {
            d_ = N;
        }
    // South
    }else if (pitch <= -55) {
        if (roll >= 10) {
            d_ = SE;
        }else if (roll <= -10) {
            d_ = SW;
        }else {
            d_ = S; 
        }
    // East/west
    }else {
        if (roll >= 10) {
            d_ = E;
        }else if (roll <= -10) {
            d_ = W;
        }else{
            d_ = CENTRE;
        }
    }      
}

void PlayEngine::spaceship_lives_leds() {
    pad.leds_off(); 
    
    // Top two red leds on if 1 lives left
    if (spaceship_lives_ >= 1) {
        pad.led(1,1); 
        pad.led(4,1);
    }
    
    // Middle two orange leds also on if 2 lives left
    if (spaceship_lives_ >= 2) {
        pad.led(2,1);
        pad.led(5,1);
    }
    
    // Bottom two red leds also on if 3 lives left
    if (spaceship_lives_ == 3) {
        pad.led(3,1);
        pad.led(6,1);
    }
}




// Weapon control --------------------------------------------------------------

void PlayEngine::create_weapons_bullets() {
    // Controlls speed that bullet can be fired
    if (pad.A_pressed() && bullet_timer_ <=0) {
        // Bullet object
        Weapons new_bullet;
            
        new_bullet.init(spaceship.get_pos(), 
        spaceship.get_spaceship_sprite_direction(), true);
            
        // Stores bullet object in vector 
        bullet_vector.push_back(new_bullet);
        bullet_timer_ =  10; 
    }
    bullet_timer_--;   
}

void PlayEngine::create_weapons_smart_bomb() {  
    if (pad.B_pressed() && smart_bomb_counter_ > 0 && smart_bomb_timer_ <=0) {
        weapons.smart_bomb(lcd);
        smart_bomb_counter_--;
            
        // Deletes alien object if on screen and person object if abducted
        for (int i = (alien_vector.size() -1) ; i >= 0 ; i--) {
            Vector2D alien_pos = alien_vector[i].get_pos(); 
            
            // Creats explosion if alien was on the screen    
            if(alien_pos.x <= 84 && alien_pos.x >= -6){
                create_explosion(alien_pos); 
                
                // Delete person object if was being abducted by destroyed alien
                if(alien_vector[i].get_collision_people_element() > -1){
                    people_vector.erase(people_vector.begin() + 
                    alien_vector[i].get_collision_people_element()); 
                } 
                
                alien_vector.erase(alien_vector.begin()+ i);
                points_ ++;  
            }  
        }
    
    // Timer to stop smart bomb button be accidently pressed twice or spammed 
    smart_bomb_timer_ =  30;   
    } 
    smart_bomb_timer_--;
}

void PlayEngine::draw_bullets() {
    // Interates over bullet vectors, moves and draws bullet objects
    
    // Alien bullets
    for (int i = 0; i < alien_bullet_vector.size(); i++) {
        alien_bullet_vector[i].draw_alien_bullet(lcd, d_);
        
        // Deletes alien bullet object after bullet has moved set distance   
        if (alien_bullet_vector[i].get_bullet_delete_counter() >> 5) {
             alien_bullet_vector.erase(alien_bullet_vector.begin()+ i);
        }
        
        // Deletes bullet and spaceship if collision detected
        if (spaceship.check_collision(alien_bullet_vector[i]) && 
        !spaceship_destroyed_ ) {
            create_explosion(spaceship.get_pos());
            spaceship_destroyed_ = true;
            alien_bullet_vector.erase(alien_bullet_vector.begin()+ i);     
        }
    }
    
    // Spaceship bullets 
    for (int i = 0; i < bullet_vector.size(); i++) {
        bullet_vector[i].draw_bullet(lcd);
         
        // Deletes bullet object after bullet has moved set distance   
        if (bullet_vector[i].get_bullet_delete_counter() >> 5) {
             bullet_vector.erase(bullet_vector.begin()+ i);
        }
    }
}




// Alien Control ---------------------------------------------------------------

void PlayEngine::spawn_aliens() {
    if (alien_vector.size() <= alien_number_) {
        create_alien();
    }
    
    // printf( " alien_number_counter_ = %d\n",alien_number_counter_);
    
    // Slowly increasing the alien counter as game goes on to make harder
    if (spawn_alien_counter_%(375*spawn_time_multipler_) ==  0) {
        alien_number_++;
        spawn_time_multipler_*= 1.2;  
        
        // printf("alien_number_ %d\n",alien_number_);   
    }
    
    spawn_alien_counter_++;
}

void PlayEngine::create_alien() {
    int position_x_start = 0;
    
    // Alien object
    Alien new_alien;
    
    // Spawns aliens between x > 84 and x <0
    if (rand() % 2) {
        position_x_start = rand() % 84 + 84;
    }else{
        position_x_start =rand() % 83 - 84;
    } 
    new_alien.init(pad, position_x_start, (rand() % 33 + 9));
    
    // Stores alien object in vector 
    alien_vector.push_back(new_alien);
}

void PlayEngine::check_alien_people_collision(int i) {
    // Only a collision if all three of theses conditions are met:
    // Checks all these condition for every alien to every person
    // 1)person hasn't already had a collision
    // 2)There is an actual collision of people and alien
    for (int x = 0; x < people_vector.size(); x++) {
        if (!people_vector[x].get_alien_collision_flag() &&
            people_vector[x].check_alien_collision(alien_vector[i])) {  
            alien_vector[i].set_collision_people_element(x); 
        }
    }
    
    // Draws collision if detected
    if (alien_vector[i].get_collision_people_element() > -1) {
        alien_vector[i].draw_alien(lcd,spaceship.get_pos(),d_, 
        map.get_length_map(), map.get_position_x_map(),true);
    }else{
        alien_vector[i].draw_alien(lcd,spaceship.get_pos(),d_, 
        map.get_length_map(), map.get_position_x_map(),false);
    }    
}

void PlayEngine::alliens_fire_bullets(int i) {
    if (alien_vector[i].get_alien_fire_counter()%60 == 0) {
        Weapons alien_bullet;
            
        // Fires bullet towards direction of spaceship
        bool alien_bullet_direction = false;
        Vector2D spaceship_pos = spaceship.get_pos();
        Vector2D alien_pos = alien_vector[i].get_pos();
        if (spaceship_pos.x > alien_pos.x) {
            alien_bullet_direction = true;
        }
            
        alien_bullet.init(alien_vector[i].get_pos(), 
        alien_bullet_direction , false);
        
        // Stores bullet object in vector 
        alien_bullet_vector.push_back(alien_bullet); 
    }   
}

void PlayEngine::delete_aliens(int i) {
    for (int x = 0; x < bullet_vector.size(); x++) {
        if (alien_vector[i].check_collision(bullet_vector[x])){
            create_explosion(alien_vector[i].get_pos());
                
            //Delete person object if was carried by destroyed alien
            if(alien_vector[i].get_collision_people_element() > -1){
                people_vector.erase(people_vector.begin() + 
                alien_vector[i].get_collision_people_element()); 
            }
            
            bullet_vector.erase(bullet_vector.begin()+ x);    
            alien_vector.erase(alien_vector.begin()+ i);  
            points_ ++;   
        }
    }   
}

void PlayEngine::draw_aliens() {
    // Integrates over alien vector and draws each new_alien object 
    for (int i = 0; i < alien_vector.size(); i++) {
        
        check_alien_people_collision(i);
        
        // Deleted spaceship if alien ship touches spaceship
        if (spaceship.check_alien_collision(alien_vector[i]) && 
        !spaceship_destroyed_) {
            create_explosion(spaceship.get_pos());
            spaceship_destroyed_ = true;  
        }
        
        alliens_fire_bullets(i);
        
        delete_aliens(i);
    }
}




// Explosion Control -----------------------------------------------------------   

void PlayEngine::create_explosion(Vector2D destroyed_position) {
    // Explosion object
    Explosion new_explosion;
    
    new_explosion.init(destroyed_position);
    
    // Stores explosion object in vector 
    explosion_vector.push_back(new_explosion);
    
    
    // Plays explosion sound if sound fx on
    if (sound_fx_ == on) {
        pad.tone(40,0.1);
        // printf("playing Explosion\n");
    }
}

void PlayEngine::draw_explosions() {
    // Integrates over explosion vector and draws each explosion object 
    // then deleted object after set size
    for (int i = 0; i < explosion_vector.size(); i++) {
        explosion_vector[i].draw_explosion(lcd);
        
        // Delete explosion after reaches set size
        if (explosion_vector[i].get_explosion_radius() == 8) {
             explosion_vector.erase(explosion_vector.begin()+ i);    
        }
    }
}




// People Control --------------------------------------------------------------

void PlayEngine::spawn_people() {
    // Keeps number of people objects constant as people objects are erased
    if (people_vector.size() <= 5) {
        create_people();
    }
}

void PlayEngine::create_people() {
    // People object
    People people;
    
    people.init(pad, (rand() % 168 - 84));
    
    // Stores alien object in vector 
    people_vector.push_back(people);
}

void PlayEngine::draw_people() {
    for (int i = 0; i < people_vector.size(); i++) {
        people_vector[i].draw_people(lcd, d_, 
        map.get_length_map(), map.get_position_x_map());  
        
        // Erase person if at top of screen as captured by alien and alien is 
        // set to track mode
        Vector2D people_pos =  people_vector[i].get_pos();
        for (int x = 0; x < alien_vector.size(); x++) {
            Vector2D alien_pos = alien_vector[x].get_pos();
            if (people_pos.y < 30 && alien_pos.y < 9 &&
            alien_vector[x].get_collision_people_element() == i) {
                    
                // Set alien who abducted person to track mode
                alien_vector[x].set_track_flag(true);
                people_vector.erase(people_vector.begin()+ i);   
            }  
           
        }
    }
}




// Map Control------------------------------------------------------------------

void PlayEngine::reset_map_timer() {
    if (spaceship_destroyed_) {
        reset_map_counter_++; 
        
        // Stops map movement
        d_ = CENTRE;
        
        // Reset map after set time
        if (reset_map_counter_ == 50) {
            reset_map();
        }
    }   
}
   
void PlayEngine::reset_map() {
    // Reassign values to variables
    spaceship.init();
    spaceship_lives_--;
    spaceship_destroyed_ = false;
    reset_map_counter_ = 0;
    
    // Erase aliens so redrawn in random positions when respawning spaceship
    for (int i = (alien_vector.size() - 1); i >= 0 ; i--) {
        alien_vector.erase(alien_vector.begin()+ i);  
    }
    
    // Erase all people so redrawn at bottom of map
    for (int i = (people_vector.size() - 1); i >= 0 ; i--) {
         people_vector.erase(people_vector.begin()+ i);      
    }
    
    // Erase all alien bullets
    for (int i = (alien_bullet_vector.size() - 1); i >= 0 ; i--) {
         alien_bullet_vector.erase(alien_bullet_vector.begin()+ i);      
    }
}