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:
2020-05-25
Revision:
80:870bc6b4bf08
Parent:
79:66bcf8fa2d2d
Child:
81:78c461e6770b

File content as of revision 80:870bc6b4bf08:

#include "GameEngine.h"

/** Define acelleromter 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() {
    // Initalise 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();
    
    play_music();
    // Set seed value 
    srand(pad.read_adc()*64000);
    
    //Had to inlcude save test here as getting the error sd couldnt 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();
            
    // Scrolls, draws and selcts 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();
    stop_music();
    
    //printf("sound%d\n",sound_fx_ );
    //stops double button press
    if(pad.A_pressed()){
    wait(0.3);   
    }  
         
    //inititialise the game if play 
    if (current_menu_part_ == play){
        play_init();
    }
        
    lcd.refresh();      
}




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

void GameEngine::run_play(){
    //stops melody playing
    pad.play_melody(2, melody_off, melody_off_note_time, 1, false);
    int paused_flag = false;
    while (1) {             
        // Timer interupt to set frame rate of game
        if (lcd_frame_time_flag_) {
            // resets ISR flag 
            lcd_frame_time_flag_ = 0; 
            
            //Pause button pressed
            if (pad.start_pressed() && paused_counter_ > 10 ){
                paused_flag =  !paused_flag; 
                paused_counter_ = 0 ;
            }
            paused_counter_++;
            
            //Draws pause screen if paused button presed
            if (paused_flag){
                run_paused_game();
                       
            //Otherwise draw gameplay screen
            }else{
                gameplay_loop(); 
            }
            
            // break out of run play loop when lives = 0 or exite flag set
            if(!spaceship_lives_||exit_flag_){
            if(!spaceship_lives_){
               draw_game_over_screen();
            }
               reset_map();
               pad.leds_off();
               break;   
            }
        }
        
    // MCU put to sleep between each frame to save power 
    sleep();       
    } 
    //stop taking double a press
    wait(0.4);
    play_music();
}

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(){
    if(music_fx_ == music_off){
        pad.play_melody(2, melody_off, melody_off_note_time, 50, 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.init();
}

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

    //If spaceship is destroyed stop joystick input, dont 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 depedning whats 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();
        paused_flag_ = true;  
    }
    
    //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);
    }
}

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 ya 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);
        
        //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 emedently changed
    music_fx_ = setting.get_music_method();
    stop_music();
            
    //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;
    }
    
    //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();
    
    //Creats 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 privuous 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;
}