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:
2020-05-21
Revision:
67:a2984682d641
Parent:
65:daa792a09e1f
Child:
68:bb1650c657ef

File content as of revision 67:a2984682d641:

#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();
    
    //set first screen to main menu
    current_menu_part_= menu.get_current_menu_part();
    
    // 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);      
    #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;
    }
}

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();
            
    //inititialise the game if play 
    if (current_menu_part_ == play){
        play_init();
    }
            
    lcd.refresh();      
}




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

void GameEngine::run_play(){
    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_flag =  !paused_flag; 
                wait(0.035);  
            }
            
            //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
            if(!spaceship_lives_){
               draw_game_over_screen();
               reset_map();
               pad.leds_off();
               break;   
            } 
            
            //Returns to mainmenu if exit slected in pause screen
            if(exit_flag_){
               reset_map();
               break;  
            }
        }
        
    // MCU put to sleep between each frame to save power 
    sleep();       
    } 
    //stop taking double a press
    wait(0.5);
}

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;
    
    //Flags for screen control
    exit_flag_ = false;
    run_save_a_game_flag_ = false;
    spaceship_destroyed_ = false;
}

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
    if (!spaceship_destroyed_){
        read_joystick_direction();
        //read_accelerometer_direction(accelerometer.get_roll_angle(),
        //accelerometer.get_pitch_angle());
        spaceship.movement(d_);
        spaceship.draw(lcd);
        create_weapons_bullets();
        create_weapons_smart_bomb();
    }
    
    // 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::draw_game_over_screen(){
    //Draws game over screen then back to menu
    lcd.clear();
    lcd.printString("Game Over",15,3);
    lcd.refresh();
    wait(3);
    current_menu_part_ = main_menu;
}

void GameEngine::run_paused_game(){
    //Lunch save a game screen 
    if (pad.B_pressed()||run_save_a_game_flag_){
        wait(0.035);  
        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()){
        wait(0.035);
        current_menu_part_ = main_menu;
        exit_flag_ = true;
    }
}

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("A to Exit",15,2);
    lcd.printString("B to Save&Exit",0,4);
    
    // 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()){
        wait(0.035);  
        //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;
        reset_map(); 
        exit_flag_ = true; 
    } 
}




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

void GameEngine::run_settings(){
    
}



// 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()){
        wait(0.035);  
        current_menu_part_ = main_menu;
    }
    
    //Load save, if no file press b 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;
}




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

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

void GameEngine::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 GameEngine::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 GameEngine::create_weapons_bullets(){
// controlls speed that bullet can be fired
if(bullet_timer_ <=0){
    if (pad.A_pressed()){
    // 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_ =  5;   
}
bullet_timer_--;   
}

void GameEngine::create_weapons_smart_bomb(){
// timer to stop smart bomb button be accidently pressed twice
if(smart_bomb_timer_ <=0){    
    if (pad.B_pressed() && smart_bomb_counter_ > 0){
        weapons.smart_bomb(lcd);
        smart_bomb_counter_--;
            
        //Deletes alien object if on screen
        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_ ++;  
            }
        }
    smart_bomb_timer_ =  30;   
    } 
} 
smart_bomb_timer_--;
}

void GameEngine::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 shpaceship 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 GameEngine::spawn_aliens(){
    if(alien_vector.size() <= alien_number_){
        create_alien();
    }
    
    //printf( " alien_number_counter_ = %d\n",alien_number_counter_);
    
    //slowley incresing the alien counter as game goes on to make harder
    if(spawn_alien_counter_%(500*spawn_time_multipler_) ==  0){
        alien_number_++;
        spawn_time_multipler_++;      
    }
    
    spawn_alien_counter_++;
}

void GameEngine::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 GameEngine::check_alien_people_collision(int i){
    // only a collision if all three of theses conditions are met:
    // check all these codition for every alien to every person
    // 1)person hasn't already had a collision
    // 2)There is an acutaual 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 GameEngine::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 GameEngine::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 GameEngine::draw_aliens(){
    // interates 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);
    }
}



//Explotion Control ------------------------------------------------------------   

void GameEngine::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);
}

void GameEngine::draw_explosions(){
    // interates over expoltion 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 GameEngine::spawn_people(){
    // Keeps number of people objects constant as people objecs are erased
    if(people_vector.size() <= 5){
        create_people();
    }
}

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

void GameEngine::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());  
        
        //errase 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){
                    
                //set alien who abducted person to track mode
                if(alien_vector[x].get_collision_people_element() == i){
                   alien_vector[x].set_track_flag(true);
                    people_vector.erase(people_vector.begin()+ i); 
                }  
               
            }  
           
        }
    }
}



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

void GameEngine::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 GameEngine::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);      
    }
}