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UFO-Angriff!

Komponenten und Verbrauchsmaterialien

Arduino UNO
× 1
MAX7219 Punktmatrixmodul 4 in einem Display
× 1
Stecker Schraube Mutter Stecker DB9-G1-01 9-polige Klemme Breakout-Board
× 1
Allzwecktransistor NPN
× 1
Breadboard (generisch)
× 1
Adafruit Passiver Piezo-Summer
× 1
Überbrückungsdrähte männlich/weiblich
× 5
Jumper (generisch)
× 10
Widerstand 1k Ohm
× 1
Atari-kompatibler Joystick 9Pin
× 1

Über dieses Projekt

Ich habe dieses Spiel mit einem Arduino UNO gebaut, einem "4 in 1"-Set von MAXX7219-Matrizen und Komponenten aus einem Arduino-Starter-Kit.

Der Code wurde von mir geschrieben und verwendet die Bibliotheken Max72xxPanel, Adafruit GFX und SPI.

Probieren Sie es aus und sprengen Sie ein paar UFOs! :-)

Jedes Level hat eine Zielanzahl von UFOs, die getötet werden müssen, bevor der Boss erscheint.

Das Spiel benötigt einen Atari-kompatiblen 9-Pin-Joystick. Wenn Sie also einen alten herumliegen haben, können Sie ihn wieder verwenden. Oder Sie können einfach Ihre eigenen machen. Ich arbeite daran, dies in zukünftigen Versionen zu einem Handheld zu machen.

Code

  • UFO-Angriffscode
UFO-AngriffscodeC/C++
/*UFO-ANGRIFF! - Geschrieben von Anthony Clarke. *//*Einige spezifische Codezeilen wurden aus Open-Source-Beispielprogrammen übernommen. Diese sind in Kommentaren gekennzeichnet.*/#include #include #include const int pinCS =10; // CS an diesen Pin anhängen, DIN an MOSI und CLK an SCK (vgl. http://arduino.cc/en/Reference/SPI )const int numberOfHorizontalDisplays =4;const int numberOfVerticalDisplays =1;Max72xxPanel matrix =Max72xxPanel(pinCS, numberOfHorizontalDisplays, numberOfVerticalDisplays); // 'ship', 8x8pxconst unsigned char ship [] PROGMEM ={ 0x80, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}; // 'UFO', 8x8pxEMuf .o [unsigned] PROGMEM ={ 0x40, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}; // 'Explosion', 8x8pxconst unsigned char explosion [] PROGMEM ={ 0xe0, 0xe0, 0xe0, 0x00, 0x00, 0x00, 0x00, 0;// 'Bouncer', 8x8pxconst unsigned char bouncer [] PROGMEM ={ 0x60, 0xc0, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00};// 'Boss1', 8x8pxconst unsigned char boss [] PROGMEM ={ 0x00, 0x00, 0x00, 0x00}; 0x24, 0x42, 0xff, 0x24, 0xff, 0x7e, 0x3c}; // 'Faller', 8x8pxconst unsigned char faller [] PROGMEM ={ 0x80, 0xc0, 0xe0, 0x00, 0x00, 0x00, 0x00, 0'00}; Riser', 8x8pxconst unsigned char Riser [] PROGMEM ={ 0xe0, 0xc0, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00}; // 'LT', 8x8pxconst unsigned char LT [] PROGMEM ={ 0x78, 0xfc, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00};// 'UFO Laser', 8x8pxcharconst unsigned [] PROGMEM ={ 0xc0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00};// 'BossBoom', 8x8pxconst unsigned char bossBoom1 [] PROGMEM ={ 0xaa, 0x55, 0xa2, 0x51, 0x8x 0xaa, 0x51, 0x8x , 0x55};// 'BossBoom2', 8x8pxconst unsigned char bossBoom2 [] PROGMEM ={ 0x55, 0xaa, 0x45, 0x8a, 0x51, 0xa2, 0x55, 0xaa};//Spiel gestartet Variablebool gameStart =falsestick control;/ pinint up =2;int down =3;int left =4;int right =5;int trigger =6;//Titel-Ticker-Variablen..Shamless gestohlen aus dem Ticker-Beispiel :PString tape ="UFO ATTACK! - Feuer drücken, um zu starten ";int wait =40; // In Millisekundenint spacer =1;int width =5 + spacer; // Die Schriftbreite beträgt 5 Pixel // Schiffs- und Laserpositionsvariablenint shipx =0;int shipy =0;int lasx;int lasy;//Lives counterint lifes =5;//laser existense variablebool lasExist;//UFO Laser Positionsvariablenint ufoLas1x;int ufoLas1y;int ufoLas2x;int ufoLas2y;int ufoLas3x;intLaintoLas3ys4;//UFO Laser Existenz Variablebool ufoLasExist1 =false;bool ufoLasExist2 =false;bool ufoLasExist3 =false;bool ufoLasExist4 =false;//UFO Laser Auswahl Variableint Auswahl;int lastSelection;//Boss Minion Auswahl Variableint minionSelectionint; .//UFO Positionsvariablen ufo1x;int ufo1y;int ufo2x;int ufo2y;int ufo3x;int ufo3y;//Bouncer Positionsvariablenint Bouncer1x;int Bouncer1y;int Bouncer2x;int Bouncer2y;int Bouncer3x;int Bouncer3y;int Bouncer4x;int Bouncer4 Positionsvariablen// .Fall Bouncer4y; faller1x;int faller1y;int faller2x;int faller2y;int faller3x;int faller3y;int faller4x;i nt faller4y;//Faller-Geschwindigkeitsvariablenint faller1Speedx;int faller1Speedy;int faller2Speedx;int faller2Speedy;int faller3Speedx;int faller3Speedy;int faller4Speedx;int faller4Speedy;int fallerxSpeedTarget =2;int fallerySpeedTarget =2;r Riser1x Positionsvariablenintint;//Riser-Positionsvariablen;;int riser2x;int riser2y;int riser3x;int riser3y;int riser4x;int riser4y;//Riser-Geschwindigkeitsvariablenint riser1Speedx;int riser1Speedy;int riser2Speedx;int riser2Speedy;int riser3Speedx;int riser3Speedy;int riser4Speedy/int riser/LT4Speedy/int riser position variableint ltx;int lty;//LT-Gesundheitsvariableint ltHealth =3;//LT-Geschwindigkeitsvariableint ltxSpeed ​​=0;int ltxSpeedTarget =2;//Boss-Positionsvariableint bossx =34;int bossy =0;//Boss-Bewegungsgeschwindigkeitsvariablenint bossxSpeed ​​=0;int bossySpeed ​​=0;int bossxSpeedTarget =3;int bossySpeedTarget =1; //UFO-Existenz-Variablenbool ufo1Exist =false;bool ufo2Exist =false;bool ufo3Exist =false;//Bouncer-Existenz-Variablenbool Bouncer1Exist =False;bool Bouncer2Exist =False;bool Bouncer3Exist =False;bool Bouncer4Exist =False;//Faller-Existenz-Variablen =Faller1 false;bool faller2Exist =false;bool faller3Exist =false;bool faller4Exist =false;//Riser-Existenzvariablenbool riser1Exist =false;bool riser2Exist =false;bool riser3Exist =false;bool riser4Exist =false;//LT Existenzvariablebool ltExist =false; //Boss1 Existence Variablebool boss1Exist =false;//Boss Health Variableint bossHealth;//Bouncer oben oder unten variableint BouncerOrigin;//Bouncer Lückenraum Variableint BouncerGap =6;//Bouncer Richtungsvariablenbool Bouncer1Direction;bool Bouncer2Direction;Bool Bouncer3Direction; .Bool;int Bouncer1xSpeed;int Bouncer2xSpeed;int Bouncer3xSpeed;int Bouncer4xSpeed;int Bouncer1ySpeed;int Bouncer2ySpeed;int Bouncer3ySpeed;int Bouncer4ySpeed;int ySpee d =1;int xSpeed ​​=2; // Spawn-Timer und Spawn-Zeit-Variablen für UFO-Gegnerunsigned long startTime; // Einrichten von Timer-Variablenunsigned long currentTime;unsigned long spawnTime =3000; //Spawn-Timer für UFOs //Spawn-Timer und Spawn-Zeit für Türsteher-Gegnerunsigned long startTime2;unsigned long currentTime2;unsigned long spawnTime2 =10000; //Spawn-Timer für Türsteher //Spawn-Timer für LT-Minibossunsigned long startTime3;unsigned long currentTime3;unsigned long spawnTime3; //Spawn-Timer für LT //Spawn-Timer für UFO-Lasersunsigned long bossStartTime;unsigned long bossCurrentTime;unsigned long bossStartTime2;unsigned long bossCurrentTime2;unsigned long bossLaserTimer =1000;unsigned long bossMinionTimer =6000;//Spawn-Enabler-Variable, wird zum vorübergehenden Stoppen benötigt Spawning for Boss Battlebool spawnEnabled;//Level variableint levelNumber =1;//Score variableint score =0;//Level Progression variablesint kills;int killsTarget;//Boss Battle Engagiert Variablebool bossBattleStarted =false;//Spielerschiff Kollisionserkennung Variablebool KollisionErkennung =true; // Münzwurf für UFOLaser 4 selectionint coinFlip; // Sound-Variablenint SummerPin =9; // Boss-Sirenen-Variablenfloat sinVal; // Definiere eine Variable zum Speichern des Sinuswerts inttoneVal; // Definiere eine Variable zum Speichern der Tonfrequenz void setup () { // Serial.begin (9600); // Sound-Pin einrichten pinMode (buzzerPin, OUTPUT); // Den Summer-Pin auf den Ausgabemodus setzen // Spawntimer einrichten // Pin-Modi für den Joystick-Betrieb einstellen PinMode (up, INPUT_PULLUP); // UP-Pin PinMode (unten, INPUT_PULLUP); // DOWN-Pin PinMode (links, INPUT_PULLUP); // LINKER Pin PinMode (rechts, INPUT_PULLUP); // RECHTER Pin PinMode (Trigger, INPUT_PULLUP); // FIRE-Pin // LED-Intensität einstellen matrix.setIntensity (0); // An Ihre eigenen Bedürfnisse anpassen matrix.setPosition (0, 3, 0); // Die erste Anzeige ist bei <0, 0> matrix.setPosition(1, 2, 0); // Die zweite Anzeige ist bei <1, 0> matrix.setPosition(2, 1, 0); // Die dritte Anzeige ist bei <2, 0> matrix.setPosition(3, 0, 0); // Und die letzte Anzeige ist bei <3, 0>// ... matrix.setRotation(0, 3); // Die erste Anzeige ist auf den Kopf gestellt matrix.setRotation(1, 3); matrix.setRotation(2, 3); matrix.setRotation(3, 3); // Das gleiche gilt für die letzte Anzeige matrix.fillScreen(LOW);}void loop() { if (gameStart ==false) { Ticker(true); } SpawnTimer(); JoystickControl(); UfoControl(); BouncerControl(); LaserControl(); ScreenLimit(); Chefkampf(); BossControl(); UFOLaserControl(); LTControl(); FallerControl(); RiserControl(); ShipCollision(); //Seriell.println(ufoLas1x); matrix.write (); // Bildschirmverzögerung zeichnen (50); // Geschwindigkeitsverzögerung matrix.fillScreen (LOW); // Bildschirm löschen, muss bei jedem Frame durchgeführt werden. }void Level (int level) { if (level ==1) { spawnEnabled =true; //Spawning aktivieren spawnTime =3000; //Spawn-Timer für UFO'a spawnTime2 =10000000; //Spawn-Timer für Türsteher so hoch eingestellt, dass sie nie erscheinen spawnTime3 =10000000; //Spawn-Timer für LT so hoch eingestellt, dass sie nie erscheinen killsTarget =10; // Setzt Tötungsziel. Wenn das Ziel erreicht wurde, sollte der Boss gespawnt werden bossHealth =10; bossLaserTimer =1000; } if (level ==2) {spawnEnabled =true; SpawnTime =3000; spawnTime2 =8000; spawnTime3 =10000000; killsTarget =20; bossHealth =15; bossLaserTimer =900; } if (level ==3) { spawnEnabled =true; spawnTime =2000; spawnTime2 =6000; spawnTime3 =8000; killsTarget =30; bossHealth =20; bossLaserTimer =800; } if (level ==4) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =40; bossHealth =25; bossLaserTimer =700; bossMinionTimer =6000; } if (level ==5) {spawnEnabled =true; SpawnTime =1800; spawnTime2 =4500; spawnTime3 =6000; killsTarget =50; bossHealth =30; bossLaserTimer =600; bossMinionTimer =5500; } if (level ==6) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =60; ChefGesundheit =35; bossLaserTimer =500; bossMinionTimer =5000; } if (level ==7) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =70; bossHealth =40; bossLaserTimer =400; bossMinionTimer =4000; } if (level ==8) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =80; bossHealth =45; bossLaserTimer =300; bossMinionTimer =3000; } if (level ==9) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =90; bossHealth =50; bossLaserTimer =200; bossMinionTimer =2000; } if (level ==10) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =100; ChefGesundheit =55; bossLaserTimer =100; bossMinionTimer =1000; } //Ich muss eine Glückwunschnachricht hinzufügen, um Level 10 zu überwinden}void Ticker(bool resetKills) //Ticker-Code schamlos aus dem Ticker-Beispiel gestohlen. Wird für Titel und Spielstand und Gameover verwendet { while (gameStart ==false) { for ( int i =0; i =0 &&letter>=0 ) { if ( letter  29) { shipx =29; } if (shipy <0) { shipy =0; } if (shipy> 6) { shipy =6; } if (lasExist ==true) // Wenn es vom Bildschirm verschwindet, dann hör auf es zu zeichnen und markiere es als nicht existierend { if (lasx> 31) { lasExist=false; aufrechtzuerhalten. Wenn (Lasy <0) {Lasy =0; aufrechtzuerhalten. Wenn (Lasy> 7) {Lasy =7; } } // UFO-Laserbildschirmbegrenzung steuert if (ufoLas1x <-2) {ufoLasExist1 =false; } if (ufoLas2x <-2) { ufoLasExist2 =false; } if (ufoLas3x <-2) { ufoLasExist3 =false; } if (ufoLas4x <-2) { ufoLasExist4 =false; } // UFO-Bildschirmbegrenzungssteuerungen. Automatisches Respawnen von UFOs an einer zufälligen Y-Koordinate auf der rechten Seite, wenn sie von der linken Seite weggehen if (ufo1Exist ==true &&ufo1x <-3) { ufo1x =33; // Wenn UFO von der linken Seite abweicht, wird es wieder auf die rechte Seite verschoben ufo1y =random (0, 7); // wird eine Art Sortiercode brauchen, um die Überlappung von Ufo zu stoppen} if (ufo2Exist ==true &&ufo2x <-3) { ufo2x =33; // Wenn UFO von der linken Seite abweicht, wird es wieder auf die rechte Seite verschoben ufo2y =random (0, 7); // wird eine Art Sortiercode brauchen, um die Überlappung von Ufo zu stoppen} if (ufo3Exist ==true &&ufo3x <-3) { ufo3x =33; // Wenn UFO von der linken Seite abweicht, wird es wieder auf die rechte Seite verschoben ufo3y =random (0, 7); // wird eine Art Sortiercode benötigen, um die Überlappung von Ufo zu stoppen} // Steuerelemente für die Begrenzung des Bouncer-Bildschirms. Wenn Türsteher oben oder unten treffen, ändert sich die Richtungsvariable. Wenn sie links liegen, werden sie aus der Existenz gelöscht und zu einem späteren Zeitpunkt wiederbelebt. if (bouncer1Exist ==wahr &&bouncer1y> 5) { bouncer1Direction =false; aufrechtzuerhalten. Sonst if (bouncer1Exist ==wahr &&Bouncer1y <0) { Bouncer1Direction =true; } if (bouncer2Exist ==wahr &&bouncer2y> 5) { bouncer2Direction =false; aufrechtzuerhalten. Sonst if (bouncer2Exist ==wahr &&Bouncer2y <0) { Bouncer2Direction =true; } if (bouncer3Exist ==true &&bouncer3y> 5) { bouncer3Direction =false; aufrechtzuerhalten. Sonst if (bouncer3Exist ==true &&bouncer3y <0) {bouncer3Direction =true; } if (bouncer4Exist ==true &&bouncer4y> 5) {bouncer4Direction =false; aufrechtzuerhalten. Sonst if (bouncer4Exist ==true &&bouncer4y <0) {bouncer4Direction =true; } // Wenn Bouncer von der linken Seite weggehen, verschwinden sie als despawned if (bouncer1x <0) { bouncer1Exist =false; aufrechtzuerhalten. Wenn (Bouncer2x <0) { Bouncer2Exist =false; aufrechtzuerhalten. Wenn (Bouncer3x <0) { Bouncer3Exist =false; aufrechtzuerhalten. Wenn (Bouncer4x <0) { Bouncer4Exist =false; } // LT-Bildschirmbegrenzungssteuerung if (ltExist ==true &<x <-6) {ltx =33; // Wenn LT von der linken Seite abweicht, wird es wieder auf die rechte Seite verschoben lty =random (0,6); } // Bildschirmbegrenzungssteuerung für Riser if (faller1Exist ==true &&faller1y> 7) { faller1Exist =false; } if (faller2Exist ==true &&faller2y> 7) { faller2Exist =false; } if (faller3Exist ==true &&faller3y> 7) { faller3Exist =false; } if (faller4Exist ==true &&faller4y> 7) { faller4Exist =false; } // Bildschirmbegrenzungssteuerung für Riser if (riser1Exist ==true &&riser1y <-2) { Riser1Exist =false; } if (riser2Exist ==true &&riser2y <-2) { Riser2Exist =false; } if (riser3Exist ==true &&riser3y <-2) { riser3Exist =false; } if (riser4Exist ==true &&riser4y <-2) { Riser4Exist =false; } }void SpawnTimer(){ if (spawnEnabled ==true) { //Counting spawn timer currentTime =millis(); //get the current time in milliseconds currentTime2 =millis();//same again for second timer currentTime3 =millis();//and again if (currentTime - startTime>=spawnTime) //Uses the currentTime, startTime and spawnTime variables to spawn enemies on set times { //spawn UFO SpawnUFO(); //reset timer startTime =currentTime; //Saves the start time of the spawn so the if statement works } if (currentTime2 - startTime2>=spawnTime2) { //spawn bouncer squad SpawnBouncer(); //reset timer startTime2 =currentTime2; //Saves the start time of the spawn so the if statement works } if (currentTime3 - startTime3>=spawnTime3) { //spawn LT SpawnLT(); //reset timer startTime3 =currentTime3; //Saves the start time of the spawn so the if statement works } } }void SpawnUFO(){ if (ufo1Exist ==false) { ufo1x =32; //Spawn off the right side of the screen ufo1y =random(0,7); //Spawn at a random Y coord ufo1Exist =true; } else if (ufo2Exist ==false) { ufo2x =32; //Spawn off the right side of the screen ufo2y =random(0,7); //Spawn at a random Y coord ufo2Exist =true; } else if (ufo3Exist ==false) { ufo3x =32; //Spawn off the right side of the screen ufo3y =random(0,7); //Spawn at a random Y coord ufo3Exist =true; } }void UfoControl(){ //If the UFO exists then draw its bitmap if (ufo1Exist ==true) { ufo1x--; matrix.drawBitmap(ufo1x,ufo1y,ufo,3,2,1); } if (ufo2Exist ==true) { ufo2x--; matrix.drawBitmap(ufo2x,ufo2y,ufo,3,2,1); } if (ufo3Exist ==true) { ufo3x--; matrix.drawBitmap(ufo3x,ufo3y,ufo,3,2,1); }}void SpawnBouncer(){ if (bouncer1Exist ==false &&bouncer2Exist ==false &&bouncer3Exist ==false &&bouncer4Exist ==false) { bouncer1x =32; //Spawn off the right side of the screen bouncer2x =bouncer1x+bouncerGap;//spawn other bouncers spaced out on the x axis bouncer3x =bouncer2x+bouncerGap; bouncer4x =bouncer3x+bouncerGap; bouncerOrigin =random(0,2); if (bouncerOrigin =0) { bouncer1y =0; //Spawn at top of screen bouncer2y =1; bouncer3y =2; bouncer4y =3; } if (bouncerOrigin =1) { bouncer1y =7; //Spawn at bottom bouncer2y =6; bouncer3y =5; bouncer4y =4; } bouncer1Exist =true; bouncer2Exist =true; bouncer3Exist =true; bouncer4Exist =true; }}void BouncerControl(){ //Bouncer move across to the left and up or down depending opn direction variable. That variable is changed in ScreenLimit() if (bouncer1Exist ==true) //If bouncer exists then increment bouncer x and y counters. These are used to slow the movement. { bouncer1xSpeed++; bouncer1ySpeed++; if (bouncer1xSpeed> xSpeed) //When the counter goes above the speed value then IF statement executes { bouncer1x--; bouncer1xSpeed =0; } if (bouncer1Direction ==true) { if (bouncer1ySpeed> ySpeed) { bouncer1y++; bouncer1ySpeed =0; } } else if (bouncer1Direction ==false) { if (bouncer1ySpeed> ySpeed) { bouncer1y--; bouncer1ySpeed =0; } } matrix.drawBitmap(bouncer1x,bouncer1y,bouncer,2,3,1); } if (bouncer2Exist ==true) { bouncer2xSpeed++; bouncer2ySpeed++; if (bouncer2xSpeed> xSpeed) { bouncer2x--; bouncer2xSpeed =0; } if (bouncer2Direction ==true) { if (bouncer2ySpeed> ySpeed) { bouncer2y++; bouncer2ySpeed =0; } } else if (bouncer2Direction ==false) { if (bouncer2ySpeed> 2) { bouncer2y--; bouncer2ySpeed =0; } } matrix.drawBitmap(bouncer2x,bouncer2y,bouncer,2,3,1); } if (bouncer3Exist ==true) { bouncer3xSpeed++; bouncer3ySpeed++; if (bouncer3xSpeed> xSpeed) { bouncer3x--; bouncer3xSpeed =0; } if (bouncer3Direction ==true) { if (bouncer3ySpeed> ySpeed) { bouncer3y++; bouncer3ySpeed =0; } } else if (bouncer3Direction ==false) { if (bouncer3ySpeed> 2) { bouncer3y--; bouncer3ySpeed =0; } } matrix.drawBitmap(bouncer3x,bouncer3y,bouncer,2,3,1); } if (bouncer4Exist ==true) { bouncer4xSpeed++; bouncer4ySpeed++; if (bouncer4xSpeed> xSpeed) { bouncer4x--; bouncer4xSpeed =0; } if (bouncer4Direction ==true) { if (bouncer4ySpeed> 2) { bouncer4y++; bouncer4ySpeed =0; } } else if (bouncer4Direction ==false) { if (bouncer4ySpeed> ySpeed) { bouncer4y--; bouncer4ySpeed =0; } } matrix.drawBitmap(bouncer4x,bouncer4y,bouncer,2,3,1); }}void SpawnFaller(){ if (faller1Exist ==false &&faller2Exist ==false &&faller3Exist ==false &&faller4Exist ==false) { faller1x =15; //Spawn above the boss off the top of the screen faller2x =faller1x+bouncerGap;//spawn other bouncers spaced out on the x axis faller3x =faller2x+bouncerGap; faller4x =faller3x+bouncerGap; faller1y =-1; //Spawn at top of screen faller2y =-2; faller3y =-3; faller4y =-4; faller1Exist =true; faller2Exist =true; faller3Exist =true; faller4Exist =true; }}void FallerControl(){ //Fallers are spawned by the Boss during battle after level 4. Timer for spawning is in the BossControl function. //Control routines for faller 1 if (faller1Exist ==true) //If faller exists then increment fallerSpeed x and y counters. These are used to slow the movement. { faller1Speedx++; faller1Speedy++; if (faller1Speedx> fallerxSpeedTarget) //When the counter goes above the speed value then IF statement executes { faller1x--; faller1Speedx =0; } if (faller1Speedy> fallerySpeedTarget) { faller1y++; faller1Speedy =0; } matrix.drawBitmap(faller1x,faller1y,faller,3,3,1); }// Control routines for faller 2 if (faller2Exist ==true) //If faller exists then increment fallerSpeed x and y counters. These are used to slow the movement. { faller2Speedx++; faller2Speedy++; if (faller2Speedx> fallerxSpeedTarget) //When the counter goes above the speed value then IF statement executes { faller2x--; faller2Speedx =0; } if (faller2Speedy> fallerySpeedTarget) { faller2y++; faller2Speedy =0; } matrix.drawBitmap(faller2x,faller2y,faller,3,3,1); } // Control routines for faller 3 if (faller3Exist ==true) //If faller exists then increment fallerSpeed x and y counters. These are used to slow the movement. { faller3Speedx++; faller3Speedy++; if (faller3Speedx> fallerxSpeedTarget) //When the counter goes above the speed value then IF statement executes { faller3x--; faller3Speedx =0; } if (faller3Speedy> fallerySpeedTarget) { faller3y++; faller3Speedy =0; } matrix.drawBitmap(faller3x,faller3y,faller,3,3,1); } // Control routines for faller 4 if (faller4Exist ==true) //If faller exists then increment fallerSpeed x and y counters. These are used to slow the movement. { faller4Speedx++; faller4Speedy++; if (faller4Speedx> fallerxSpeedTarget) //When the counter goes above the speed value then IF statement executes { faller4x--; faller4Speedx =0; } if (faller4Speedy> fallerySpeedTarget) { faller4y++; faller4Speedy =0; } matrix.drawBitmap(faller4x,faller4y,faller,3,3,1); } }void SpawnRiser(){ if (riser1Exist ==false &&riser2Exist ==false &&riser3Exist ==false &&riser4Exist ==false) { riser1x =15; //Spawn above the boss off the top of the screen riser2x =riser1x+bouncerGap;//spawn other bouncers spaced out on the x axis riser3x =riser2x+bouncerGap; riser4x =riser3x+bouncerGap; riser1y =7; //Spawn at Bottom of screen riser2y =8; riser3y =9; riser4y =10; riser1Exist =true; riser2Exist =true; riser3Exist =true; riser4Exist =true; }}void RiserControl(){ //Risers are spawned by the Boss during battle after level 5. Timer for spawning is in the BossControl function. //Control routines for riser 1 if (riser1Exist ==true) //If riser exists then increment riserSpeed x and y counters. These are used to slow the movement. { riser1Speedx++; riser1Speedy++; if (riser1Speedx> fallerxSpeedTarget) //When the counter goes above the speed value then IF statement executes { riser1x--; riser1Speedx =0; } if (riser1Speedy> fallerySpeedTarget) { riser1y--; riser1Speedy =0; } matrix.drawBitmap(riser1x,riser1y,riser,3,3,1); } //Control routines for riser 2 if (riser2Exist ==true) //If riser exists then increment riserSpeed x and y counters. These are used to slow the movement. { riser2Speedx++; riser2Speedy++; if (riser2Speedx> fallerxSpeedTarget) //When the counter goes above the speed value then IF statement executes { riser2x--; riser2Speedx =0; } if (riser2Speedy> fallerySpeedTarget) { riser2y--; riser2Speedy =0; } matrix.drawBitmap(riser2x,riser2y,riser,3,3,1); } //Control routines for riser 3 if (riser3Exist ==true) //If riser exists then increment riserSpeed x and y counters. These are used to slow the movement. { riser3Speedx++; riser3Speedy++; if (riser3Speedx> fallerxSpeedTarget) //When the counter goes above the speed value then IF statement executes { riser3x--; riser3Speedx =0; } if (riser3Speedy> fallerySpeedTarget) { riser3y--; riser3Speedy =0; } matrix.drawBitmap(riser3x,riser3y,riser,3,3,1); } //Control routines for riser 4 if (riser4Exist ==true) //If riser exists then increment riserSpeed x and y counters. These are used to slow the movement. { riser4Speedx++; riser4Speedy++; if (riser4Speedx> fallerxSpeedTarget) //When the counter goes above the speed value then IF statement executes { riser4x--; riser4Speedx =0; } if (riser4Speedy> fallerySpeedTarget) { riser4y--; riser4Speedy =0; } matrix.drawBitmap(riser4x,riser4y,riser,3,3,1); }}void SpawnLT(){ if (ltExist ==false) { ltx =32; //Spawn off the right side of the screen lty =random(0,6); //Spawn at a random Y coord ltExist =true; }}void LTControl(){ //If the UFO exists then draw its bitmap if (ltExist ==true) { ltxSpeed++; if (ltxSpeed ==ltxSpeedTarget) { ltxSpeed =0; ltx--; } matrix.drawBitmap(ltx, lty, LT, 6, 3, 1); } if (ltHealth <=0) { ltExist =false; Boom(ltx,lty,false,3); //Calls Boom() function to add score. Kills are added manually below. kills=kills+3; ltHealth =3; }}void BossBattle()//Sounds the warning siren then spawns boss. Still need to finish movement{ if (kills> killsTarget &&bossBattleStarted ==false) { bossBattleStarted =true; spawnEnabled =false; //Turns off spawning for other UFO types for(int i =5; i> 0; i--) //Play alarm sound { for (int x =0; x <360; x++) // X from 0 degree->360 degree { sinVal =sin(x * (PI / 180)); // Calculate the sine of x toneVal =2000 + sinVal * 500; // Calculate sound frequency according to the sine of x tone(buzzerPin, toneVal); // Output sound frequency to buzzerPin delay(1); } } tone(buzzerPin, 0, 5); //This is to stop the tone sound. It sticks around otherwise. if (boss1Exist ==false) { matrix.drawBitmap(bossx, bossy, boss, 8 ,8 ,1); boss1Exist =true; bossStartTime =millis(); //Set start timer for boss weapons bossStartTime =millis(); //Set start timer for boss minions } }}void BossControl(){ if (boss1Exist ==true) { bossxSpeed++; if (bossxSpeed> bossxSpeedTarget &&bossx> 24) //When the counter goes above the speed value then IF statement executes { bossx--; //Move the boss x cords to the left bossxSpeed =0; } matrix.drawBitmap(bossx, bossy, boss, 8, 8, 1); //Draw the boss bitmap at the new coords if (bossx ==24) { //Counting shoot timer bossCurrentTime =millis(); //get the current time in milliseconds bossCurrentTime2 =millis(); if (bossCurrentTime - bossStartTime>=bossLaserTimer) //startTimer is set in BossBattle function { //shoot laser selection =random(1,5);//Select laser cannon at random while (selection ==lastSelection)//While loop to ensure that the same laser isnt fired twice in a row too quick. Prevents timing gaps { selection =random(1,5); } UFOLaserShoot(selection);//Call UFOLaserShoot function with cannon selection //reset timer bossStartTime =bossCurrentTime; //Saves the start time of the spawn so the if statement works } if (levelNumber>=4) { if (bossCurrentTime2 - bossStartTime2>=bossMinionTimer) //startTimer is set in BossBattle function { //Select minions and spawn them minionSelection =random(1,3); if (minionSelection ==1) { SpawnFaller(); } if (minionSelection ==2) { SpawnRiser(); } //reset timer bossStartTime2 =bossCurrentTime2; //Saves the start time of the spawn so the if statement works } } } //Boss health counter hits zero, trigger boss death and new level if (bossHealth <=0) { boss1Exist =false; //Boss no longer exists Boom(bossx,bossy,false,5);//Calls Boom() function to add score matrix.fillScreen(LOW); //Clear screen for (int i =5; i> 0; i--) { matrix.drawBitmap(bossx, bossy, bossBoom1 ,8 ,8, 1); //Boss explosion first frame tone(buzzerPin, 100,100); //Play sound delay(200); //Wait //matrix.fillScreen(LOW); //Clear screen matrix.drawBitmap(bossx, bossy, bossBoom2 ,8 ,8, 1); //Boss explosion second frame tone(buzzerPin, 200,100); //Play second sound delay(200); //Wait } tone(buzzerPin, 1, 1);//Stop beep bossx=39; //Move bossx back to 32 matrix.fillScreen(LOW); //clear the screen gameStart =false; //Mark game as stopped levelNumber++; //increment level if (levelNumber> 10) { GameOver(1); return; } tape ="Level "; //Prepare new tape for ticker function tape +=levelNumber; //Adding level number to ticker string tape +=" Score:"; tape +=score; ufoLasExist1 =false; ufoLasExist2 =false; ufoLasExist3 =false; ufoLasExist4 =false; faller1Exist =false; faller2Exist =false; faller3Exist =false; faller4Exist =false; riser1Exist =false; riser2Exist =false; riser3Exist =false; riser4Exist =false; ufoLas1x=bossx; ufoLas2x=bossx; ufoLas3x=bossx; ufoLas4x=bossx; Ticker(true); //Call ticker function to show score and new level } }}void UFOLaserShoot(int selection){ if (selection ==1) { if (ufoLasExist1 ==false)//Check to see if the UFO laser already exists { ufoLas1x=bossx+1; //spawn laser in the middle ufoLas1y=bossy+4; ufoLasExist1=true; tone(buzzerPin, 200,100);//play laser sound } } if (selection ==2) { if (ufoLasExist2 ==false) { ufoLas2x=bossx+2; //spawn laser at the top side ufoLas2y=bossy+1; ufoLasExist2=true; tone(buzzerPin, 300,100);//play laser sound } } if (selection ==3) { if (ufoLasExist3 ==false) { ufoLas3x=bossx+2; //spawn laser at the bottom side ufoLas3y=bossy+7; ufoLasExist3=true; tone(buzzerPin, 400,100);//play laser sound } } if (selection ==4) { if (ufoLasExist4 ==false)//Planning to make this one random { coinFlip =random(0,2); if (coinFlip ==0) { ufoLas4x=bossx+2; ufoLas4y=bossy+2; ufoLasExist4=true; tone(buzzerPin, 500,100);//play laser sound } if (coinFlip ==1) { ufoLas4x=bossx+2; ufoLas4y=bossy+6; ufoLasExist4=true; tone(buzzerPin, 500,100);//play laser sound } } } }void UFOLaserControl(){ if (ufoLasExist1 ==true) { ufoLas1x--; matrix.drawBitmap(ufoLas1x, ufoLas1y, ufoLaser, 2, 1, 1); } if (ufoLasExist2 ==true) { ufoLas2x--; matrix.drawBitmap(ufoLas2x, ufoLas2y, ufoLaser, 2, 1, 1); } if (ufoLasExist3 ==true) { ufoLas3x--; matrix.drawBitmap(ufoLas3x, ufoLas3y, ufoLaser, 2, 1, 1); } if (ufoLasExist4 ==true) { ufoLas4x--; matrix.drawBitmap(ufoLas4x, ufoLas4y, ufoLaser, 2, 1, 1); } }void ShipCollision(){ if (gameStart ==true &&collisionDetection ==true) { //Collision detection for line 0 of ship //Collision detection for UFO1. Dont need line 0 of UFO because line 0 of ship cannot touch it anyway. if (ufo1Exist ==true) { for (int a =0; a <2; a++) { if (shipx ==ufo1x+a &&shipy ==ufo1y+1) ///Line 1 { ShipHit(); } } //Collision detection for line 1 of ship.................. //Contains extra for loop to loop through all the ship line 1 pixels //Collision detection for UFO1 for (int b =0; b <1; b++) //Had b <2 and the collision detection worked but looked wonky when moving towards ufos { for (int a =0; a <2; a++) { if (shipx+b ==ufo1x+a &&shipy+1 ==ufo1y+1) //Line 1 { ShipHit(); } } for (int a =1; a <3; a++) { if (shipx+b ==ufo1x+a &&shipy+1 ==ufo1y) //Line 0 { ShipHit(); } } } } //Collision detection for line 0 of ship //collision detection for UFO2 if (ufo2Exist ==true) { for (int a =0; a <2; a++) { if (shipx ==ufo2x+a &&shipy ==ufo2y+1) ///Line 1 { ShipHit(); } } //Collision detection for line 1 of ship //Collision detection for UFO2 for (int b =0; b <1; b++) { for (int a =0; a <2; a++) { if (shipx+b ==ufo2x+a &&shipy+1 ==ufo2y+1) //Line 1 { ShipHit(); } } for (int a =1; a <3; a++) { if (shipx+b ==ufo2x+a &&shipy+1 ==ufo2y) //Line 0 { ShipHit(); } } } } //Collision detection for line 0 of ship //Collision detection for UFO3 if (ufo3Exist ==true) { for (int a =0; a <2; a++) { if (shipx ==ufo3x+a &&shipy ==ufo3y+1) ///Line 1 { ShipHit(); } } //Contains extra for loop to loop through all the ship line 1 pixels //Collision detection for UFO3 for (int b =0; b <1; b++) { for (int a =0; a <2; a++) { if (shipx+b ==ufo3x+a &&shipy+1 ==ufo3y+1) //Line 1 { ShipHit(); } } for (int a =1; a <3; a++) { if (shipx+b ==ufo3x+a &&shipy+1 ==ufo3y) //Line 0 { ShipHit(); } } } } //Collision detection for line 0 of ship //Collision detection for Bouncer1. Don't need line 0 and 1 becuase line 0 and 1 of bouncers and line 0 of ship never meet if (bouncer1Exist ==true) { for (int a =1; a <2; a++) { if (shipx ==bouncer1x+a &&shipy ==bouncer1y+2) //Line 2 { ShipHit(); } } //Collision detection for Bouncer1 and Line 1 of ship for (int b =0; b <1; b++) { for (int a =1; a <2; a++) { if (shipx+b ==bouncer1x+a &&shipy+1 ==bouncer1y) //Line 0 { ShipHit(); } } for (int a =0; a <2; a++) { if (shipx+b ==bouncer1x+a &&shipy+1 ==bouncer1y+1) //Line 1 { ShipHit(); } } for (int a =1; a <2; a++) { if (shipx+b ==bouncer1x+a &&shipy+1 ==bouncer1y+2) //Line 2 { ShipHit(); } } } } //Collision detection for line 0 of ship //Collision detection for Bouncer2. Don't need line 0 and 1 because line 0 and 1 of bouncers and line 0 of ship never meet if (bouncer2Exist ==true) { for (int a =1; a <2; a++) { if (shipx ==bouncer2x+a &&shipy ==bouncer2y+2) //Line 2 { ShipHit(); } } //Collision detection for Bouncer2 and Line 1 of ship for (int b =0; b <1; b++) { for (int a =1; a <2; a++) { if (shipx+b ==bouncer2x+a &&shipy+1 ==bouncer2y) //Line 0 { ShipHit(); } } for (int a =0; a <2; a++) { if (shipx+b ==bouncer2x+a &&shipy+1 ==bouncer2y+1) //Line 1 { ShipHit(); } } for (int a =1; a <2; a++) { if (shipx+b ==bouncer2x+a &&shipy+1 ==bouncer2y+2) //Line 2 { ShipHit(); } } } } //Collision detection for line 0 of ship //Collision detection for Bouncer3. Don't need line 0 and 1 becuase line 0 and 1 of bouncers and line 0 of ship never meet if (bouncer3Exist ==true) { for (int a =1; a <2; a++) { if (shipx ==bouncer3x+a &&shipy ==bouncer3y+2) //Line 2 { ShipHit(); } } //Collision detection for Bouncer3 and Line 1 of ship for (int b =0; b <1; b++) { for (int a =1; a <2; a++) { if (shipx+b ==bouncer3x+a &&shipy+1 ==bouncer3y) //Line 0 { ShipHit(); } } for (int a =0; a <2; a++) { if (shipx+b ==bouncer3x+a &&shipy+1 ==bouncer3y+1) //Line 1 { ShipHit(); } } for (int a =1; a <2; a++) { if (shipx+b ==bouncer3x+a &&shipy+1 ==bouncer3y+2) //Line 2 { ShipHit(); } } } } //Collision detection for line 0 of ship //Collision detection for Bouncer4. Don't need line 0 and 1 becuase line 0 and 1 of bouncers and line 0 of ship never meet if (bouncer4Exist ==true) { for (int a =1; a <2; a++) { if (shipx ==bouncer4x+a &&shipy ==bouncer4y+2) //Line 2 { ShipHit(); } } //Collision detection for Bouncer4 and Line 1 of ship for (int b =0; b <1; b++) { for (int a =1; a <2; a++) { if (shipx+b ==bouncer4x+a &&shipy+1 ==bouncer4y) //Line 0 { ShipHit(); } } for (int a =0; a <2; a++) { if (shipx+b ==bouncer4x+a &&shipy+1 ==bouncer4y+1) //Line 1 { ShipHit(); } } for (int a =1; a <2; a++) { if (shipx+b ==bouncer4x+a &&shipy+1 ==bouncer4y+2) //Line 2 { ShipHit(); } } } } //Dont need collision detection for lines 0 and 1 of LT and line 0 of ship because they cant touch anyway//Collision detection routines for LT if (ltExist ==true) { for (int a =2; a <4; a++) //Line 2 { if (shipx ==ltx+a &&shipy ==lty+2) { ShipHit(); } } //Collision detection routines for LT and Ship line 1 for (int b =0; b <2; b++) { for (int a =1; a <4; a++) //Top line 0 { if (shipx+b ==ltx+a &&shipy+1 ==lty) { ShipHit(); } } for (int a =0; a <5; a++) //Line 1 { if (shipx+b ==ltx+a &&shipy+1 ==lty+1) { ShipHit(); } } for (int a =2; a <4; a++) //Line 2 { if (shipx+b ==ltx+a &&shipy+1 ==lty+2) { ShipHit(); } } } } //Dont need collision detection between line 0 of ship and line 0 and 1 of fallers because they will never touch//Collision detection for Faller 1 if (faller1Exist ==true) { for (int a =0; a <3; a++) //Line 2 { if (shipx ==faller1x+a &&shipy ==faller1y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { ShipHit(); } } //Collision detection for Faller 1 and ship line 1 for (int b =0; b <1; b++) { for (int a =0; a <2; a++) //Top Line 0 { if (shipx+b ==faller1x+a &&shipy+1 ==faller1y) { ShipHit(); } } for (int a =0; a <3; a++) //Line 1 { if (shipx+b ==faller1x+a &&shipy+1 ==faller1y+1) { ShipHit(); } } for (int a =0; a <3; a++) //Line 2 { if (shipx+b ==faller1x+a &&shipy+1 ==faller1y+2) { ShipHit(); } } } } //Dont need collision detection between line 0 of ship and line 0 and 1 of fallers because they will never touch //Collision detection for Faller 2 if (faller2Exist ==true) { for (int a =0; a <3; a++) //Line 2 { if (shipx ==faller2x+a &&shipy ==faller2y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { ShipHit(); } } //Collision detection for Faller 2 and ship line 1 for (int b =0; b <1; b++) { for (int a =0; a <2; a++) //Top Line 0 { if (shipx+b ==faller2x+a &&shipy+1 ==faller2y) { ShipHit(); } } for (int a =0; a <3; a++) //Line 1 { if (shipx+b ==faller2x+a &&shipy+1 ==faller2y+1) { ShipHit(); } } for (int a =0; a <3; a++) //Line 2 { if (shipx+b ==faller2x+a &&shipy+1 ==faller2y+2) { ShipHit(); } } } } //Dont need collision detection between line 0 of ship and line 0 and 1 of fallers because they will never touch //Collision detection for Faller 3 if (faller3Exist ==true) { for (int a =0; a <3; a++) //Line 2 { if (shipx ==faller3x+a &&shipy ==faller3y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { ShipHit(); } } //Collision detection for Faller 3 and ship line 1 for (int b =0; b <1; b++) { for (int a =0; a <2; a++) //Top Line 0 { if (shipx+b ==faller3x+a &&shipy+1 ==faller3y) { ShipHit(); } } for (int a =0; a <3; a++) //Line 1 { if (shipx+b ==faller3x+a &&shipy+1 ==faller3y+1) { ShipHit(); } } for (int a =0; a <3; a++) //Line 2 { if (shipx+b ==faller3x+a &&shipy+1 ==faller3y+2) { ShipHit(); } } } } //Dont need collision detection between line 0 of ship and line 0 and 1 of fallers because they will never touch //Collision detection for Faller 4 if (faller4Exist ==true) { for (int a =0; a <3; a++) //Line 2 { if (shipx ==faller4x+a &&shipy ==faller4y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { ShipHit(); } } //Collision detection for Faller 4 and ship line 1 for (int b =0; b <1; b++) { for (int a =0; a <2; a++) //Top Line 0 { if (shipx+b ==faller4x+a &&shipy+1 ==faller4y) { ShipHit(); } } for (int a =0; a <3; a++) //Line 1 { if (shipx+b ==faller4x+a &&shipy+1 ==faller4y+1) { ShipHit(); } } for (int a =0; a <3; a++) //Line 2 { if (shipx+b ==faller4x+a &&shipy+1 ==faller4y+2) { ShipHit(); } } } } //Dont need collision detection between line 0 of ship and lines 0 and 1 of risers because they'll never touch //Collision detection for Riser 1 if (riser1Exist ==true) { for (int a =0; a <1; a++) //Line 2 { if (shipx ==riser1x+a &&shipy ==riser1y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { ShipHit(); } } //Collision detection for Riser 1 and Ship line 1 for (int b =0; b <1; b++) { for (int a =0; a <3; a++) //Top Line 0 { if (shipx+b ==riser1x+a &&shipy+1 ==riser1y) { ShipHit(); } } for (int a =0; a <2; a++) //Line 1 { if (shipx+b ==riser1x+0 &&shipy+1 ==riser1y+1) { ShipHit(); } } for (int a =0; a <1; a++) //Line 2 { if (shipx+b ==riser1x+a &&shipy+1 ==riser1y+2) { ShipHit(); } } } } //Dont need collision detection between line 0 of ship and lines 0 and 1 of risers because they'll never touch //Collision detection for Riser 2 if (riser2Exist ==true) { for (int a =0; a <1; a++) //Line 2 { if (shipx ==riser2x+a &&shipy ==riser2y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { ShipHit(); } } //Collision detection for Riser 2 and Ship line 1 for (int b =0; b <1; b++) { for (int a =0; a <3; a++) //Top Line 0 { if (shipx+b ==riser2x+a &&shipy+1 ==riser2y) { ShipHit(); } } for (int a =0; a <2; a++) //Line 1 { if (shipx+b ==riser2x+0 &&shipy+1 ==riser2y+1) { ShipHit(); } } for (int a =0; a <1; a++) //Line 2 { if (shipx+b ==riser2x+a &&shipy+1 ==riser2y+2) { ShipHit(); } } } } //Dont need collision detection between line 0 of ship and lines 0 and 1 of risers because they'll never touch //Collision detection for Riser 3 if (riser3Exist ==true) { for (int a =0; a <1; a++) //Line 2 { if (shipx ==riser3x+a &&shipy ==riser3y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { ShipHit(); } } //Collision detection for Riser 3 and Ship line 1 for (int b =0; b <1; b++) { for (int a =0; a <3; a++) //Top Line 0 { if (shipx+b ==riser3x+a &&shipy+1 ==riser3y) { ShipHit(); } } for (int a =0; a <2; a++) //Line 1 { if (shipx+b ==riser3x+0 &&shipy+1 ==riser3y+1) { ShipHit(); } } for (int a =0; a <1; a++) //Line 2 { if (shipx+b ==riser3x+a &&shipy+1 ==riser3y+2) { ShipHit(); } } } } //Dont need collision detection between line 0 of ship and lines 0 and 1 of risers because they'll never touch //Collision detection for Riser 4 if (riser4Exist ==true) { for (int a =0; a <1; a++) //Line 2 { if (shipx ==riser4x+a &&shipy ==riser4y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { ShipHit(); } } //Collision detection for Riser 4 and Ship line 1 for (int b =0; b <1; b++) { for (int a =0; a <3; a++) //Top Line 0 { if (shipx+b ==riser4x+a &&shipy+1 ==riser4y) { ShipHit(); } } for (int a =0; a <2; a++) //Line 1 { if (shipx+b ==riser4x+0 &&shipy+1 ==riser4y+1) { ShipHit(); } } for (int a =0; a <1; a++) //Line 2 { if (shipx+b ==riser4x+a &&shipy+1 ==riser4y+2) { ShipHit(); } } } } //No collision detection for line 0 of ship and boss because they'll never touch anyway. //Collision detection for Boss abd Ship line 1 if (boss1Exist ==true) { for (int b =0; b <1; b++) { for (int a =3; a <5; a++ ) //Top line 0 { if (shipx+b ==bossx+a &&shipy+1 ==bossy) { ShipHit(); } } for (int a =2; a <5; a++) //Line 1 { if (shipx+b ==bossx+a &&shipy+1 ==bossy+1) { ShipHit(); } } for (int a =1; a <6; a++) //Line 2 { if (shipx+b ==bossx+a &&shipy+1 ==bossy+2) { ShipHit(); } } for (int a =0; a <7; a++) //Line 3 { if (shipx+b ==bossx+a &&shipy+1 ==bossy+3) { ShipHit(); } } for (int a =2; a <6; a++) //Line 4 { if (shipx+b ==bossx+a &&shipy+1 ==bossy+4) { ShipHit(); } } for (int a =0; a <7; a++) //Line 5 { if (shipx+b ==bossx+a &&shipy+1 ==bossy+5) { ShipHit(); } } for (int a =1; a <6; a++) //Line 6 { if (shipx+b ==bossx+a &&shipy+1 ==bossy+6) { ShipHit(); } } for (int a =2; a <5; a++) //Line 7 { if (shipx+b ==bossx+a &&shipy+1 ==bossy+7) { ShipHit(); } } } } //Collision detection for UFO Lasers. They only have line 0 if (ufoLasExist1 ==true) { for (int a =0; a <1; a++) { if (shipx ==ufoLas1x+a &&shipy ==ufoLas1y) ///Line 0 { ShipHit(); } } for (int b =0; b <1; b++) { for (int a =0; a <1; a++) { if (shipx+b ==ufoLas1x+a &&shipy+1 ==ufoLas1y) ///Line 1 { ShipHit(); } } } } //Collision detection for UFO Lasers. They only have line 0 if (ufoLasExist2 ==true) { for (int a =0; a <1; a++) { if (shipx ==ufoLas2x+a &&shipy ==ufoLas2y) ///Line 0 { ShipHit(); } } for (int b =0; b <1; b++) { for (int a =0; a <1; a++) { if (shipx+b ==ufoLas2x+a &&shipy+1 ==ufoLas2y) ///Line 1 { ShipHit(); } } } } //Collision detection for UFO Lasers. They only have line 0 if (ufoLasExist3 ==true) { for (int a =0; a <1; a++) { if (shipx ==ufoLas3x+a &&shipy ==ufoLas3y) ///Line 0 { ShipHit(); } } for (int b =0; b <1; b++) { for (int a =0; a <1; a++) { if (shipx+b ==ufoLas3x+a &&shipy+1 ==ufoLas3y) ///Line 1 { ShipHit(); } } } } //Collision detection for UFO Lasers. They only have line 0 if (ufoLasExist4 ==true) { for (int a =0; a <1; a++) { if (shipx ==ufoLas4x+a &&shipy ==ufoLas4y) ///Line 0 { ShipHit(); } } for (int b =0; b <1; b++) { for (int a =0; a <1; a++) { if (shipx+b ==ufoLas4x+a &&shipy+1 ==ufoLas4y) ///Line 1 { ShipHit(); } } } } }}void GameOver(int gameStatus){ spawnEnabled =false; if (gameStatus ==0) //Game over due to death { tape ="Game Over :( Your score was "; tape +=score; // Ticker(true); tape ="UFO ATTACK! - Press fire to start "; lives =5; score =0; levelNumber =1; } else if (gameStatus ==1)//Game over due to winning level 10 { tape ="Congratulations! You defeated the alien invasion :) Your total score was "; tape +=score; //Ticker(true); lives =5; score =0; levelNumber =1; } else if (gameStatus ==2)//Life lost { tape ="Ship destroyed! "; tape +="Lives left:"; tape +=lives; } ufo1Exist =false; ufo2Exist =false; ufo3Exist =false; bouncer1Exist =false; bouncer2Exist =false; bouncer3Exist =false; bouncer4Exist =false; faller1Exist =false; faller2Exist =false; faller3Exist =false; faller4Exist =false; riser1Exist =false; riser2Exist =false; riser3Exist =false; riser4Exist =false; ltExist =false; boss1Exist =false; gameStart =false; ufoLasExist1 =false; ufoLasExist2 =false; ufoLasExist3 =false; ufoLasExist4 =false; ufoLas1x =34; ufoLas1y =34; ufoLas2x =34; ufoLas2y =34; ufoLas3x =34; ufoLas3y =34; ufoLas4x =34; ufoLas4y =34; ufo1x =34; ufo2x =34; ufo3x =34; bouncer1x =34; bouncer2x =34; bouncer3x =34; bouncer4x =34; faller1x =34; faller2x =34; faller3x =34; faller4x =34; riser1x =34; riser2x =34; riser3x =34; riser4x =34; ltx =34; bossx =34; shipx =0; shipy =3; lasExist =false; if (gameStatus ==2){ Ticker(false);}else if (gameStatus ==0 || gameStatus ==1){ Ticker(true);}}void ShipHit(){ lives--; for (int i =5000; i> 1; i =i-5) { tone(buzzerPin, i, 1); delay(1); } if (lives> 0) { GameOver(2); } else if (lives <=0) { GameOver(0); }}

Schaltpläne

Wiring Schematic for UFO Attack game.

Herstellungsprozess

  1. Arduino Digital Dice
  2. Feuer aus Wasser
  3. 3D RGB Arduclock
  4. MyRiver
  5. Iron Man
  6. Joystick-Spiel
  7. Finde mich
  8. Arduino 3D-gedruckter Roboterarm
  9. Tragbarer Reichweitendetektor
  10. Arduino-Befeuchtersteuerung