Code
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); }}