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UFO-aanval!

Componenten en benodigdheden

Arduino UNO
× 1
MAX7219 Dot Matrix Module 4 in One Display
× 1
Mannelijke plug Schroef Moerconnector DB9-G1-01 9-pins aansluiting Breakout-bord
× 1
Transistor-NPN voor algemeen gebruik
× 1
Broodplank (algemeen)
× 1
Adafruit Passieve piëzo-zoemer
× 1
Mannelijke/Vrouwelijke doorverbindingsdraden
× 5
Jumperdraden (algemeen)
× 10
Weerstand 1k ohm
× 1
Atari-compatibele joystick 9-pins
× 1

Over dit project

Ik heb dit spel gebouwd met behulp van een Arduino UNO, een "4 in 1" set MAXX7219-matrices en componenten uit een Arduino Starter Kit.

De code is door mij geschreven en maakte gebruik van de Max72xxPanel-, Adafruit GFX- en SPI-bibliotheken.

Probeer het eens en schiet een paar UFO's neer! :-)

Elk niveau heeft een doelaantal UFO's om te doden voordat de baas verschijnt.

Game heeft een Atari-compatibele 9-pins joystick nodig. Dus als je een oude hebt liggen, kun je hem weer gebruiken. Of je kunt het gewoon zelf maken. Ik ben bezig om dit in een handheld te maken in toekomstige versies.

Code

  • UFO-aanvalscode
UFO-aanvalscodeC/C++
/*UFO-AANVAL! - Geschreven door Anthony Clarke. *//*Sommige specifieke coderegels zijn overgenomen uit open source-voorbeeldprogramma's. Deze zijn gelabeld in opmerkingen.*/#include #include #include const int pinCS =10; // Bevestig CS aan deze pin, DIN aan MOSI en CLK aan SCK (zie 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', 8x8pxconst [GM] GM char ufo ={ 0x40, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00};// 'explosion', 8x8pxconst unsigned char explosie [] PROGMEM ={ 0xe0, 0xe0, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00};// 'Bouncer', 8x8pxconst unsigned char bouncer [] PROGMEM ={ 0x60, 0xc0, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00};// 'Boss1', 8x8pxconst unsigned char boss [] PROGMEM ={ 0x18, 0x24, 0x42, 0xff, 0x24, 0xff, 0x7e, 0x3c};// 'Faller', 8x8pxconst unsigned char faller [] PROGMEM ={ 0x80, 0xc0, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00};// ' 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', 8x8pxconst unsigned char ufoLaser [] PROGMEM ={ 0xc0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00};// 'BossBoom', 8x8pxconst unsigned char bossBoom1 [] PROGMEM ={ 0xaa, 0x55, 0xa2, 0x51, 0x8a, 0x , 0x55};// 'BossBoom2', 8x8pxconst unsigned char bossBoom2 [] PROGMEM ={ 0x55, 0xaa, 0x45, 0x8a, 0x51, 0xa2, 0x55, 0xaa};//Spel gestart variablebool gameStart =false;// Joystickbesturing definiëren pinsint omhoog =2;int omlaag =3;int links =4;int rechts =5;int trigger =6;//Titel tickervariabelen..Schandalig gestolen uit het tickervoorbeeld:PString tape ="UFO ATTACK! - Druk op fire om te starten ";int wait =40; // In millisecondsint spacer =1;int width =5 + spacer; // De letterbreedte is 5 pixels//Schip- en laserpositievariabelenint shipx =0;int shipy =0;int lasx;int lasy;//Lives counterint lives =5;//laser existense variablebool lasExist;//UFO laser position variablesint ufoLas1x;int ufoLas1y;int ufoLas2x;int ufoLas2y;int ufoLas3x;int ufoLas3y;int ufoLas4x4;;//UFO laser bestaan ​​variabelebool ufoLasExist1 =false;bool ufoLasExist2 =false;bool ufoLasExist3 =false;bool ufoLasExist4 =false;//UFO laser selectie variabeleint selectie;int lastSelection;//Boss Minion selectievariabele in minionSelection;//UFO position variablesint ufo1x;int ufo1y;int ufo2x;int ufo2y;int ufo3x;int ufo3y;//Uitsmijterpositievariabelenint uitsmijter1x;int uitsmijter1y;int uitsmijter2x;int uitsmijter2y;int uitsmijter3x;int uitsmijter3y;int uitsmijter4x;int uitsmijter4y;//Faller faller1x;int faller1y;int faller2x;int faller2y;int faller3x;int faller3y;int faller4x;i nt faller4y;//Faller snelheidsvariabelenint faller1Speedx;int faller1Speedy;int faller2Speedx;int faller2Speedy;int faller3Speedx;int faller3Speedy;int faller4Speedx;int faller4Speedy;int fallerxSpeedTarget =2;int fallerySpeedTargetx;int fallerySpeedTargetx;int riser1 positievariabele;int riser2x;int riser2y;int riser3x;int riser3y;int riser4x;int riser4y;//Riser snelheidsvariabelenint riser1Speedx;int riser1Speedy;int riser2Speedx;int riser2Speedy;int riser3Speedy;int riser3Speedy;int riser4Speedy;int/LT position variableint ltx;int lty;//LT health variableint ltHealth =3;//LT speed variableint ltxSpeed ​​=0;int ltxSpeedTarget =2;//Boss position variableint bossx =34;int bossy =0;//Boss bewegingssnelheid variabelensint bossxSpeed ​​=0;int bossySpeed ​​=0;int bossxSpeedTarget =3;int bossySpeedTarget =1; //UFO-existentievariabelenbool ufo1Exist =false;bool ufo2Exist =false;bool ufo3Exist =false;//Bouncer-existentievariabelenbool bouncer1Exist =false;bool bouncer2Exist =false;bool bouncer3Exist =false;bool bouncer4Exist =false;//Faller bestaansvariabele1Exsbool faller1 false;bool faller2Exist =false;bool faller3Exist =false;bool faller4Exist =false;//Bestaansvariabelen van riserbool riser1Exist =false;bool riser2Exist =false;bool riser3Exist =false;bool riser4Exist =false;//LT bestaansvariabelebool ltExist =false; //Boss1 Existence variablebool boss1Exist =false;//Boss health variableint bossHealth;//Bouncer top of bottom variableint bouncerOrigin;//Bouncer gap space variableint bouncerGap =6;//Bouncer richting variabelenbool bouncer1Direction;bool bouncer2Direction;bool bouncer34Direction;bool bouncer34Direction;bool bouncer;int uitsmijter1xSnelheid;int uitsmijter2xSnelheid;int uitsmijter3xSnelheid;int uitsmijter4xSnelheid;int uitsmijter1ySnelheid;int uitsmijter2ySnelheid;int uitsmijter3ySnelheid;int uitsmijter4ySnelheid;int ySpee d =1;int xSpeed ​​=2;//spawntimer en spawntijdvariabelen voor UFO-vijanden unsigned long startTime;//timervariabelen instellenunsigned long currentTime;unsigned long spawnTime =3000; //Spawntimer voor UFO's//spawntimer en spawntijd voor uitsmijtervijanden unsigned long startTime2;unsigned long currentTime2;unsigned long spawnTime2 =10000; //Spawn-timer voor bouncers//Spawn-timer voor LT mini bossunsigned long startTime3;unsigned long currentTime3;unsigned long spawnTime3; //Spawntimer voor LT//spawntimer voor UFO lasersunsigned long bossStartTime;unsigned long bossCurrentTime;unsigned long bossStartTime2;unsigned long bossCurrentTime2;unsigned long bossLaserTimer =1000;unsigned long boss MinionTimer =6000;//Spawn enabler variabele, nodig om tijdelijk te stoppen spawning voor boss battlebool spawnEnabled;//Niveau variabeleint levelNumber =1;//Score variabeleint score =0;//Niveauprogressievariabelenint kills;int killsTarget;//Boss battle betrokken variablebool bossBattleStarted =false;//Speler botsingsdetectie variabelebool collisionDetection =true;//Coin flip voor UFOLaser 4 selectionint coinFlip;//Sound variabelenint buzzerPin =9;//Bass sirene variabelenfloat sinVal; // Definieer een variabele om de sinuswaarde int toneVal op te slaan; // Definieer een variabele om de geluidsfrequentie void setup () op te slaan { //Serial.begin (9600); // Geluidspin instellen pinMode (buzzerPin, OUTPUT); // Stel de zoemerpin in op uitvoermodus // spawntimers instellen // pinmodi instellen voor joystickbediening pinMode (omhoog, INPUT_PULLUP); // UP pin pinMode (omlaag, INPUT_PULLUP); //DOWN pin pinMode (links, INPUT_PULLUP); // LINKER pin pinMode (rechts, INPUT_PULLUP); // RECHTS pin pinMode (trigger, INPUT_PULLUP); // FIRE-pin //instelling led-intensiteit matrix.setIntensity (0);// Aanpassen aan uw eigen behoeften matrix.setPosition (0, 3, 0); // De eerste weergave is op <0, 0> matrix.setPosition (1, 2, 0); // Het tweede scherm is op <1, 0> matrix.setPosition (2, 1, 0); // Het derde scherm is op <2, 0> matrix.setPosition (3, 0, 0); // En de laatste weergave is op <3, 0>// ... matrix.setRotation (0, 3); // Het eerste scherm is ondersteboven geplaatst matrix.setRotation (1, 3); matrix.setRotatie (2, 3); matrix.setRotatie (3, 3); // Hetzelfde geldt voor de laatste weergave matrix.fillScreen(LOW);}void loop() {if (gameStart ==false) { Ticker(true); } SpawnTimer(); JoystickControl(); UfoControl(); UitsmijterControl(); LaserControl(); Schermlimiet(); BossBattle(); BossControl(); UFOLaserControl(); LTControl(); FallerControl(); RiserControl(); Scheepsbotsing(); //Serial.println(ufoLas1x); matrix.write();//draw the screen delay(50);//speed delay matrix.fillScreen(LOW);//clear screen, moet elk frame worden gedaan. }void Level(int level){ if (level ==1) { spawnEnabled =true; //Spawning spawnTime =3000 inschakelen; // Spawn-timer voor UFO'a spawnTime2 =10000000; //Spawn-timer voor bouncers die zo hoog zijn ingesteld dat ze nooit verschijnen spawnTime3 =10000000; //Spawn-timer voor LT zo hoog ingesteld dat ze nooit zullen verschijnen killsTarget =10; // Stelt kill-doel in. Wanneer het doel is bereikt, moet de baas worden voortgebracht bossHealth =10; bossLaserTimer =1000; } if (level ==2) { spawnEnabled =true; spawnTime =3000; spawnTime2 =8000; spawnTime3 =10000000; killsTarget =20; baasGezondheid =15; bossLaserTimer =900; } if (niveau ==3) { spawnEnabled =true; spawnTime =2000; spawnTime2 =6000; spawnTime3 =8000; killsTarget =30; baasGezondheid =20; bossLaserTimer =800; } if (niveau ==4) { spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =40; baasGezondheid =25; bossLaserTimer =700; bossMinionTimer =6000; } if (niveau ==5) { spawnEnabled =waar; spawnTime =1800; spawnTime2 =4500; spawnTime3 =6000; killsTarget =50; baasGezondheid =30; bossLaserTimer =600; baasMinionTimer =5500; } if (niveau ==6) { spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =60; baasGezondheid =35; bossLaserTimer =500; baasMinionTimer =5000; } if (niveau ==7) { spawnEnabled =waar; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =70; baasGezondheid =40; bossLaserTimer =400; baasMinionTimer =4000; } if (niveau ==8) { spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =80; baasGezondheid =45; bossLaserTimer =300; baasMinionTimer =3000; } if (niveau ==9) { spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =90; baasGezondheid =50; bossLaserTimer =200; baasMinionTimer =2000; } if (niveau ==10) { spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =100; baasGezondheid =55; bossLaserTimer =100; baasMinionTimer =1000; } // Moet een felicitatiebericht toevoegen om voorbij level 10}void Ticker(bool resetKills) te komen //Tickercode schaamteloos gestolen uit het Ticker-voorbeeld. Gebruikt voor titel en score en gameover{ 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) //Als het van het scherm verdwijnt, stop dan met tekenen en markeer het als niet bestaand { if (lasx> 31) { lasExist=false; } if (lasy <0) { lasy =0; } if (lasy> 7) { lasy =7; } } //UFO laserscherm limiet controles if (ufoLas1x <-2) { ufoLasExist1 =false; } if (ufoLas2x <-2) { ufoLasExist2 =false; } if (ufoLas3x <-2) { ufoLasExist3 =false; } if (ufoLas4x <-2) { ufoLasExist4 =false; } //UFO scherm limiet controles. Automatisch opnieuw verschijnen van UFO's op een willekeurige Y-coördinaat aan de rechterkant als ze van de linkerkant gaan if (ufo1Exist ==true &&ufo1x <-3) { ufo1x =33; // als de UFO van de linkerkant afgaat, wordt hij weer naar de rechterkant verplaatst ufo1y =willekeurig (0,7); // je hebt een soort sorteercode nodig om de overlapping van ufo te stoppen } if (ufo2Exist ==true &&ufo2x <-3) { ufo2x =33; // als de UFO van de linkerkant afgaat, wordt hij weer naar de rechterkant verplaatst ufo2y =random(0,7); // je hebt een soort sorteercode nodig om de overlapping van ufo te stoppen } if (ufo3Exist ==true &&ufo3x <-3) { ufo3x =33; // als de UFO van de linkerkant afgaat, wordt hij weer naar de rechterkant verplaatst ufo3y =random(0,7); // je hebt een soort sorteercode nodig om de overlappende ufo's te stoppen} //Bouncer-schermlimietcontroles. Wanneer uitsmijters boven of onder raken, verandert de richtingsvariabele. Als ze aan de linkerkant staan, worden ze uit hun bestaan ​​geveegd en komen ze op een later tijdstip weer tevoorschijn. if (bouncer1Exist ==true &&bouncer1y> 5) { bouncer1Direction =false; } else if (bouncer1Exist ==true &&bouncer1y <0) { bouncer1Direction =true; } if (bouncer2Exist ==true &&bouncer2y> 5) { bouncer2Direction =false; } else if (bouncer2Exist ==true &&bouncer2y <0) { bouncer2Direction =true; } if (bouncer3Exist ==true &&bouncer3y> 5) { bouncer3Direction =false; } else if (bouncer3Exist ==true &&bouncer3y <0) { bouncer3Direction =true; } if (bouncer4Exist ==true &&bouncer4y> 5) { bouncer4Direction =false; } else if (bouncer4Exist ==true &&bouncer4y <0) { bouncer4Direction =true; } // Als uitsmijters van de linkerkant gaan, verdwijnen ze als despawned if (bouncer1x <0) { bouncer1Exist =false; } if (bouncer2x <0) { bouncer2Exist =false; } if (bouncer3x <0) { bouncer3Exist =false; } if (bouncer4x <0) { bouncer4Exist =false; } //LT schermlimietcontrole if (ltExist ==true &<x <-6) {ltx =33; // als LT van de linkerkant afgaat, wordt het weer naar de rechterkant verplaatst lty =willekeurig (0,6); } // Schermlimietcontroles voor Risers 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; } //Screen limit controls for Risers 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); }}

Schema's

Wiring Schematic for UFO Attack game.

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