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Attaque d'OVNI !

Composants et fournitures

Arduino UNO
× 1
Module matriciel MAX7219 4 dans un écran
× 1
Connecteur mâle à vis écrou DB9-G1-01 Borne à 9 broches Tableau de répartition
× 1
Transistor à usage général NPN
× 1
Planche à pain (générique)
× 1
Buzzer piézo passif Adafruit
× 1
Câbles de raccordement mâle/femelle
× 5
Câbles de raccordement (générique)
× 10
Résistance 1k ohm
× 1
Joystick compatible Atari 9 broches
× 1

À propos de ce projet

J'ai construit ce jeu à l'aide d'un Arduino UNO, un ensemble "4 en 1" de matrices MAXX7219 et de composants à partir d'un kit de démarrage Arduino.

Le code a été écrit par moi et a utilisé les bibliothèques Max72xxPanel, Adafruit GFX et SPI.

Essayez-le et faites exploser des ovnis ! :-)

Chaque niveau a un nombre cible d'OVNI à tuer avant que le boss n'apparaisse.

Le jeu nécessite un joystick 9 broches compatible Atari. Donc, si vous en avez un ancien qui traîne, vous pouvez le remettre en service. Ou vous pouvez simplement créer le vôtre. Je travaille à en faire un ordinateur de poche dans les futures versions.

Code

  • Code d'attaque OVNI
Code d'attaque OVNIC/C++
/*ATTAQUE D'OVNI ! - Écrit par Anthony Clarke. *//*Certaines lignes de code spécifiques ont été extraites des exemples de programmes open source. Ceux-ci sont étiquetés dans les commentaires.*/#include #include #include const int pinCS =10 ; // Attachez CS à cette broche, DIN à MOSI et CLK à SCK (cf 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 unsigned char ={ 0x40, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00} ;// 'explosion', 8x8pxconst unsigned char explosion [] PROGMEM ={ 0xe0, 0xe0, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00};// 'Bouncer', 8x8pxconst char videur non signé [] PROGMEM ={ 0x60, 0xc0, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00};// 'Boss1', 8x8pxconst char boss non signé [] 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 car riser non signé [] PROGMEM ={ 0xe0, 0xc0, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00};// 'LT', 8x8pxconst char non signé LT [] PROGMEM ={ 0x78, 0xfc, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00};// 'UFO laser', 8x8pxconst char non signé ufoLas [] PROGMEM ={ 0xc0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00} ; // 'BossBoom', 8x8pxconst char non signé bossBoom1 [] PROGMEM ={ 0xaa, 0x55, 0xa2, 0x51, 045,0xa, 0xa , 0x55};// 'BossBoom2', 8x8pxconst unsigned char bossBoom2 [] PROGMEM ={ 0x55, 0xaa, 0x45, 0x8a, 0x51, 0xa2, 0x55, 0xaa};//Jeu commencé variablebool gameStart =false ;// Définition du contrôle du joystick pinsint up =2;int down =3;int left =4;int right =5;int trigger =6;//Title ticker variables. - Appuyez sur fire pour démarrer ";int wait =40; // En millisecondesint spacer =1;int width =5 + spacer; // La largeur de la police est de 5 pixels//Variables de position du navire et du laserint 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 ufoLas4yint;int ufoLas4yint;;//UFO laser existence variablebool ufoLasExist1 =false;bool ufoLasExist2 =false;bool ufoLasExist3 =false;bool ufoLasExist4 =false;//UFO laser selection variableint selection;int lastSelection;//Boss Minion selection variableint minionSelection;//UFO position variableint selection;int lastSelection;//Boss Minion selection variableint minionSelection;//UFO position variables ufo1x;int ufo1y;int ufo2x;int ufo2y;int ufo3x;int ufo3y;//Variables de position du videurint videur1x;int videur1y;int videur2x;int videur2y;int videur3x;int videur3y;int videur4x;int videur4x;int videur4x; faller1x;int faller1y;int faller2x;int faller2y;int faller3x;int faller3y;int faller4x;i nt faller4y;//variables de vitesse de chuteint faller1Speedx;int faller1Speedy;int faller2Speedx;int faller2Speedy;int faller3Speedx;int faller3Speedy;int faller4Speedx;int faller4Speedy;int fallerxSpeedTarget =2;int fallerySpeedTarget =2;//Riser1x Variables de position;int;int riser2x;int riser2y;int riser3x;int riser3y;int riser4x;int riser4y;//Riser speed variablesint riser1Speedx;int riser1Speedy;int riser2Speedx;int riser2Speedy;int riser3Speedx;int riser3Speedy;int riser4Speedy;/int riser2Speedy;int riser3Speedx;int riser3Speedy;int riser4Speedy;/int riser4Speedy 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 move speed variablesint bossxSpeed ​​=0;int bossySpeed ​​=0;int bossxSpeedTarget =3;int bossySpeedTarget =1; //Variables d'existence d'OVNIbool ufo1Exist =false;bool ufo2Exist =false;bool ufo3Exist =false;//Variables d'existence de videurbool videur1Exist =false;bool videur2Exist =false;bool videur3Exist =false;bool videur4Exist =faux;//Faller1Exist variablesbool false;bool faller2Exist =false;bool faller3Exist =false;bool faller4Exist =false;//Riser existence variablesbool riser1Exist =false;bool riser2Exist =false;bool riser3Exist =false;bool riser4Exist =false;//LT existence variablebool ltExist =false; //Boss1 Existence variablebool boss1Exist =false;//Boss health variableint bossHealth;//Bouncer top ou bottom variableint bouncerOrigin;//Bouncer gap space variableint bouncerGap =6;//Bouncer direction variablesbool bouncer1Direction;bool bouncer2Direction;bool bouncer3Direction4;bool bouncer3Direction;bool bouncer1Direction;bool bouncer2Direction;bool bouncer3Direction;bool bouncer3Direction;int videur1xVitesse;int videur2xVitesse;int videur3xVitesse;int videur4xVitesse;int videur1yVitesse;int videur2yVitesse;int videur3yVitesse;int videur4yVitesse;int ySpee d =1 ;int xSpeed ​​=2 ; // minuterie d'apparition et variables de temps d'apparition pour les ennemis OVNI unsigned long startTime ; // configuration des variables de minuterie unsigned long currentTime ; non signé long spawnTime =3000 ; //Temporisateur d'apparition pour les ovnis//minuterie d'apparition et heure d'apparition pour les ennemis videursunsigned long startTime2;unsigned long currentTime2;unsigned long spawnTime2 =10000 ; //Temporisateur d'apparition pour les videurs//Temporisateur d'apparition pour le mini boss LTunsigned long startTime3;unsigned long currentTime3;unsigned long spawnTime3; //Temporisateur d'apparition pour LT//minuteur d'apparition pour les lasers UFOunsigned long bossStartTime;unsigned long bossCurrentTime;unsigned long bossStartTime2;unsigned long bossCurrentTime2;unsigned long bossLaserTimer =1000;unsigned long bossMinionTimer =6000;//Variable d'activation de Spawn, nécessaire pour s'arrêter temporairement spawning for boss battlebool spawnEnabled;//Variable de niveauint levelNumber =1;//Score variableint score =0;//Variables de progression de niveauint kills;int killsTarget;//Bataille de boss engagée variablebool bossBattleStarted =false;//Détection de collision de navire joueur variablebool collisionDetection =true ;//Coin flip pour la sélection UFOLaser 4int coinFlip ;//Variables sonoresint buzzerPin =9 ;//Variables sirène Bossfloat sinVal ; // Définit une variable pour enregistrer la valeur sinus int toneVal; // Définit une variable pour enregistrer la configuration void de la fréquence sonore () { //Serial.begin(9600); //Configuration de la broche sonore pinMode(buzzerPin, OUTPUT); // Réglez la broche du buzzer sur le mode de sortie // configuration des spawntimers // configuration des modes de broche pour le fonctionnement du joystick pinMode (up, INPUT_PULLUP); // broche UP pinMode (bas, INPUT_PULLUP); //DOWN pin pinMode (gauche, INPUT_PULLUP); //Broche GAUCHE pinMode (à droite, INPUT_PULLUP); //Broche DROITE pinMode(déclencheur, INPUT_PULLUP); //Broche FEU //réglage de l'intensité de la led matrix.setIntensity(0);//Ajustez à vos propres besoins matrix.setPosition(0, 3, 0); // Le premier affichage est à <0, 0> matrix.setPosition(1, 2, 0); // Le deuxième affichage est à <1, 0> matrix.setPosition(2, 1, 0); // Le troisième affichage est à <2, 0> matrix.setPosition(3, 0, 0); // Et le dernier affichage est à <3, 0>// ... matrix.setRotation(0, 3); // Le premier affichage est la position à l'envers matrix.setRotation(1, 3); matrice.setRotation(2, 3); matrice.setRotation(3, 3); // Même prise pour le dernier affichage matrix.fillScreen(LOW);}void loop() { if (gameStart ==false) { Ticker(true); } SpawnTimer(); JoystickControl(); UfoControl(); BouncerControl(); LaserControl(); Limite d'écran(); BossBattle(); BossControl(); UFOLaserControl(); LTControl(); FallerControl(); RiserControl(); ShipCollision(); //Série.println(ufoLas1x); matrix.write();//draw the screen delay(50);//speed delay matrix.fillScreen(LOW);//clear screen, doit être fait à chaque image. }void Level(int level){ if (level ==1) { spawnEnabled =true; //Activer le frai spawnTime =3000; //Temporisateur d'apparition pour UFO'a spawnTime2 =10000000; //Le minuteur d'apparition des videurs est réglé si haut qu'ils n'apparaîtront jamais spawnTime3 =10000000; //Le minuteur d'apparition pour LT est réglé si haut qu'il n'apparaîtra jamais killsTarget =10; //Définit la cible d'élimination. Lorsque la cible est atteinte, le boss devrait apparaître bossHealth =10 ; bossLaserTimer =1000 ; } if (niveau ==2) { spawnEnabled =true; Temps d'apparition =3000 ; spawnTime2 =8000 ; spawnTime3 =10000000; tue la cible =20 ; patronSanté =15 ; bossLaserTimer =900 ; } if (niveau ==3) { spawnEnabled =true; spawnTime =2000 ; spawnTime2 =6000 ; spawnTime3 =8000 ; tue la cible =30 ; patronSanté =20 ; bossLaserTimer =800 ; } if (niveau ==4) { spawnEnabled =true; spawnTime =2000 ; spawnTime2 =5000 ; spawnTime3 =7000 ; tue la cible =40 ; patronSanté =25 ; bossLaserTimer =700 ; bossMinionTimer =6000 ; } if (niveau ==5) { spawnEnabled =true; Temps d'apparition =1800 ; spawnTime2 =4500 ; spawnTime3 =6000 ; tue la cible =50 ; patronSanté =30 ; bossLaserTimer =600 ; bossMinionTimer =5500 ; } if (niveau ==6) { spawnEnabled =true; spawnTime =2000 ; spawnTime2 =5000 ; spawnTime3 =7000 ; tue la cible =60 ; patronSanté =35 ; bossLaserTimer =500 ; bossMinionTimer =5000 ; } if (niveau ==7) { spawnEnabled =true; spawnTime =2000 ; spawnTime2 =5000 ; spawnTime3 =7000 ; tue la cible =70 ; patronSanté =40 ; bossLaserTimer =400 ; bossMinionTimer =4000 ; } if (niveau ==8) { spawnEnabled =true; spawnTime =2000 ; spawnTime2 =5000 ; spawnTime3 =7000 ; tue la cible =80 ; patronSanté =45 ; bossLaserTimer =300 ; bossMinionTimer =3000 ; } if (niveau ==9) { spawnEnabled =true; spawnTime =2000 ; spawnTime2 =5000 ; spawnTime3 =7000 ; tue la cible =90 ; bossSanté =50 ; bossLaserTimer =200 ; bossMinionTimer =2000 ; } if (niveau ==10) { spawnEnabled =true; spawnTime =2000 ; spawnTime2 =5000 ; spawnTime3 =7000 ; tue la cible =100 ; patronSanté =55 ; bossLaserTimer =100 ; bossMinionTimer =1000 ; } // Besoin d'ajouter un message de félicitations pour avoir dépassé le niveau 10} void Ticker (bool resetKills) // Code Ticker volé sans vergogne dans l'exemple Ticker. Utilisé pour le titre et le score et 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) //Quand il sort de l'écran, arrêtez de le dessiner et marquez-le comme n'existant pas { if (lasx> 31) { lasExist=false; } if (lasy <0) { lasy =0; } if (lasy> 7) { lasy =7; } } //La limite de l'écran laser UFO contrôle si (ufoLas1x <-2) { ufoLasExist1 =false; } if (ufoLas2x <-2) { ufoLasExist2 =false; } if (ufoLas3x <-2) { ufoLasExist3 =false; } if (ufoLas4x <-2) { ufoLasExist4 =false; } //Contrôles de limite d'écran UFO. Régénérant automatiquement les ovnis à une coordonnée Y aléatoire sur le côté droit s'ils sortent du côté gauche if (ufo1Exist ==true &&ufo1x <-3) { ufo1x =33; //si l'OVNI sort du côté gauche, il est à nouveau déplacé du côté droit ufo1y =random(0,7); // va avoir besoin d'une sorte de code de tri pour arrêter le chevauchement des ovnis } if (ufo2Exist ==true &&ufo2x <-3) { ufo2x =33; //si l'OVNI sort du côté gauche, il est à nouveau déplacé du côté droit ufo2y =random(0,7); // va avoir besoin d'une sorte de code de tri pour arrêter le chevauchement des ovnis } if (ufo3Exist ==true &&ufo3x <-3) { ufo3x =33; //si l'OVNI sort du côté gauche, il est à nouveau déplacé du côté droit ufo3y =random(0,7); // va avoir besoin d'une sorte de code de tri pour arrêter le chevauchement des ovnis } // Contrôles de limite d'écran videur. Lorsque les videurs touchent le haut ou le bas, la variable de direction change. Lorsqu'ils sont à gauche, ils sont effacés de l'existence et réapparaissent plus tard. if (bouncer1Exist ==true &&bouncer1y> 5) { videur1Direction =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; } // Si les videurs partent du côté gauche, ils disparaissent comme disparus if (bouncer1x <0) { vider1Exist =false; } if (bouncer2x <0) { bouncer2Exist =false; } if (bouncer3x <0) { bouncer3Exist =false; } if (bouncer4x <0) { bouncer4Exist =false; } //Contrôle de limite d'écran LT if (ltExist ==true &<x <-6) { ltx =33; //si LT sort du côté gauche, il est à nouveau déplacé du côté droit lty =random(0,6); } // Contrôles de limite d'écran pour les colonnes montantes 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); retourner; } 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); }}

Schémas

Wiring Schematic for UFO Attack game.

Processus de fabrication

  1. Dés numériques Arduino
  2. Feu de l'eau
  3. Ardulock 3D RVB
  4. MyRiver
  5. Iron Man
  6. Jeu de manette
  7. Trouvez-moi
  8. Bras robotique Arduino imprimé en 3D
  9. Détecteur de portée portable