mosc_007
Published © GPL3+

Nano_Vaders

Space Invaders for the Nano Every using a 2.7" OLED Display

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Nano_Vaders

Things used in this project

Hardware components

Arduino Nano Every
Arduino Nano Every
×1
DFRobot 2.7 Inch 128x64 White OLED display
×1
Vero Board (Strip Board)
×1
Push Buttons
×1
Audio Transducer
×1

Software apps and online services

Arduino IDE
Arduino IDE

Hand tools and fabrication machines

Soldering iron (generic)
Soldering iron (generic)
Solder Wire, Lead Free
Solder Wire, Lead Free

Story

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Schematics

Nano_Vaders Schematic

Schematic to build a Nano Every Space Invaders game

Photo of Finished Project

Finished Project

Code

Nano Vaders

Arduino
Sketch for my Nano Vaders game.
// Space Invaders game based on the work of
// http://www.xtronical.com/projects/space-invaders/
// and Ricardo Moreno (check out youtube video)
//
// Uses SSD1325 SPI OLED display 128x64
//
// MEGA/LEONARDO/NANO EVERY Only. Needs the Extra Ram


#include <SPI.h>
#include <U8g2lib.h>
#include <EEPROM.h>
 
// DISPLAY SETTINGS
#define SCREEN_WIDTH 128
#define SCREEN_HEIGHT 64

#define OLED_CLK 13
#define OLED_MOSI 11
#define OLED_CS 3
#define OLED_DC 2
#define OLED_RST 8


U8G2_SSD1325_NHD_128X64_F_4W_HW_SPI display(U8G2_R0, OLED_CS, OLED_DC, OLED_RST);  // 2.7 inch White/Black
  

  
// Input settings
#define FIRE_BUT 6
#define RIGHT_BUT 5
#define LEFT_BUT 4
 
// Mothership
#define MOTHERSHIP_HEIGHT 3
#define MOTHERSHIP_WIDTH 7
#define MOTHERSHIP_SPEED 1
#define MOTHERSHIP_SPAWN_CHANCE 150                // Was 150
#define DISPLAY_MOTHERSHIP_BONUS_TIME 20           // how long bonus stays on screen for displaying mothership
 
// Alien Settings
#define ALIEN_HEIGHT 3                             // Was 8
#define NUM_ALIEN_COLUMNS 11                       // Was 7
#define NUM_ALIEN_ROWS 5
#define X_START_OFFSET 26
#define SPACE_BETWEEN_ALIEN_COLUMNS 2
#define LARGEST_ALIEN_WIDTH 5
#define SPACE_BETWEEN_ROWS 6
#define INVADERS_DROP_BY 2                          // Was 4
#define INVADERS_SPEED 10                           // Was 6
#define INVADER_HEIGHT 3                            // Was 8 
#define EXPLOSION_GFX_TIME 10                       // Was 7
#define AMOUNT_TO_DROP_BY_PER_LEVEL 4               // NEW How much farther down aliens start per new level
#define LEVEL_TO_RESET_TO_START_HEIGHT 4            // EVERY MULTIPLE OF THIS LEVEL THE ALIEN y START POSITION WILL RESET TO TOP
#define ALIEN_X_MOVE_AMOUNT 1                       // Was 1
#define CHANCEOFBOMBDROPPING 40                     // Was 40
#define BOMB_HEIGHT 4
#define BOMB_WIDTH 2
#define MAXBOMBS 3                                  // Was 3
#define CHANCE_OF_BOMB_DAMAGE_TO_LEFT_OR_RIGHT 20   // higher more chance
#define CHANCE_OF_BOMB_PENETRATING_DOWN 1           // higher more chance
 
// Player settingsc
#define TANKGFX_WIDTH 5
#define TANKGFX_HEIGHT 3
#define PLAYER_X_MOVE_AMOUNT 2                       // Was 5
#define LIVES 3                                      // NEW
#define PLAYER_EXPLOSION_TIME 10                     // How long an ExplosionGfx remains on screen before dissapearing
#define PLAYER_Y_START 61
#define PLAYER_X_START 20
#define BASE_WIDTH 8               
#define BASE_HEIGHT 6
#define BASE_Y 53
#define NUM_BASES 4
 
#define MISSILE_HEIGHT 4
#define MISSILE_WIDTH 1
#define MISSILE_SPEED 3                              // Was 5
 
// Status of a game object constants
#define ACTIVE 0
#define EXPLODING 1
#define DESTROYED 2

unsigned long lastMillis;
unsigned long frameCount;
unsigned int framesPerSecond;


// background dah dah dah sound setting
#define NOTELENGTH 1                                 // larger means play note longer
 

 
// graphics
// aliens
 
 const unsigned char MotherShipGfx [] PROGMEM = {
  B01111100,
  B10111010,
  B11101110
};
 
const unsigned char InvaderTopGfx [] PROGMEM = {
  B00000010,
  B00000111,
  B00000101,
};
 
const unsigned char InvaderTopGfx2 [] PROGMEM = {
  B00000101,
  B00000111,
  B00000010,
};
 
const unsigned char PROGMEM InvaderMiddleGfx []=
{
  B00001010,
  B00011111,
  B00010101,
};
 
const unsigned char PROGMEM InvaderMiddleGfx2 [] = {
  B00010101,
  B00011111,
  B00001010,
};
 
const unsigned char PROGMEM InvaderBottomGfx [] = {
  B00001010,
  B00010101,
  B00011011,
};
 
const unsigned char PROGMEM InvaderBottomGfx2 [] = {
  B00011011,
  B00010101,
  B00001110,
};
 
static const unsigned char PROGMEM ExplosionGfx [] = {
  B00010101,
  B00001010,
  B00010101,
};
 
// Player grafix
const unsigned char PROGMEM TankGfx [] = {
  B00000100,
  B00011111,
  B00011111,
};
 
static const unsigned char PROGMEM MissileGfx [] = {
  B00000001,
  B00000001,
  B00000001,
  B00000001,
};
 
static const unsigned char PROGMEM AlienBombGfx [] = {
  B00000010,
  B00000001,
  B00000010,
  B00000001,
};
 
static const unsigned char PROGMEM BaseGfx [] = {
  B00111100,
  B01111110,
  B11111111,
  B11111111,
  B11100111,
  B11000011,
};
 
 
// Game structures
 
struct GameObjectStruct  {
  // base object which most other objects will include
    signed int X;
    signed int Y;  
    unsigned char Status;  //0 active, 1 exploding, 2 destroyed
};
 
 
struct BaseStruct {
    GameObjectStruct Ord;
    unsigned char Gfx[6];
};
 
 
struct AlienStruct  {
  GameObjectStruct Ord;
  unsigned char ExplosionGfxCounter;           // how long we want the ExplosionGfx to last
};
 
struct PlayerStruct  {
    GameObjectStruct Ord;
    unsigned int Score;
    unsigned char Lives;
    unsigned char Level;
    unsigned char AliensDestroyed;              // count of how many killed so far
    unsigned char AlienSpeed;                   // higher the number slower they go, calculated when ever alien destroyed
    unsigned char ExplosionGfxCounter;          // how long we want the ExplosionGfx to last
};
 
 
// general global variables
 
 
//alien global vars
//The array of aliens across the screen

AlienStruct  Alien[NUM_ALIEN_COLUMNS][NUM_ALIEN_ROWS];
AlienStruct MotherShip;
GameObjectStruct AlienBomb[MAXBOMBS];
BaseStruct Base[NUM_BASES];
 
static const int TOTAL_ALIENS=NUM_ALIEN_COLUMNS*NUM_ALIEN_ROWS;  //NEW
 
 
// widths of aliens
// as aliens are the same type per row we do not need to store their graphic width per alien in the structure above
// that would take a byte per alien rather than just three entries here, 1 per row, saving significnt memory
byte AlienWidth[]={5,5,5,5,5};  // top, middle ,bottom widths
 
 
char AlienXMoveAmount=2;  
signed char InvadersMoveCounter;            // counts down, when 0 move invaders, set according to how many aliens on screen
bool AnimationFrame=false;                  // two frames of animation, if true show one if false show the other
 
// Mothership
signed char MotherShipSpeed;
unsigned int MotherShipBonus;
signed int MotherShipBonusXPos;            // pos to display bonus at
unsigned char MotherShipBonusCounter;         // how long bonus amount left on screen
 
 
// Player global variables
PlayerStruct Player;
GameObjectStruct Missile;
 
// game variables
unsigned int HiScore;
bool GameInPlay=false;
 
// Sound settings and variables
 
// music (dah dah dah sound) control, these are the "pitch" of the four basic notes
const unsigned char Music[] =  {
  160,100,80,62
};
 
unsigned char MusicIndex;                     // index pointer to next note to play
unsigned MusicCounter;                        // how long note plays for countdown timer, is set to
                                              // NOTELENGTH define above
bool ShootCompleted=true;                     // stops music when this is false, so we can here shoot sound
 
 
void setup() 
{
  display.begin();
  display.clear();
  display.setBitmapMode(1);
  
  InitAliens(0); 
  InitPlayer();
  
  pinMode(RIGHT_BUT, INPUT_PULLUP);
  pinMode(LEFT_BUT, INPUT_PULLUP);
  pinMode(FIRE_BUT, INPUT_PULLUP);
 
  display.setFont(u8g2_font_t0_11b_tf);
  display.setDrawColor(1);                    //set the color
  
  EEPROM.get(0,HiScore);
  if(HiScore==65535)                                             // new unit never written to
  { 
    HiScore=0;
    EEPROM.put(0,HiScore);
  }
}
 
void loop()  
{  
  if(GameInPlay)                                                 //NEW
  {
    Physics();
    UpdateDisplay();
  }
  else  
    AttractScreen();
}


// 3x5 pixel 7 Seg font
const uint8_t digit[10][5] PROGMEM = {
   B00000111,    B00000101,    B00000101,    B00000101,    B00000111,
   B00000100,    B00000100,    B00000100,    B00000100,    B00000100,
   B00000111,    B00000100,    B00000111,    B00000001,    B00000111,
   B00000111,    B00000100,    B00000111,    B00000100,    B00000111,
   B00000101,    B00000101,    B00000111,    B00000100,    B00000100,
   B00000111,    B00000001,    B00000111,    B00000100,    B00000111,
   B00000111,    B00000001,    B00000111,    B00000101,    B00000111,
   B00000111,    B00000100,    B00000100,    B00000100,    B00000100,
   B00000111,    B00000101,    B00000111,    B00000101,    B00000111,   
   B00000111,    B00000101,    B00000111,    B00000100,    B00000111,
  };

 
void draw_digit(int16_t x, int16_t y, uint8_t n) {
display.drawXBMP(x, y, 3, 5, digit[n % 10] );
}

void print_int(int16_t x, int16_t y, uint16_t s, uint8_t digit) {
  x += 4 * (digit - 1);
  for (; digit > 0; digit--) {
    draw_digit(x, y, s % 10);
    x -= 4;
    s /= 10;
  }
}


void AttractScreen()
{
  display.clearBuffer();

  CentreText("Play",8); 
  CentreText("Space Invaders",20); 
  CentreText("Press Fire to start",32); 
  CentreText("Hi Score     ",44);   
  display.setCursor(80,44);
  display.print(HiScore);

  display.sendBuffer();
  
  if(digitalRead(FIRE_BUT)==0){
    GameInPlay=true;
    NewGame();
  }
 
  // CHECK FOR HIGH SCORE RESET, PLAYER MUST HOLD LEFT AND RIGHT TOGETHER 
  if((digitalRead(LEFT_BUT)==0)&(digitalRead(RIGHT_BUT)==0))
  {
    // Reset high score, don't need to worry about debounce as will ony write to EEPROM if changed, so writes a 0 then won't write again
    // if hiscore still 0 which it will be
    HiScore=0;
    EEPROM.put(0,HiScore);
  }
}
 
void Physics()  {  
  if(Player.Ord.Status==ACTIVE) {
    AlienControl(); 
    MotherShipPhysics();
    PlayerControl(); 
    MissileControl();
    CheckCollisions();
  }
}
 
unsigned char GetScoreForAlien(int RowNumber)
{
   // returns value for killing an alien at the row indicated
   switch (RowNumber)
   {
     case 0:return 30;
     case 1:return 20;
     case 2:return 10;
     case 3:return  5;
     case 4:return  2;

   }
}
 
void MotherShipPhysics()  {
  if(MotherShip.Ord.Status==ACTIVE)  {                   // spawned, move it
    tone(10, ( MotherShip.Ord.X % 8)*500,200);
    MotherShip.Ord.X+=MotherShipSpeed;
    if(MotherShipSpeed>0)                                // going left to right , check if off right hand side
    {
      if(MotherShip.Ord.X>=(SCREEN_WIDTH-26))  
      {
        MotherShip.Ord.Status=DESTROYED;
        noTone(10);
      }
    }
    else                                                 // going right to left , check if off left hand side
    {
      if(MotherShip.Ord.X+MOTHERSHIP_WIDTH<28)  
      {
        MotherShip.Ord.Status=DESTROYED;
        noTone(10);
      }
    }
    
  }
  else  {
    // try to spawn mothership
    if(random(MOTHERSHIP_SPAWN_CHANCE)==1)
    {
      MotherShip.Ord.Status=ACTIVE;                // Spawn a mother ship, starts just off screen at top
      if(random(2)==1)                             // need to set direction
      {
        MotherShip.Ord.X=(SCREEN_WIDTH-20-MOTHERSHIP_WIDTH);
        MotherShipSpeed=-MOTHERSHIP_SPEED;         // if we go in here swaps to right to left 
      }
      else
      {
        MotherShip.Ord.X=20;                       // -MOTHERSHIP_WIDTH;
        MotherShipSpeed=MOTHERSHIP_SPEED;          // set to go left ot right      
      }
    }
  }
}
 
void PlayerControl()  {
  // user input checks
  if((digitalRead(RIGHT_BUT)==0)&(Player.Ord.X+TANKGFX_WIDTH<(SCREEN_WIDTH-20)))
    Player.Ord.X+=PLAYER_X_MOVE_AMOUNT;
  if((digitalRead(LEFT_BUT)==0)&(Player.Ord.X>PLAYER_X_START))
    Player.Ord.X-=PLAYER_X_MOVE_AMOUNT;
  if((digitalRead(FIRE_BUT)==0)&(Missile.Status!=ACTIVE))  
  {
    tone(10, 1000,100);
    Missile.X=Player.Ord.X+(TANKGFX_WIDTH/2);
    Missile.Y=PLAYER_Y_START;
    Missile.Status=ACTIVE;
  }
}
 
void MissileControl()
{ 
  if(Missile.Status==ACTIVE)  
  {
    Missile.Y-=MISSILE_SPEED;
    if(Missile.Y+MISSILE_HEIGHT<0)       // If off top of screen destroy so can be used again
      Missile.Status=DESTROYED;
  }
}
 
 
void AlienControl()
{
  if((InvadersMoveCounter--)<0)
  {
    bool Dropped=false;
    if((RightMostPos()+AlienXMoveAmount>=(SCREEN_WIDTH-18)) |(LeftMostPos()+AlienXMoveAmount<21)) // at edge of screen
    {
      AlienXMoveAmount=-AlienXMoveAmount;               // reverse direction
      Dropped=true;                                     // and indicate we are dropping
    }
 
    // play background music note if other higher priority sounds not playing
    if((ShootCompleted)&(MotherShip.Ord.Status!=ACTIVE))  {
      tone(10, Music[MusicIndex],100);
      MusicIndex++;
      if(MusicIndex==sizeof(Music))
        MusicIndex=0;
      MusicCounter=NOTELENGTH;
    }
    // update the alien postions
    for(int Across=0;Across<NUM_ALIEN_COLUMNS;Across++) 
    {
      for(int Down=0;Down<NUM_ALIEN_ROWS;Down++)
      {
        if(Alien[Across][Down].Ord.Status==ACTIVE)
        {
          if(Dropped==false)
            Alien[Across][Down].Ord.X+=AlienXMoveAmount;
          else
            Alien[Across][Down].Ord.Y+=INVADERS_DROP_BY;
        }
      }
    }  
    InvadersMoveCounter=Player.AlienSpeed;
    AnimationFrame=!AnimationFrame;                      //swap to other frame
  }
  // should the alien drop a bomb
  if(random(CHANCEOFBOMBDROPPING)==1)  
    DropBomb();
  MoveBombs();
}
 
 
void MoveBombs(){
  for(int i=0;i<MAXBOMBS;i++){
    if(AlienBomb[i].Status==ACTIVE)
      AlienBomb[i].Y+=1;
  }
}
 
 
void DropBomb()  {
  // if there is a free bomb slot then drop a bomb else nothing happens
  bool Free=false;
  unsigned char ActiveCols[NUM_ALIEN_COLUMNS];  
  unsigned char BombIdx=0;
  // find a free bomb slot
  while((Free==false)&(BombIdx<MAXBOMBS)){
    if(AlienBomb[BombIdx].Status==DESTROYED)
      Free=true;
    else
      BombIdx++;
  }
  if(Free)  {
    unsigned char Columns=0;
    // now pick and alien at random to drop the bomb
    // we first pick a column, obviously some columns may not exist, so we count number of remaining cols 
    // first, this adds time but then also picking columns randomly that don't exist may take time also
    unsigned char ActiveColCount=0;
    signed char Row;
    unsigned char ChosenColumn;
    
    while(Columns<NUM_ALIEN_COLUMNS){
      Row=(NUM_ALIEN_ROWS-1);
      while(Row>=0)  {
        if(Alien[Columns][Row].Ord.Status==ACTIVE)
        {
          ActiveCols[ActiveColCount]=Columns;
          ActiveColCount++;
          break;
        }
        Row--;
      }
      Columns++;
    }
    // we have ActiveCols array filled with the column numbers of the active cols and we have how many
    // in ActiveColCount, now choose a column at random
    ChosenColumn=random(ActiveColCount);  // random number between 0 and the amount of columns
    // we now find the first available alien in this column to drop the bomb from
    Row=(NUM_ALIEN_ROWS-1);
    while(Row>=0)  {
      if(Alien[ActiveCols[ChosenColumn]][Row].Ord.Status==ACTIVE)  {
        // Set the bomb from this alien
        AlienBomb[BombIdx].Status=ACTIVE;
        AlienBomb[BombIdx].X=Alien[ActiveCols[ChosenColumn]][Row].Ord.X+int(AlienWidth[Row]/2);
        // above sets bomb to drop around invaders centre, here we add a litrle randomness around this pos
        AlienBomb[BombIdx].X=(AlienBomb[BombIdx].X-2)+random(0,4);
        AlienBomb[BombIdx].Y=Alien[ActiveCols[ChosenColumn]][Row].Ord.Y+4;        
        break;
      }
      Row--;
    }
  }
}
 
 
 
void BombCollisions()
{
  //check bombs collisions
  for(int i=0;i<MAXBOMBS;i++)
  {
    if(AlienBomb[i].Status==ACTIVE)
    {
      if(AlienBomb[i].Y>64)                            // gone off bottom of screen
        AlienBomb[i].Status=DESTROYED;
      else  
      {
        // HAS IT HIT PLAYERS missile
          if(Collision(AlienBomb[i],BOMB_WIDTH,BOMB_HEIGHT,Missile,MISSILE_WIDTH,MISSILE_HEIGHT))
          {
              // destroy missile and bomb
              AlienBomb[i].Status=EXPLODING;
              Missile.Status=DESTROYED;
          }
          else
          {      
             // has it hit players ship          
            if(Collision(AlienBomb[i],BOMB_WIDTH,BOMB_HEIGHT,Player.Ord,TANKGFX_WIDTH,TANKGFX_HEIGHT))
            {
               PlayerHit();
               AlienBomb[i].Status=DESTROYED;
            }
            else  
              BombAndBasesCollision(&AlienBomb[i]);
          }
       }
    }
  }  
}
 
void BombAndBasesCollision(GameObjectStruct *Bomb)  {            // check and handle any bomb and base collision

  for(int i=0;i<NUM_BASES;i++)
  {
      if(Collision(*Bomb,BOMB_WIDTH,BOMB_HEIGHT,Base[i].Ord,BASE_WIDTH,BASE_HEIGHT)) 
      {
        unsigned char X=Bomb->X-Base[i].Ord.X;
        signed char Bomb_Y=(Bomb->Y+BOMB_HEIGHT)-Base[i].Ord.Y;
        unsigned char Base_Y=0;
 
        while((Base_Y <= Bomb_Y) & (Base_Y<BASE_HEIGHT) & (Bomb->Status==ACTIVE))
        {
          unsigned char Idx=(Base_Y);                             // this gets the index for the byte in question from the gfx array
          unsigned char TheByte=Base[i].Gfx[Idx];                 // we now have the byte to inspect, but need to only look at the 2 bits where the bomb is colliding
          unsigned char Mask=B00000011;
          if (X>6) {X=6; };
          Mask=(Mask<<(X));
          TheByte=TheByte & Mask;
          
          if(TheByte>0) 
          { 
            Mask=~Mask; 
            Base[i].Gfx[Idx]=Base[i].Gfx[Idx] & Mask;
            if (random(CHANCE_OF_BOMB_PENETRATING_DOWN) == false) // if false BOMB EXPLODES else carries on destroying more
            Bomb->Status = EXPLODING;
          }
        else
          Base_Y++;
         }
        }
      }
    }
 
void MissileAndBasesCollisions()  {
  for(int i=0;i<NUM_BASES;i++)
  { 
      if(Collision(Missile,MISSILE_WIDTH,MISSILE_HEIGHT,Base[i].Ord,BASE_WIDTH,BASE_HEIGHT)) 
      {
        unsigned char X=Missile.X-Base[i].Ord.X;
        signed char Missile_Y=Missile.Y-Base[i].Ord.Y;
        signed char Base_Y=BASE_HEIGHT-1;
        while((Base_Y>=Missile_Y)&(Base_Y>=0)&(Missile.Status==ACTIVE))
        {
          unsigned char Idx=(Base_Y);
          unsigned char TheByte=Base[i].Gfx[Idx];
          unsigned char Mask = B00000011;
          if (X>6) {X=6; }
          Mask=(Mask<<(X));
          TheByte=TheByte & Mask;
          
          if(TheByte>0) 
          { 
            Mask=~Mask; 
            Base[i].Gfx[Idx]=Base[i].Gfx[Idx] & Mask;
           if(random(CHANCE_OF_BOMB_PENETRATING_DOWN)==false)   // if false BOMB EXPLODES else carries on destroying more
              Missile.Status=EXPLODING;
          }
          else
            Base_Y--;
        }
      }
  }
}
 
void PlayerHit()  {
  Player.Ord.Status=EXPLODING;
  Player.ExplosionGfxCounter=PLAYER_EXPLOSION_TIME;
  Missile.Status=DESTROYED;
}
 
void CheckCollisions()
{
  MissileAndAlienCollisions();
  MotherShipCollisions();
  MissileAndBasesCollisions();
  BombCollisions(); 
  AlienAndBaseCollisions();
}
 
char GetAlienBaseCollisionMask(int AlienX, int AlienWidth,int BaseX)
{
  signed int DamageWidth;
  unsigned char LeftMask,RightMask,FullMask;
  
 
  // this routine uses a 1 to mean remove bit and 0 to preserve, this is kind of opposite of what we would 
  // normally think of, but it's done this way as when we perform bit shifting to show which bits are preserved
  // it will shift in 0's in (as that's just was the C shift operater ">>" and "<<" does
  // at the end we will flip all the bits 0 becomes 1, 1 becomes 0 etc. so that the mask then works correctly
  // with the calling code
  
  LeftMask=B11111111;     // initially set to remove all
  RightMask=B11111111;    // unless change in code below                
  // if Alien X more than base x then some start bits are unaffected
  if(AlienX>BaseX)  
  {                    
    // we shift the bits above to the right by the amount unaffected, thus putting 0's into the bits
    // not to delete
    DamageWidth=AlienX-BaseX;
    LeftMask>>=DamageWidth;          
  }
  
  // now work out how much of remaining byte is affected
  
  // if right hand side of alien is less than BaseX right hand side then some preserved at the right hand end
  if(AlienX+AlienWidth<BaseX+(BASE_WIDTH/2))
  {
    DamageWidth=(BaseX+(BASE_WIDTH/2))-(AlienX+AlienWidth);
    RightMask<<=DamageWidth;      
    
  }
  // we now have two masks, one showing which bits to preserve on left of the byte, the other the right hand side, 
  // we need to combine them to one mask, the code in the brackets does this combining
 
  // at the moment a 0 means keep, 1 destroy, but this is actually makes it difficult to implement later on, so we flip
  // the bits to be a more logical 1= keep bit and 0 remove bit (pixel) and then return the mask
  // the tilde (~) flips the bits that resulted from combining the two masks
  
  return ~(LeftMask & RightMask);
}
 
void DestroyBase(GameObjectStruct *Alien,BaseStruct *Base,char Mask,int BaseByteOffset)
{
  signed char Y;
  // go down "removing" bits to the depth that the alien is down into the base
  Y=(Alien->Y+ALIEN_HEIGHT)-Base->Ord.Y;
  if(Y>BASE_HEIGHT-1) Y=BASE_HEIGHT-1;
  for(;Y>=0;Y--){
    Base->Gfx[(Y)+BaseByteOffset]=Base->Gfx[(Y)+BaseByteOffset] & Mask;
  }
}
 
void AlienAndBaseCollisions()  
{
  unsigned char Mask;
  // checks if aliens are in collision with the tank
  // start at bottom row as they are most likely to be in contact or not and if not then none further up are either
  for(int row=(NUM_ALIEN_ROWS-1);row>=0;row--)
  {
    for(int column=0;column<NUM_ALIEN_COLUMNS;column++)
    {
      if(Alien[column][row].Ord.Status==ACTIVE)
      {
        // now scan for a collision with each base in turn
        for(int BaseIdx=0;BaseIdx<NUM_BASES;BaseIdx++)
        {          
          if(Collision(Alien[column][row].Ord,AlienWidth[row],ALIEN_HEIGHT,Base[BaseIdx].Ord,BASE_WIDTH,BASE_HEIGHT))
          {
            // WE HAVE A COLLSISION, REMOVE BITS OF BUILDING
            // process left half (first byte) of base first
            Mask=GetAlienBaseCollisionMask(Alien[column][row].Ord.X,AlienWidth[row],Base[BaseIdx].Ord.X);
            DestroyBase(&Alien[column][row].Ord,&Base[BaseIdx],Mask,0);
          }
        }
      }
    }
  }
}
 
void MotherShipCollisions()
{
  if((Missile.Status==ACTIVE)&(MotherShip.Ord.Status==ACTIVE))
  {
    if(Collision(Missile,MISSILE_WIDTH,MISSILE_HEIGHT,MotherShip.Ord,MOTHERSHIP_WIDTH,MOTHERSHIP_HEIGHT))
    {
      MotherShip.Ord.Status=EXPLODING;
      MotherShip.ExplosionGfxCounter=EXPLOSION_GFX_TIME;
      Missile.Status=DESTROYED;
      // generate the score for the mothership hit, note in the real arcade space invaders the score was not random but 
      // just appeared so, a player could infulence its value with clever play, but we'll keep it a little simpler
      MotherShipBonus=random(4); // a random number between 0 and 3
      switch(MotherShipBonus)
      {
        case 0:MotherShipBonus=50;break;
        case 1:MotherShipBonus=100;break;
        case 2:MotherShipBonus=150;break;
        case 3:MotherShipBonus=300;break;
      }
      Player.Score+=MotherShipBonus;
      MotherShipBonusXPos=MotherShip.Ord.X;    
      if(MotherShipBonusXPos>100)                   // to ensure isn't half off right hand side of screen
        MotherShipBonusXPos=100;       
      if(MotherShipBonusXPos<0)                   // to ensure isn't half off right hand side of screen
        MotherShipBonusXPos=0;       
      MotherShipBonusCounter=DISPLAY_MOTHERSHIP_BONUS_TIME;        
    }
  }
}
 
 
void MissileAndAlienCollisions()
{
   for(int across=0;across<NUM_ALIEN_COLUMNS;across++)
  {
    for(int down=0;down<NUM_ALIEN_ROWS;down++)
    {
      if(Alien[across][down].Ord.Status==ACTIVE)
      {
        if(Missile.Status==ACTIVE)
        {
          if(Collision(Missile,MISSILE_WIDTH,MISSILE_HEIGHT,Alien[across][down].Ord,AlienWidth[down],INVADER_HEIGHT))
          {
              // missile hit
              Alien[across][down].Ord.Status=EXPLODING;
             tone(10, 700,100);
              Missile.Status=DESTROYED;
              Player.Score+=GetScoreForAlien(down);
              Player.AliensDestroyed++;
              // calc new speed of aliens, note (float) must be before TOTAL_ALIENS to force float calc else
              // you will get an incorrect result
              Player.AlienSpeed=((1-(Player.AliensDestroyed/(float)TOTAL_ALIENS))*INVADERS_SPEED);              
              // for very last alien make to  fast!
              if(Player.AliensDestroyed==TOTAL_ALIENS-2)
                if(AlienXMoveAmount>0)
                  AlienXMoveAmount=ALIEN_X_MOVE_AMOUNT*2;
                else
                  AlienXMoveAmount=-(ALIEN_X_MOVE_AMOUNT*2);
              // for very last alien make to super fast!
              if(Player.AliensDestroyed==TOTAL_ALIENS-1)
                if(AlienXMoveAmount>0)
                  AlienXMoveAmount=ALIEN_X_MOVE_AMOUNT*4;
                else
                  AlienXMoveAmount=-(ALIEN_X_MOVE_AMOUNT*4);
                  
              if(Player.AliensDestroyed==TOTAL_ALIENS)
                NextLevel(&Player);            
          }
        }
          if(Alien[across][down].Ord.Status==ACTIVE)      // double check still active afer above code
        {
          // check if this alien is in contact with TankGfx
          if(Collision(Player.Ord,TANKGFX_WIDTH,TANKGFX_HEIGHT,Alien[across][down].Ord,AlienWidth[down],ALIEN_HEIGHT))
             PlayerHit();  
          else 
          {
            // check if alien is below bottom of screen
             if(Alien[across][down].Ord.Y+8>SCREEN_HEIGHT)
                 PlayerHit();                   
          }
        }
      }
    }
  }
}
 
bool Collision(GameObjectStruct Obj1,unsigned char Width1,unsigned char Height1,GameObjectStruct Obj2,unsigned char Width2,unsigned char Height2)
{
  return ((Obj1.X+Width1>Obj2.X)&(Obj1.X<Obj2.X+Width2)&(Obj1.Y+Height1>Obj2.Y)&(Obj1.Y<Obj2.Y+Height2));
}
 
int RightMostPos()  {
  //returns x pos of right most alien
  int Across=NUM_ALIEN_COLUMNS-1;
  int Down;
  int Largest=0;
  int RightPos;
  while(Across>=0){
    Down=0;
    while(Down<NUM_ALIEN_ROWS){
      if(Alien[Across][Down].Ord.Status==ACTIVE)
      {
        // different aliens have different widths, add to x pos to get rightpos
        RightPos= Alien[Across][Down].Ord.X+AlienWidth[Down];
        if(RightPos>Largest)
          Largest=RightPos;
      }
      Down++;
    }
    if(Largest>0)  // we have found largest for this coloum
      return Largest;
    Across--;
  }
  return 0;  // should never get this far
}
 
int LeftMostPos()  {
  //returns x pos of left most alien
  int Across=0;
  int Down;
  int Smallest=SCREEN_WIDTH*2;
  while(Across<NUM_ALIEN_COLUMNS){
    Down=0;
    while(Down<NUM_ALIEN_ROWS){
      if(Alien[Across][Down].Ord.Status==ACTIVE)
        if(Alien[Across][Down].Ord.X<Smallest)
          Smallest=Alien[Across][Down].Ord.X;
      Down++;
    }
    if(Smallest<SCREEN_WIDTH*2)  // we have found smalest for this coloum
      return Smallest;
    Across++;
  }
  return 0;  // should nevr get this far
}
 
void UpdateDisplay()  
{
  int i;
  
  display.clearBuffer();
  
  // Mothership bonus display if required
  if(MotherShipBonusCounter>0)
  {
    print_int(MotherShipBonusXPos, 0, MotherShipBonus, 3);
    MotherShipBonusCounter--;   
  }

    print_int(0, 0, Player.Score, 5);                          // draw score and lives, anything else can go above them
    print_int(0, 20, HiScore, 5);
    print_int(125, 0, Player.Lives, 1);
    display.drawXBMP(115, 2, TANKGFX_WIDTH, TANKGFX_HEIGHT, TankGfx );
    display.drawVLine(20,0,64 );
    display.drawVLine(109,0,64 );

    print_int(0, 59, framesPerSecond, 3);

    frameCount ++;
    if ((millis() - lastMillis) > (1000)) {
      framesPerSecond = (frameCount );
      frameCount = 0;
      lastMillis = millis();
    }
 
  //BOMBS
  // draw bombs next as aliens have priority of overlapping them
  for(i=0;i<MAXBOMBS;i++)  {
      if(AlienBomb[i].Status==ACTIVE)
        display.drawXBMP(AlienBomb[i].X, AlienBomb[i].Y, 2, 4 , AlienBombGfx);
      else  {// must be destroyed
        if(AlienBomb[i].Status==EXPLODING)
         display.drawXBMP(AlienBomb[i].X-4, AlienBomb[i].Y, 5, 3, ExplosionGfx );
        // Ensure on next draw that ExplosionGfx dissapears
        AlienBomb[i].Status=DESTROYED;
      }
  }
  
  //Invaders
  for(int across=0;across<NUM_ALIEN_COLUMNS;across++)
  {
    for(int down=0;down<NUM_ALIEN_ROWS;down++)
    {
      if(Alien[across][down].Ord.Status==ACTIVE){

        switch(down)  {
          case 0: 
            if(AnimationFrame)
              display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, AlienWidth[down],INVADER_HEIGHT, InvaderTopGfx );
            else
              display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, AlienWidth[down],INVADER_HEIGHT, InvaderTopGfx2 );
            break;
          case 1: 
            if(AnimationFrame)
              display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, AlienWidth[down],INVADER_HEIGHT,  InvaderMiddleGfx );
            else
              display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, AlienWidth[down],INVADER_HEIGHT,  InvaderMiddleGfx2 );
            break;
          case 2: 
            if(AnimationFrame)
              display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, AlienWidth[down],INVADER_HEIGHT, InvaderMiddleGfx );
            else
              display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, AlienWidth[down],INVADER_HEIGHT, InvaderMiddleGfx2);
            break;
          case 3: 
            if(AnimationFrame)
              display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, AlienWidth[down],INVADER_HEIGHT, InvaderBottomGfx );
            else
              display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, AlienWidth[down],INVADER_HEIGHT, InvaderBottomGfx2 );
          case 4: 
            if(AnimationFrame)
              display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, AlienWidth[down],INVADER_HEIGHT, InvaderBottomGfx );
            else
              display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, AlienWidth[down],INVADER_HEIGHT, InvaderBottomGfx2 );
        }
      }
      else  {
        if(Alien[across][down].Ord.Status==EXPLODING){
          Alien[across][down].ExplosionGfxCounter--;
          if(Alien[across][down].ExplosionGfxCounter>0)  {
            tone(10, Alien[across][down].ExplosionGfxCounter*100,100);
            display.drawXBMP(Alien[across][down].Ord.X, Alien[across][down].Ord.Y, 5, 3,  ExplosionGfx );
          }
          else
            Alien[across][down].Ord.Status=DESTROYED;
        }
      }
    }
  }  
  
  // player
  if(Player.Ord.Status==ACTIVE)
    display.drawXBMP(Player.Ord.X, Player.Ord.Y, TANKGFX_WIDTH, TANKGFX_HEIGHT,  TankGfx );
  else {    
    if(Player.Ord.Status==EXPLODING)  {
        display.drawXBMP(Player.Ord.X, Player.Ord.Y, 5, 3,  ExplosionGfx );
        tone(10, Player.ExplosionGfxCounter*250,50);
      Player.ExplosionGfxCounter--;
      if(Player.ExplosionGfxCounter==0)  {
        Player.Ord.Status=DESTROYED;
        LoseLife();
      }
    }
  }
  //missile  
  if(Missile.Status==ACTIVE)
    display.drawXBMP(Missile.X, Missile.Y, MISSILE_WIDTH, MISSILE_HEIGHT , MissileGfx);
 
  // mothership (not bonus if hit)
  if(MotherShip.Ord.Status==ACTIVE)
    display.drawXBMP(MotherShip.Ord.X, MotherShip.Ord.Y, MOTHERSHIP_WIDTH, MOTHERSHIP_HEIGHT, MotherShipGfx );
  else
  {
    if(MotherShip.Ord.Status==EXPLODING)  
    {
      tone(10, MotherShip.ExplosionGfxCounter*250,50);
      MotherShip.ExplosionGfxCounter--;
      if(MotherShip.ExplosionGfxCounter==0)  {
        MotherShip.Ord.Status=DESTROYED;
      }
    }
  }
 
  // plot bases
  
  for(i=0; i <NUM_BASES; i++)  {    
    if (Base[i].Ord.Status == ACTIVE)
      display.drawXBM(Base[i].Ord.X, Base[i].Ord.Y, BASE_WIDTH, BASE_HEIGHT, Base[i].Gfx );
  }
  display.sendBuffer();
}
 
void LoseLife()  {
  Player.Lives--;
  if(Player.Lives>0)  {
    DisplayPlayerAndLives(&Player);
    // clear alien missiles
    for(int i=0;i<MAXBOMBS;i++)  {
      AlienBomb[i].Status=DESTROYED;
      AlienBomb[i].Y=0;
    }
    // ENABLE PLAYER
    Player.Ord.Status=ACTIVE;
    Player.Ord.X=PLAYER_X_START;
  }
  else  {
    GameOver();
  }
}
 
 
void GameOver()  {  
  GameInPlay=false;
  display.clearBuffer();
  CentreText("Player 1",8); 
  CentreText("Game Over",20);   
  CentreText("Score     ",32);   
  display.setCursor(72,32);
  display.print(Player.Score);
  if(Player.Score>HiScore)
  {
    CentreText("NEW HIGH SCORE!!!",44);
    CentreText("**CONGRATULATIONS**",56);    
  }
  display.sendBuffer();
  if(Player.Score>HiScore){    
    HiScore=Player.Score;
    EEPROM.put(0,HiScore);
    PlayRewardMusic();
  }
  delay(2500);  
}
 
 
void PlayRewardMusic()
{
  unsigned char Notes[] = { 26, 20, 18, 22, 20, 0, 26, 0, 26 };
  unsigned char NoteDurations[] = { 40, 20, 20, 40, 30, 50, 30, 10,30 };
  for(int i=0;i<9;i++)
  {
    tone(10, Notes[i]*10);
    delay(NoteDurations[i]*10);     // time note plays for
    noTone(10);                     // stop note
    delay(20);                      // small delay between notes
  }
   noTone(10);
}
 
 
void DisplayPlayerAndLives(PlayerStruct *Player)  {
  display.clearBuffer();
  CentreText("  Player 1",8);
  CentreText("Score ",20);   
  display.print(Player->Score);
  CentreText("Lives ",32);   
  display.print(Player->Lives); 
  CentreText("Level ",44);   
  display.print(Player->Level);   
  display.sendBuffer();
  delay(2000);
  Player->Ord.X=PLAYER_X_START;
}
 
 
void CentreText(const char *Text,unsigned char Y)  {
  // centres text on screen
  display.setCursor(int((SCREEN_WIDTH - display.getStrWidth(Text)) / 2.0), Y);
  display.print(Text);
}
 
 
void InitPlayer()  {
  Player.Ord.Y=PLAYER_Y_START;
  Player.Ord.X=PLAYER_X_START;
  Player.Ord.Status=ACTIVE;
  Player.Lives=LIVES;
  Player.Level=0;
  Missile.Status=DESTROYED;
  Player.Score=0;
}
 
 
void NextLevel(PlayerStruct *Player)  {              // reset any dropping bombs

  int YStart;
  for(int i=0;i<MAXBOMBS;i++)  
    AlienBomb[i].Status=DESTROYED;
    AnimationFrame=false;
    Player->Level++;
    YStart=(MOTHERSHIP_HEIGHT +2) + ((Player->Level-1) % LEVEL_TO_RESET_TO_START_HEIGHT)*AMOUNT_TO_DROP_BY_PER_LEVEL;
    InitAliens(YStart);  
    AlienXMoveAmount=ALIEN_X_MOVE_AMOUNT;
    Player->AlienSpeed=INVADERS_SPEED;
    Player->AliensDestroyed=0;
    MotherShip.Ord.X=-MOTHERSHIP_WIDTH;
    MotherShip.Ord.Status=DESTROYED; 
    Missile.Status=DESTROYED;
    randomSeed(100);     
    InitBases();
    DisplayPlayerAndLives(Player);  
    MusicIndex=0;
    MusicCounter=NOTELENGTH;
}
 
 
void InitBases()  {                                     // Bases need to be re-built!
  
  byte TheByte;
  int Spacing=((SCREEN_WIDTH-32)-(NUM_BASES*BASE_WIDTH))/NUM_BASES;
  for(int i=0;i<NUM_BASES;i++)  
  {    
    for(int DataIdx=0;DataIdx<BASE_HEIGHT;DataIdx++)  
    {
        TheByte = pgm_read_byte(BaseGfx + DataIdx);
        Base[i].Gfx[DataIdx]=TheByte;
    }
    Base[i].Ord.X=17+(i*Spacing)+(i*BASE_WIDTH)+(Spacing/2);
    Base[i].Ord.Y=BASE_Y;
    Base[i].Ord.Status=ACTIVE;
  }
}
 
 
void NewGame(){
  InitPlayer();
  NextLevel(&Player);
}
 
void InitAliens(int YStart)  { 
  for(int across=0;across<NUM_ALIEN_COLUMNS;across++)  {
    for(int down=0;down<NUM_ALIEN_ROWS;down++)  {
      Alien[across][down].Ord.X=X_START_OFFSET+(across*(LARGEST_ALIEN_WIDTH+SPACE_BETWEEN_ALIEN_COLUMNS))-(AlienWidth[down]/2);  
      Alien[across][down].Ord.Y=YStart+(down*SPACE_BETWEEN_ROWS);
      Alien[across][down].Ord.Status=ACTIVE;
      Alien[across][down].ExplosionGfxCounter=EXPLOSION_GFX_TIME;
    }
  }
  MotherShip.Ord.Y=0;
  MotherShip.Ord.X=-MOTHERSHIP_WIDTH;
  MotherShip.Ord.Status=DESTROYED; 
}

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mosc_007

mosc_007

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