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Buat Sendiri Game Serangan UFO dengan Arduino UNO & Tampilan MAX7219

Komponen dan Perlengkapan

Tentang Proyek Ini

Saya membangun game ini menggunakan Arduino UNO, satu set matriks "4 in 1" MAX7219, dan komponen dari Arduino Starter Kit.

Kode ditulis oleh saya dan menggunakan perpustakaan Max72xxPanel, Adafruit GFX, dan SPI.

Cobalah dan hancurkan beberapa UFO! :-)

Setiap level memiliki jumlah target UFO yang harus dikalahkan sebelum bos muncul.

Game memerlukan joystick 9-pin kompatibel Atari. Jika Anda memiliki yang lama, Anda dapat menggunakannya kembali. Atau Anda dapat membuatnya sendiri. Saya sedang bekerja untuk menjadikannya konsol handheld di versi mendatang.

Kode

Kode UFO Attack
/*UFO ATTACK! - Written by Anthony Clarke. */ /*Some specific lines of code were lifted from open source example programs. These are labled in comments.*/ #include <SPI.h> #include <Adafruit_GFX.h> #include <Max72xxPanel.h> const int pinCS = 10; // Attach CS to this pin, DIN to MOSI and CLK to SCK (cf https://arduino.cc/en/Reference/SPI ) const int numberOfHorizontalDisplays = 4; const int numberOfVerticalDisplays = 1; Max72xxPanel matrix = Max72xxPanel(pinCS, numberOfHorizontalDisplays, numberOfVerticalDisplays); // 'ship', 8x8px const unsigned char ship [] PROGMEM = { 0x80, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; // 'UFO', 8x8px const unsigned char ufo [] PROGMEM = { 0x40, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; // 'explosion', 8x8px const unsigned char explosion [] PROGMEM = { 0xe0, 0xe0, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00 }; // 'Bouncer', 8x8px const unsigned char bouncer [] PROGMEM = { 0x60, 0xc0, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00 }; // 'Boss1', 8x8px const unsigned char boss [] PROGMEM = { 0x18, 0x24, 0x42, 0xff, 0x24, 0xff, 0x7e, 0x3c }; // 'Faller', 8x8px const unsigned char faller [] PROGMEM = { 0x80, 0xc0, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00 }; // 'Riser', 8x8px const unsigned char riser [] PROGMEM = { 0xe0, 0xc0, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00 }; // 'LT', 8x8px const unsigned char LT [] PROGMEM = { 0x78, 0xfc, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00 }; // 'UFO laser', 8x8px const unsigned char ufoLaser [] PROGMEM = { 0xc0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; // 'BossBoom', 8x8px const unsigned char bossBoom1 [] PROGMEM = { 0xaa, 0x55, 0xa2, 0x51, 0x8a, 0x45, 0xaa, 0x55 }; // 'BossBoom2', 8x8px const unsigned char bossBoom2 [] PROGMEM = { 0x55, 0xaa, 0x45, 0x8a, 0x51, 0xa2, 0x55, 0xaa }; //Game started variable bool gameStart = false; // Defining joystick control pins int up = 2; int down = 3; int left = 4; int right = 5; int trigger = 6; //Title ticker variables..Shamlessly stolen from the ticker example :P String tape = "UFO ATTACK! - Press fire to start "; int wait = 40; // In milliseconds int spacer = 1; int width = 5 + spacer; // The font width is 5 pixels //Ship and laser position variables int shipx = 0; int shipy = 0; int lasx; int lasy; //Lives counter int lives = 5; //laser existense variable bool lasExist; //UFO laser position variables int ufoLas1x; int ufoLas1y; int ufoLas2x; int ufoLas2y; int ufoLas3x; int ufoLas3y; int ufoLas4x; int ufoLas4y; //UFO laser existence variable bool ufoLasExist1 = false; bool ufoLasExist2 = false; bool ufoLasExist3 = false; bool ufoLasExist4 = false; //UFO laser selection variable int selection; int lastSelection; //Boss Minion selection variable int minionSelection; //UFO position variables int ufo1x; int ufo1y; int ufo2x; int ufo2y; int ufo3x; int ufo3y; //Bouncer position variables int bouncer1x; int bouncer1y; int bouncer2x; int bouncer2y; int bouncer3x; int bouncer3y; int bouncer4x; int bouncer4y; //Faller position variables int faller1x; int faller1y; int faller2x; int faller2y; int faller3x; int faller3y; int faller4x; int faller4y; //Faller speed variables int faller1Speedx; int faller1Speedy; int faller2Speedx; int faller2Speedy; int faller3Speedx; int faller3Speedy; int faller4Speedx; int faller4Speedy; int fallerxSpeedTarget = 2; int fallerySpeedTarget = 2; //Riser position variables int riser1x; int riser1y; int riser2x; int riser2y; int riser3x; int riser3y; int riser4x; int riser4y; //Riser speed variables int riser1Speedx; int riser1Speedy; int riser2Speedx; int riser2Speedy; int riser3Speedx; int riser3Speedy; int riser4Speedx; int riser4Speedy; //LT position variable int ltx; int lty; //LT health variable int ltHealth = 3; //LT speed variable int ltxSpeed = 0; int ltxSpeedTarget = 2; //Boss position variable int bossx = 34; int bossy = 0; //Boss movement speed variables int bossxSpeed = 0; int bossySpeed = 0; int bossxSpeedTarget = 3; int bossySpeedTarget = 1; //UFO existence variables bool ufo1Exist = false; bool ufo2Exist = false; bool ufo3Exist = false; //Bouncer existence variables bool bouncer1Exist = false; bool bouncer2Exist = false; bool bouncer3Exist = false; bool bouncer4Exist = false; //Faller existence variables bool faller1Exist = false; bool faller2Exist = false; bool faller3Exist = false; bool faller4Exist = false; //Riser existence variables bool riser1Exist = false; bool riser2Exist = false; bool riser3Exist = false; bool riser4Exist = false; //LT existence variable bool ltExist = false; //Boss1 Existence variable bool boss1Exist = false; //Boss health variable int bossHealth; //Bouncer top or bottom variable int bouncerOrigin; //Bouncer gap space variable int bouncerGap = 6; //Bouncer direction variables bool bouncer1Direction; bool bouncer2Direction; bool bouncer3Direction; bool bouncer4Direction; int bouncer1xSpeed; int bouncer2xSpeed; int bouncer3xSpeed; int bouncer4xSpeed; int bouncer1ySpeed; int bouncer2ySpeed; int bouncer3ySpeed; int bouncer4ySpeed; int ySpeed = 1; int xSpeed = 2; //spawn timer and spawn time variables for UFO enemies unsigned long startTime;//setting up timer variables unsigned long currentTime; unsigned long spawnTime = 3000; //Spawn timer for UFO's //spawn timer and spawn time for bouncer enemies unsigned long startTime2; unsigned long currentTime2; unsigned long spawnTime2 = 10000; //Spawn timer for bouncers //Spawn timer for LT mini boss unsigned long startTime3; unsigned long currentTime3; unsigned long spawnTime3; //Spawn timer for LT //spawn timer for UFO lasers unsigned long bossStartTime; unsigned long bossCurrentTime; unsigned long bossStartTime2; unsigned long bossCurrentTime2; unsigned long bossLaserTimer = 1000; unsigned long bossMinionTimer = 6000; //Spawn enabler variable, needed to temporarily stop spawning for boss battle bool spawnEnabled; //Level variable int levelNumber = 1; //Score variable int score = 0; //Level progression variables int kills; int killsTarget; //Boss battle engaged variable bool bossBattleStarted = false; //Player ship collision detection variable bool collisionDetection = true; //Coin flip for UFOLaser 4 selection int coinFlip; //Sound variables int buzzerPin = 9; //Boss siren variables float sinVal; // Define a variable to save sine value int toneVal; // Define a variable to save sound frequency void setup() { //Serial.begin(9600); //Setting up sound pin pinMode(buzzerPin, OUTPUT); // Set the buzzer pin to output mode //setting up spawntimers //setting pin modes for joystick operation pinMode(up, INPUT_PULLUP); //UP pin pinMode(down, INPUT_PULLUP); //DOWN pin pinMode(left, INPUT_PULLUP); //LEFT pin pinMode(right, INPUT_PULLUP); //RIGHT pin pinMode(trigger, INPUT_PULLUP); //FIRE pin //setting led intensity matrix.setIntensity(0); // Adjust to your own needs matrix.setPosition(0, 3, 0); // The first display is at <0, 0> matrix.setPosition(1, 2, 0); // The second display is at <1, 0> matrix.setPosition(2, 1, 0); // The third display is at <2, 0> matrix.setPosition(3, 0, 0); // And the last display is at <3, 0> // ... matrix.setRotation(0, 3); // The first display is position upside down matrix.setRotation(1, 3); matrix.setRotation(2, 3); matrix.setRotation(3, 3); // The same hold for the last display matrix.fillScreen(LOW); } void loop() { if (gameStart == false) { Ticker(true); } SpawnTimer(); JoystickControl(); UfoControl(); BouncerControl(); LaserControl(); ScreenLimit(); BossBattle(); BossControl(); UFOLaserControl(); LTControl(); FallerControl(); RiserControl(); ShipCollision(); //Serial.println(ufoLas1x); matrix.write();//draw the screen delay(50);//speed delay matrix.fillScreen(LOW);//clear screen, must be done every frame. } void Level(int level) { if (level == 1) { spawnEnabled = true; //Enable spawning spawnTime = 3000; //Spawn timer for UFO'a spawnTime2 = 10000000; //Spawn timer for bouncers set so high they'll never appear spawnTime3 = 10000000; //Spawn timer for LT set so high so they'll never appear killsTarget = 10; //Sets kill target. When target reached boss should be spawned bossHealth = 10; bossLaserTimer = 1000; } if (level == 2) { spawnEnabled = true; spawnTime = 3000; spawnTime2 = 8000; spawnTime3 = 10000000; killsTarget = 20; bossHealth = 15; bossLaserTimer = 900; } if (level == 3) { spawnEnabled = true; spawnTime = 2000; spawnTime2 = 6000; spawnTime3 = 8000; killsTarget = 30; bossHealth = 20; bossLaserTimer = 800; } if (level == 4) { spawnEnabled = true; spawnTime = 2000; spawnTime2 = 5000; spawnTime3 = 7000; killsTarget = 40; bossHealth = 25; bossLaserTimer = 700; bossMinionTimer = 6000; } if (level == 5) { spawnEnabled = true; spawnTime = 1800; spawnTime2 = 4500; spawnTime3 = 6000; killsTarget = 50; bossHealth = 30; bossLaserTimer = 600; bossMinionTimer = 5500; } if (level == 6) { spawnEnabled = true; spawnTime = 2000; spawnTime2 = 5000; spawnTime3 = 7000; killsTarget = 60; bossHealth = 35; bossLaserTimer = 500; bossMinionTimer = 5000; } if (level == 7) { spawnEnabled = true; spawnTime = 2000; spawnTime2 = 5000; spawnTime3 = 7000; killsTarget = 70; bossHealth = 40; bossLaserTimer = 400; bossMinionTimer = 4000; } if (level == 8) { spawnEnabled = true; spawnTime = 2000; spawnTime2 = 5000; spawnTime3 = 7000; killsTarget = 80; bossHealth = 45; bossLaserTimer = 300; bossMinionTimer = 3000; } if (level == 9) { spawnEnabled = true; spawnTime = 2000; spawnTime2 = 5000; spawnTime3 = 7000; killsTarget = 90; bossHealth = 50; bossLaserTimer = 200; bossMinionTimer = 2000; } if (level == 10) { spawnEnabled = true; spawnTime = 2000; spawnTime2 = 5000; spawnTime3 = 7000; killsTarget = 100; bossHealth = 55; bossLaserTimer = 100; bossMinionTimer = 1000; } //Need to add congratulation message for getting past level 10 } void Ticker(bool resetKills) //Ticker code shamlessly stolen from the Ticker example. Used for Title and score and gameover { while (gameStart == false) { for ( int i = 0 ; i < width * tape.length() + matrix.width() - 1 - spacer; i++ ) { matrix.fillScreen(LOW); int letter = i / width; int x = (matrix.width() - 1) - i % width; int y = (matrix.height() - 8) / 2; // center the text vertically while ( x + width - spacer >= 0 && letter >= 0 ) { if ( letter < tape.length() ) { matrix.drawChar(x, y, tape[letter], HIGH, LOW, 1); if (digitalRead(trigger)== 0) { gameStart = true; } } letter--; x -= width; } if (digitalRead(trigger)== 0) //If trigger pressed then start the game { bossBattleStarted = false; gameStart = true; startTime = millis(); //Setting up spawn timer for UFO startTime2 = millis(); //setting up spawn timer for Bouncer startTime3 = millis(); //Setting up spawn timer for LT currentTime = startTime;//Setting up start timers for SpawnTimer function currentTime2 = startTime2; currentTime3 = startTime3; spawnEnabled = true;//Enabling spawnTimer Level(levelNumber);//Calls level function to set level variables shipx = 0; shipy = 3; if (resetKills == true) { kills = 0; } else if (resetKills == false) { kills = kills; } delay(500); return; } matrix.write(); // Send bitmap to display delay(wait); } } } void JoystickControl() { //draw ship at ship coords matrix.drawBitmap(shipx,shipy,ship,3,2,1); if (digitalRead(up)== 0)//if joystick up then move ship coords up { shipy--; } if (digitalRead(down)== 0)//if joystick down then move ship coords down { shipy++; } if (digitalRead(left)== 0)//if joystick left then move ship coords left { shipx--; } if (digitalRead(right)== 0)//if joystick right then move ship coords right { shipx++; } if (digitalRead(trigger)== 0 && lasExist == false)//if trigger pressed then draw laser and mark it as existing { ShootLaser(); } } void ShootLaser() { if (lasExist == false) { lasx=shipx+3; lasy=shipy+1; lasExist=true; tone(buzzerPin, 400,75);//play laser sound } } void LaserControl() //Contains control code for the player laser and collision detection routines { //If the laser exists then move the laser dot across the screen if (lasExist == true) { matrix.drawPixel(lasx,lasy,1); lasx++; //collision detection for UFO's //Each IF statement covers every pixel with an extra one shadowing the top pixel because the laser can sometimes go through. if (ufo1Exist == true) { for (int a = 0; a < 2; a++) { if (lasx == ufo1x+a && lasy == ufo1y+1) { ufo1Exist = false; lasExist = false; Boom(ufo1x,ufo1y,true,1); ufo1x = 34; } } for (int a = 1; a < 3; a++) { if (lasx == ufo1x+a && lasy == ufo1y) { ufo1Exist = false; lasExist = false; Boom(ufo1x,ufo1y,true,1); ufo1x = 34; } } } //collision detection for UFO2 if (ufo2Exist == true) { for (int a = 0; a < 3; a++) { if (lasx == ufo2x+a && lasy == ufo2y+1) { ufo2Exist = false; lasExist = false; Boom(ufo2x,ufo2y,true,1); ufo2x = 34; } } for (int a = 1; a < 3; a++) { if (lasx == ufo2x+a && lasy == ufo2y) { ufo2Exist = false; lasExist = false; Boom(ufo2x,ufo2y,true,1); ufo2x = 34; } } } //Collision detection for UFO3 if (ufo3Exist == true) { for (int a = 0; a < 3; a++) { if (lasx == ufo3x+a && lasy == ufo3y+1) { ufo3Exist = false; lasExist = false; Boom(ufo3x,ufo3y,true,1); ufo3x = 34; } } for (int a = 1; a < 3; a++) { if (lasx == ufo3x+a && lasy == ufo3y) { ufo3Exist = false; lasExist = false; Boom(ufo3x,ufo3y,true,1); ufo3x = 34; } } } //Collision detection for Bouncer1 if (bouncer1Exist == true) { for (int a = 1; a < 2; a++) { if (lasx == bouncer1x+a && lasy == bouncer1y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { bouncer1Exist = false; lasExist=false; Boom(bouncer1x,bouncer1y,true,2); bouncer1x = 34; } } for (int a = 0; a < 2; a++) { if (lasx == bouncer1x+a && lasy == bouncer1y+1) { bouncer1Exist = false; lasExist=false; Boom(bouncer1x,bouncer1y,true,2); bouncer1x = 34; } } for (int a = 1; a < 2; a++) { if (lasx == bouncer1x+a && lasy == bouncer1y+2) { bouncer1Exist = false; lasExist=false; Boom(bouncer1x,bouncer1y,true,2); bouncer1x = 34; } } } //Collision detection for Bouncer 2 if (bouncer2Exist == true) { for (int a = 1; a < 2; a++) { if (lasx == bouncer2x+a && lasy == bouncer2y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { bouncer2Exist = false; lasExist=false; Boom(bouncer2x,bouncer2y,true,2); bouncer2x = 34; } } for (int a = 0; a < 2; a++) { if (lasx == bouncer2x+a && lasy == bouncer2y+1) { bouncer2Exist = false; lasExist=false; Boom(bouncer2x,bouncer2y,true,2); bouncer2x = 34; } } for (int a = 1; a < 2; a++) { if (lasx == bouncer2x+a && lasy == bouncer2y+2) { bouncer2Exist = false; lasExist=false; Boom(bouncer2x,bouncer2y,true,2); bouncer2x = 34; } } } //Collision detection for Bouncer 3 if (bouncer3Exist == true) { for (int a = 1; a < 2; a++) { if (lasx == bouncer3x+a && lasy == bouncer3y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { bouncer3Exist = false; lasExist=false; Boom(bouncer3x,bouncer3y,true,2); bouncer3x = 34; } } for (int a = 0; a < 2; a++) { if (lasx == bouncer3x+a && lasy == bouncer3y+1) { bouncer3Exist = false; lasExist=false; Boom(bouncer3x,bouncer3y,true,2); bouncer3x = 34; } } for (int a = 1; a < 2; a++) { if (lasx == bouncer3x+a && lasy == bouncer3y+2) { bouncer3Exist = false; lasExist=false; Boom(bouncer3x,bouncer3y,true,2); bouncer3x = 34; } } } //Collision detection for Bouncer 4 if (bouncer4Exist == true) { for (int a = 1; a < 2; a++) { if (lasx == bouncer4x+a && lasy == bouncer4y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { bouncer4Exist = false; lasExist=false; Boom(bouncer4x,bouncer4y,true,2); bouncer4x = 34; } } for (int a = 0; a < 2; a++) { if (lasx == bouncer4x+a && lasy == bouncer4y+1) { bouncer4Exist = false; lasExist=false; Boom(bouncer4x,bouncer4y,true,2); bouncer4x = 34; } } for (int a = 1; a < 2; a++) { if (lasx == bouncer4x+a && lasy == bouncer4y+2) { bouncer4Exist = false; lasExist=false; Boom(bouncer4x,bouncer4y,true,2); bouncer4x = 34; } } } //Collision detection for Boss if (boss1Exist == true) { for (int a = 3; a < 5; a++ ) //Top line 0 { if (lasx == bossx+a && lasy == bossy) { bossHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } for (int a = 2; a < 5; a++) //Line 1 { if (lasx == bossx+a && lasy == bossy+1) { bossHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } for (int a = 1; a < 6; a++) //Line 2 { if (lasx == bossx+a && lasy == bossy+2) { bossHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } for (int a = 0; a < 7; a++) //Line 3 { if (lasx == bossx+a && lasy == bossy+3) { bossHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } for (int a = 2; a < 6; a++) //Line 4 { if (lasx == bossx+a && lasy == bossy+4) { bossHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } for (int a = 0; a < 7; a++) //Line 5 { if (lasx == bossx+a && lasy == bossy+5) { bossHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } for (int a = 1; a < 6; a++) //Line 6 { if (lasx == bossx+a && lasy == bossy+6) { bossHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } for (int a = 2; a < 5; a++) //Line 7 { if (lasx == bossx+a && lasy == bossy+7) { bossHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } } //Collision detection routines for LT if (ltExist == true) { for (int a = 1; a < 4; a++) //Top line 0 { if (lasx == ltx+a && lasy == lty) { ltHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } for (int a = 0; a < 5; a++) //Line 1 { if (lasx == ltx+a && lasy == lty+1) { ltHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } for (int a = 2; a < 4; a++) //Line 2 { if (lasx == ltx+a && lasy == lty+2) { ltHealth--; lasExist=false; Boom(lasx,lasy,false,0); } } } //Collision detection for Faller 1 if (faller1Exist == true) { for (int a = 0; a < 2; a++) //Top Line 0 { if (lasx == faller1x+a && lasy == faller1y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller1Exist = false; lasExist=false; Boom(faller1x,faller1y,false,0); faller1x = 34; } } for (int a = 0; a < 3; a++) //Line 1 { if (lasx == faller1x+a && lasy == faller1y+1) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller1Exist = false; lasExist=false; Boom(faller1x,faller1y,false,0); faller1x = 34; } } for (int a = 0; a < 3; a++) //Line 2 { if (lasx == faller1x+a && lasy == faller1y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller1Exist = false; lasExist=false; Boom(faller1x,faller1y,false,0); faller1x = 34; } } } //Collision detection for Faller 2 if (faller2Exist == true) { for (int a = 0; a < 2; a++) //Top Line 0 { if (lasx == faller2x+a && lasy == faller2y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller2Exist = false; lasExist=false; Boom(faller2x,faller2y,false,0); faller2x = 34; } } for (int a = 0; a < 3; a++) //Line 1 { if (lasx == faller2x+a && lasy == faller2y+1) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller2Exist = false; lasExist=false; Boom(faller2x,faller2y,false,0); faller2x = 34; } } for (int a = 0; a < 3; a++) //Line 2 { if (lasx == faller2x+a && lasy == faller2y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller2Exist = false; lasExist=false; Boom(faller2x,faller2y,false,0); faller2x = 34; } } } //Collision detection for Faller 3 if (faller3Exist == true) { for (int a = 0; a < 2; a++) //Top Line 0 { if (lasx == faller3x+a && lasy == faller3y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller3Exist = false; lasExist=false; Boom(faller3x,faller3y,false,0); faller3x = 34; } } for (int a = 0; a < 3; a++) //Line 1 { if (lasx == faller3x+a && lasy == faller3y+1) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller3Exist = false; lasExist=false; Boom(faller3x,faller3y,false,0); faller3x = 34; } } for (int a = 0; a < 3; a++) //Line 2 { if (lasx == faller3x+a && lasy == faller3y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller3Exist = false; lasExist=false; Boom(faller3x,faller3y,false,0); faller3x = 34; } } } //Collision detection for Faller 4 if (faller4Exist == true) { for (int a = 0; a < 2; a++) //Top Line 0 { if (lasx == faller4x+a && lasy == faller4y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller4Exist = false; lasExist=false; Boom(faller4x,faller4y,false,0); faller4x = 34; } } for (int a = 0; a < 3; a++) //Line 1 { if (lasx == faller4x+a && lasy == faller4y+1) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller4Exist = false; lasExist=false; Boom(faller4x,faller4y,false,0); faller4x = 34; } } for (int a = 0; a < 3; a++) //Line 2 { if (lasx == faller4x+a && lasy == faller4y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { faller4Exist = false; lasExist=false; Boom(faller4x,faller4y,false,0); faller4x = 34; } } } //Collision detection for Riser 1 if (riser1Exist == true) { for (int a = 0; a < 3; a++) //Top Line 0 { if (lasx == riser1x+a && lasy == riser1y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser1Exist = false; lasExist=false; Boom(riser1x,riser1y,false,0); riser1x = 34; } } for (int a = 0; a < 2; a++) //Line 1 { if (lasx == riser1x+0 && lasy == riser1y+1) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser1Exist = false; lasExist=false; Boom(riser1x,riser1y,false,0); riser1x = 34; } } for (int a = 0; a < 1; a++) //Line 2 { if (lasx == riser1x+a && lasy == riser1y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser1Exist = false; lasExist=false; Boom(riser1x,riser1y,false,0); riser1x = 34; } } } //Collision detection for Riser 2 if (riser2Exist == true) { for (int a = 0; a < 3; a++) //Top Line 0 { if (lasx == riser2x+a && lasy == riser2y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser2Exist = false; lasExist=false; Boom(riser2x,riser2y,false,0); riser2x = 34; } } for (int a = 0; a < 2; a++) //Line 1 { if (lasx == riser2x+0 && lasy == riser2y+1) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser2Exist = false; lasExist=false; Boom(riser2x,riser2y,false,0); riser2x = 34; } } for (int a = 0; a < 1; a++) //Line 2 { if (lasx == riser2x+a && lasy == riser2y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser2Exist = false; lasExist=false; Boom(riser2x,riser2y,false,0); riser1x = 34; } } } //Collision detection for Riser 3 if (riser3Exist == true) { for (int a = 0; a < 3; a++) //Top Line 0 { if (lasx == riser3x+a && lasy == riser3y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser3Exist = false; lasExist=false; Boom(riser3x,riser3y,false,0); riser3x = 34; } } for (int a = 0; a < 2; a++) //Line 1 { if (lasx == riser3x+0 && lasy == riser3y+1) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser3Exist = false; lasExist=false; Boom(riser3x,riser3y,false,0); riser3x = 34; } } for (int a = 0; a < 1; a++) //Line 2 { if (lasx == riser3x+a && lasy == riser3y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser3Exist = false; lasExist=false; Boom(riser3x,riser3y,false,0); riser3x = 34; } } } //Collision detection for Riser 4 if (riser4Exist == true) { for (int a = 0; a < 3; a++) //Top Line 0 { if (lasx == riser4x+a && lasy == riser4y) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser4Exist = false; lasExist=false; Boom(riser4x,riser4y,false,0); riser4x = 34; } } for (int a = 0; a < 2; a++) //Line 1 { if (lasx == riser4x+0 && lasy == riser4y+1) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser4Exist = false; lasExist=false; Boom(riser4x,riser4y,false,0); riser4x = 34; } } for (int a = 0; a < 1; a++) //Line 2 { if (lasx == riser4x+a && lasy == riser4y+2) //Checks to see if laser coords match bouncer bitmap coords, including the pixels just behind them. { riser4Exist = false; lasExist=false; Boom(riser4x,riser4y,false,0); riser4x = 34; } } } } } void Boom(int x, int y, bool addKill, int scoreType) //Spawns explosion bitmap at called coords. Then increments kill count { matrix.drawBitmap(x,y,explosion,3,3,1); //Draw explosion tone(buzzerPin, 75,75); if (addKill == true) { kills++; } if (scoreType == 1) //Score type for UFOs { score = score+10; } if (scoreType == 2) //Score type for bouncers { score = score+20; } if (scoreType == 3) //Scoretype for LT { score = score+70; } //if (scoreType == 4) //Score type for Risers and Fallers.. Currently not using it // { // score = score+30; // } if (scoreType == 5) //Score type for Boss { score = score+(100*levelNumber); } } void ScreenLimit() { //setting boundries of the screen for ship if (shipx < 0) { shipx = 0; } if (shipx > 29) { shipx = 29; } if (shipy < 0) { shipy = 0; } if (shipy > 6) { shipy = 6; } if (lasExist == true) //When it goes off the screen then stop drawing it and mark it as not existing { if (lasx > 31) { lasExist=false; } if (lasy < 0) { lasy = 0; } if (lasy > 7) { lasy = 7; } } //UFO laser screen limit controls if (ufoLas1x < -2) { ufoLasExist1 = false; } if (ufoLas2x < -2) { ufoLasExist2 = false; } if (ufoLas3x < -2) { ufoLasExist3 = false; } if (ufoLas4x < -2) { ufoLasExist4 = false; } //UFO screen limit controls. Automatically respawning UFO's at a random Y coordinate on the right side if they go off the left side if (ufo1Exist == true && ufo1x < -3) { ufo1x = 33; //if UFO goes off the left side it gets moved to the right side again ufo1y = random(0,7); // going to need some sort of sorting code to stop ufo's overlapping } if (ufo2Exist == true && ufo2x < -3) { ufo2x = 33; //if UFO goes off the left side it gets moved to the right side again ufo2y = random(0,7); // going to need some sort of sorting code to stop ufo's overlapping } if (ufo3Exist == true && ufo3x < -3) { ufo3x = 33; //if UFO goes off the left side it gets moved to the right side again ufo3y = random(0,7); // going to need some sort of sorting code to stop ufo's overlapping } //Bouncer screen limit controls. When bouncers hit top or bottom the direction variable changes. When off the left they are wiped from existence and respawned at a later time. 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; } // If bouncers go off the left side they disappear as despawned if (bouncer1x < 0) { bouncer1Exist = false; } if (bouncer2x < 0) { bouncer2Exist = false; } if (bouncer3x < 0) { bouncer3Exist = false; } if (bouncer4x < 0) { bouncer4Exist = false; } //LT screen limit control if (ltExist == true && ltx < -6) { ltx = 33; //if LT goes off the left side it gets moved to the right side again lty = random(0,6); } //Screen limit controls for 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); } } 

Skematik

Buat Sendiri Game Serangan UFO dengan Arduino UNO & Tampilan MAX7219

Proses manufaktur

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