mosc_007
Published © GPL3+

Nano_Vaders

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

AdvancedWork in progress1,155
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

Read more

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; 
}

Credits

mosc_007

mosc_007

2 projects • 0 followers

Comments