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Атака НЛО!

Компоненты и расходные материалы

Arduino UNO
× 1
Модуль 4 точечной матрицы MAX7219 на одном дисплее
× 1
Штекер, винт, гайка, разъем DB9-G1-01, 9-контактный зажим Доска для обсуждения
× 1
NPN-транзистор общего назначения
× 1
Макет (общий)
× 1
Пассивный пьезозуммер Adafruit
× 1
Провода перемычки "папа / мама"
× 5
Перемычки (общие)
× 10
Резистор 1 кОм
× 1
9-контактный джойстик, совместимый с Atari
× 1

Об этом проекте

Я создал эту игру, используя Arduino UNO, набор матриц MAXX7219 и компонентов «4 в 1» из стартового набора Arduino.

Код был написан мной с использованием библиотек Max72xxPanel, Adafruit GFX и SPI.

Попробуйте и взорвите несколько НЛО! :-)

На каждом уровне есть целевое количество НЛО, которые нужно убить до появления босса.

Для игры нужен 9-контактный джойстик, совместимый с Atari. Так что, если у вас есть старый, вы можете вернуть его, чтобы использовать. Или вы можете просто сделать свой собственный. Я работаю над тем, чтобы превратить это в карманный компьютер в будущих версиях.

Код

  • Код атаки НЛО
Код атаки НЛО C / C ++
 / * АТАКА НЛО! - Автор Энтони Кларк. * // * Некоторые конкретные строки кода были взяты из примеров программ с открытым исходным кодом. Они помечены в комментариях. * / # Include  #include  #include  const int pinCS =10; // Присоедините CS к этому выводу, DIN к MOSI и CLK к SCK (см. Http://arduino.cc/en/Reference/SPI) const int numberOfHorizontalDisplays =4; const int numberOfVerticalDisplays =1; Max72xxPanel matrix =Max72xxPanel (pinCS, numberOfHorizontalDisplays, numberOfVerticalDisplays); // 'корабль', 8x8pxconst unsigned char ship [] PROGMEM ={0x80, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}; // 'UFO', 8x8pxemfoconst [unsigned char] ={0x40, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}; // 'взрыв', 8x8pxconst взрыв символа без знака [] PROGMEM ={0xe0, 0xe0, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00}; // 'Bouncer', 8x8pxconst unsigned char bouncer [] PROGMEM ={0x60, 0xc0, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00}; // 'Boss1', 8x8pxconst unsigned char boss [] PROGMEM ={0x18, 0x24, 0x42, 0xff, 0x24, 0xff, 0x7e, 0x3c}; // 'Faller', 8x8pxconst unsigned char faller [] PROGMEM ={0x80, 0xc0, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00}; // ' Riser ', 8x8pxconst unsigned char riser [] PROGMEM ={0xe0, 0xc0, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00}; // 'LT', 8x8pxconst unsigned char LT [] PROGMEM ={0x78, 0xfc, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00}; // 'UFO laser', 8x8pxconst unsigned char ufoLaser [] PROGMEM ={0xc0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}; // 'BossBoom', 8x8pxconst unsigned char bossBoom1 [] PROGMEM ={0xaa, 0x55, 0xa2, 0x51, 0x8a, 0xa45 , 0x55}; // 'BossBoom2', 8x8pxconst unsigned char bossBoom2 [] PROGMEM ={0x55, 0xaa, 0x45, 0x8a, 0x51, 0xa2, 0x55, 0xaa}; // Переменная начала игрыbool gameStart =false; // Определение управления джойстиком pinsint up =2; int down =3; int left =4; int right =5; int trigger =6; // Переменные тикера заголовка .. Беспомощно украдено из примера тикера:PString tape ="UFO ATTACK! - Нажмите огонь, чтобы запустить "; int wait =40; // В миллисекундах int spacer =1; int width =5 + spacer; // Ширина шрифта 5 пикселей // Переменные положения корабля и лазера int shipx =0; int shipy =0; int lasx; int lasy; // Жизни counterint жизнях =5; // Laser existense variablebool lasExist; // Переменные положения лазера НЛО int ufoLas1x; int ufoLas1y; int ufoLas2x; int ufoLas2y; int ufoLas3x; int ufoLas3y; int ufoLas4x; int ufoLas4x; int ufoLas4x; int ufoLas4x;; // Переменная существования лазера НЛОbool ufoLasExist1 =false; bool ufoLasExist2 =false; bool ufoLasExist3 =false; bool ufoLasExist4 =false; // Переменная выбора лазера НЛОint selection; int lastSelection; // Переменная выбора босса Minionint minionSelection; // Переменные позиции UFOint ufo1x; int ufo1y; int ufo2x; int ufo2y; int ufo3x; int ufo3y; // Переменные положения вышибалы int bouncer1x; int bouncer1y; int bouncer2x; int bouncer2y; int bouncer3x; int bouncer3y; int bouncer4x; // переменные позиции Bouncer4y; faller1x; int faller1y; int faller2x; int faller2y; int faller3x; int faller3y; int faller4x; я nt faller4y; // Переменные скорости опускания int faller1Speedx; int faller1Speedy; int faller2Speedx; int faller2Speedy; int faller3Speedx; int faller3Speedy; int faller4Speedx; int faller4Speedy; int fallerxSpeedTarget1;; int riser2x; int riser2y; int riser3x; int riser3y; int riser4x; int riser4y; // Переменные скорости подъема int riser1Speedx; int riser1Speedy; int riser2Speedx; int riser2Speedy; int riser3Speedx; int riser3Speedy; // riser3Speedx; int riser3Speedy; // position variableint ltx; int lty; // переменная здоровья LT int ltHealth =3; // переменная скорости LT int ltxSpeed ​​=0; int ltxSpeedTarget =2; // переменная позиции босса int bossx =34; int bossy =0; // переменные скорости передвижения босса int bossxSpeed ​​=0; int bossySpeed ​​=0; int bossxSpeedTarget =3; int bossySpeedTarget =1; // Переменные существования НЛОbool ufo1Exist =false; bool ufo2Exist =false; bool ufo3Exist =false; // Переменные существования вышибалыbool bouncer1Exist =false; bool bouncer2Exist =false; bool bouncer3Exist =false; bool bouncer4Exist =false; // Переменные существования Fallerbool faller1 false; bool faller2Exist =false; bool faller3Exist =false; bool faller4Exist =false; // Переменные существования стоякаbool riser1Exist =false; bool riser2Exist =false; bool riser3Exist =false; bool riser4Exist =false; // Переменная существования LTbool ltExist =false; // Переменная существования Boss1bool boss1Exist =false; // Переменная здоровья босса int bossHealth; // Верхняя или нижняя переменная вышибалы int bouncerOrigin; // Переменная пространства зазора вышибалы int bouncerGap =6; // Переменные направления вышибалыbool bouncer1Direction; bool bouncer2Direction; bool bouncer3Direction4;; int bouncer1xSpeed; int bouncer2xSpeed; int bouncer3xSpeed; int bouncer4xSpeed; int bouncer1ySpeed; int bouncer2ySpeed; int bouncer3ySpeed; int bouncer4ySpeed; int ySpee d =1; int xSpeed ​​=2; // переменные таймера и времени появления для врагов UFOunsigned long startTime; // установка переменных таймераunsigned long currentTime; unsigned long spawnTime =3000; // Таймер появления НЛО // Таймер появления и время появления врагов-вышибалunsigned long startTime2; unsigned long currentTime2; unsigned long spawnTime2 =10000; // Таймер появления вышибал // Таймер появления босса LT miniunsigned long startTime3; unsigned long currentTime3; unsigned long spawnTime3; // Таймер появления для LT // Таймер появления для UFO lasersunsigned long bossStartTime; unsigned long bossCurrentTime; unsigned long bossStartTime2; unsigned long bossCurrentTime2; unsigned long bossLaserTimer =1000; unsigned long bossMinionTimer =6000; // Переменная активатора появления, необходима для временной остановки порождение для босса battlebool spawnEnabled; // Переменная уровня int levelNumber =1; // Переменная оценки int score =0; // Переменные развития уровня int kills; int killsTarget; // Переменная битвы с боссомbool bossBattleStarted =false; // Переменная обнаружения столкновения корабля игрокаbool collisionDetection =true; // Подбрасывание монет для выбора UFOLaser 4int coinFlip; // Звуковые переменныеint buzzerPin =9; // Переменные сирены боссаfloat sinVal; // Определение переменной для сохранения значения синуса int toneVal; // Определение переменной для сохранения частоты звука void setup () {//Serial.begin(9600); // Настройка звукового контакта pinMode (buzzerPin, OUTPUT); // Установите вывод зуммера в режим вывода // установка таймеров появления // установка режимов вывода для работы джойстика pinMode (up, INPUT_PULLUP); // контакт ВВЕРХ pinMode (вниз, INPUT_PULLUP); // ВНИЗ pinMode (left, INPUT_PULLUP); // ЛЕВЫЙ контакт pinMode (right, INPUT_PULLUP); // ПРАВЫЙ вывод pinMode (триггер, INPUT_PULLUP); // Вывод ПОЖАР // установка матрицы яркости светодиода. SetIntensity (0); // Подстройка под свои нужды matrix.setPosition (0, 3, 0); // Первый дисплей находится в <0, 0> matrix.setPosition (1, 2, 0); // Второй дисплей находится в <1, 0> matrix.setPosition (2, 1, 0); // Третий дисплей находится в <2, 0> matrix.setPosition (3, 0, 0); // И последний дисплей находится в <3, 0> // ... matrix.setRotation (0, 3); // Первый дисплей - это перевернутая позиция matrix.setRotation (1, 3); matrix.setRotation (2, 3); matrix.setRotation (3, 3); // То же самое удержание для последнего отображения 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 (); // рисуем экран delay (50); // скорость задержки matrix.fillScreen (LOW); // очищаем экран, нужно делать каждый кадр. } уровень void (int level) {if (level ==1) {spawnEnabled =true; // Включить нерест spawnTime =3000; // Таймер появления UFO'a spawnTime2 =10000000; // Таймер появления вышибал установлен так высоко, что они никогда не появятся spawnTime3 =10000000; // Таймер появления LT установлен так высоко, что они никогда не появятся killsTarget =10; // Устанавливает цель уничтожения. При достижении цели должен появиться босс bossHealth =10; bossLaserTimer =1000; } если (уровень ==2) {spawnEnabled =true; spawnTime =3000; spawnTime2 =8000; spawnTime3 =10000000; killsTarget =20; bossHealth =15; bossLaserTimer =900; } если (уровень ==3) {spawnEnabled =true; spawnTime =2000; spawnTime2 =6000; spawnTime3 =8000; killsTarget =30; bossHealth =20; bossLaserTimer =800; } если (уровень ==4) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =40; bossHealth =25; bossLaserTimer =700; bossMinionTimer =6000; } если (уровень ==5) {spawnEnabled =true; spawnTime =1800; spawnTime2 =4500; spawnTime3 =6000; killsTarget =50; bossHealth =30; bossLaserTimer =600; bossMinionTimer =5500; } если (уровень ==6) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =60; bossHealth =35; bossLaserTimer =500; bossMinionTimer =5000; } если (уровень ==7) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =70; bossHealth =40; bossLaserTimer =400; bossMinionTimer =4000; } если (уровень ==8) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =80; bossHealth =45; bossLaserTimer =300; bossMinionTimer =3000; } если (уровень ==9) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =90; bossHealth =50; bossLaserTimer =200; bossMinionTimer =2000; } если (уровень ==10) {spawnEnabled =true; spawnTime =2000; spawnTime2 =5000; spawnTime3 =7000; killsTarget =100; bossHealth =55; bossLaserTimer =100; bossMinionTimer =1000; } // Необходимо добавить поздравительное сообщение для прохождения уровня 10} void Ticker (bool resetKills) // Код тикера, бессовестно украденный из примера Ticker. Используется для названия, счета и завершения игры {while (gameStart ==false) {for (int i =0; i  =0 &&letter> =0) {if (letter  29) {shipx =29; } если (корабль <0) {корабль =0; } если (shipy> 6) {shipy =6; } if (lasExist ==true) // Когда он уходит с экрана, прекратите рисовать его и пометьте его как несуществующий {if (lasx> 31) {lasExist =false; } если (lasy <0) {lasy =0; } если (lasy> 7) {lasy =7; }} // Ограничение лазерного экрана НЛО контролирует if (ufoLas1x <-2) {ufoLasExist1 =false; } если (ufoLas2x <-2) {ufoLasExist2 =false; } если (ufoLas3x <-2) {ufoLasExist3 =false; } если (ufoLas4x <-2) {ufoLasExist4 =false; } // Контроль ограничения экрана НЛО. Автоматическое возрождение НЛО по случайной координате Y справа, если они уходят с левой стороны if (ufo1Exist ==true &&ufo1x <-3) {ufo1x =33; // если НЛО улетает с левой стороны, он снова перемещается в правую сторону ufo1y =random (0,7); // понадобится какой-то код сортировки, чтобы остановить перекрытие нло} if (ufo2Exist ==true &&ufo2x <-3) {ufo2x =33; // если НЛО улетает с левой стороны, он снова перемещается в правую сторону ufo2y =random (0,7); // понадобится какой-то код сортировки, чтобы остановить перекрытие нло} if (ufo3Exist ==true &&ufo3x <-3) {ufo3x =33; // если НЛО улетает с левой стороны, он снова перемещается в правую сторону ufo3y =random (0,7); // понадобится какой-то код сортировки, чтобы остановить перекрытие нло} // Ограничение экрана вышибалы. Когда вышибалы попадают в верхнюю или нижнюю часть, переменная направления изменяется. Когда они находятся слева, они стираются из существования и возрождаются позже. если (bouncer1Exist ==true &&bouncer1y> 5) {bouncer1Direction =false; } иначе, если (bouncer1Exist ==true &&bouncer1y <0) {bouncer1Direction =true; } если (bouncer2Exist ==true &&bouncer2y> 5) {bouncer2Direction =false; } иначе, если (bouncer2Exist ==true &&bouncer2y <0) {bouncer2Direction =true; } если (bouncer3Exist ==true &&bouncer3y> 5) {bouncer3Direction =false; } иначе, если (bouncer3Exist ==true &&bouncer3y <0) {bouncer3Direction =true; } если (bouncer4Exist ==true &&bouncer4y> 5) {bouncer4Direction =false; } иначе, если (bouncer4Exist ==true &&bouncer4y <0) {bouncer4Direction =true; } // Если вышибалы уходят с левой стороны, они исчезают как исчезнувшие if (bouncer1x <0) {bouncer1Exist =false; } если (bouncer2x <0) {bouncer2Exist =false; } если (bouncer3x <0) {bouncer3Exist =false; } если (bouncer4x <0) {bouncer4Exist =false; } // Контроль ограничения экрана LT if (ltExist ==true &<x <-6) {ltx =33; // если LT выходит за левую сторону, он снова перемещается в правую сторону lty =random (0,6); } // Ограничение экрана для стояков if (faller1Exist ==true &&faller1y> 7) {faller1Exist =false; } если (faller2Exist ==true &&faller2y> 7) {faller2Exist =false; } если (faller3Exist ==true &&faller3y> 7) {faller3Exist =false; } если (faller4Exist ==true &&faller4y> 7) {faller4Exist =false; } // Ограничение экрана для стояков if (riser1Exist ==true &&riser1y <-2) {riser1Exist =false; } если (riser2Exist ==true &&riser2y <-2) {riser2Exist =false; } если (riser3Exist ==true &&riser3y <-2) {riser3Exist =false; } если (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); возвращение; } 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); задержка (1); } if (lives> 0) { GameOver(2); } else if (lives <=0) { GameOver(0); }} 

Схема

Wiring Schematic for UFO Attack game.

Производственный процесс

  1. Цифровые игральные кости Arduino
  2. Огонь из воды
  3. 3D RGB Arduclock
  4. MyRiver
  5. Железный человек
  6. Игра с джойстиком
  7. Найди меня
  8. Роботизированная рука, напечатанная на 3D-принтере Arduino
  9. Переносимый детектор дальности
  10. Управление увлажнителем Arduino