Retro Invaders a space invaders clone by Chris Favreau. Written for the RetroMbuino development board from outrageouscircuits.com for the game programming contest.

Dependencies:   mbed

This is a space invaders clone written for the Retro Mbuino from outrageous circuits.

Development board: http://www.outrageouscircuits.com/shop/product/15 ).

The game itself is basic space invaders. Shoot them before they get to the bottom of the screen. It has a UFO saucer which you can shoot for extra points. You get 4 shields and each shield can be hit up to 4 times before it is gone. Hmm... as each level increases the speed of the invaders shots goes up. The invaders only speed up when there is less of them. You complete the level when you shoot all the invaders. The game ends when a) you run out of lives (you start with 3) or the invaders get to the bottom.

The LEDs turned out to be a pretty cool addition to the game. I wrote a class that blinks them and turns them on for a specified amount of time. They add a nice extra to the game. I use them on the intro screen and when the UFO is present.

The sound turned out to be really difficult for a few reasons. The biggest was that I had never written a sound engine before. The interrupt service routine working off the timer was the easier part. I also had a lot of trouble because there is no filter to filter out the PWM frequency to the speaker... so I had to run the PWM frequency way up there 30 kHz.

The graphics turned out to be a bit of a bear too. Thanks to Chris Taylor for his really great LCD API. I picked up a couple of frames per second from that. I had modified the DisplayN18 class for blitting a single line buffer to the LCD panel however his is a little faster for some reason? I used a different approach to doing the graphics (as I have very little experience with anything other than double buffered displays). I have a tile map and a list of sprites. Each tile/sprite is 1 bit 8x8. They could be bigger. I ran out of time. That much is not special. What is different from what I can tell is that I use a 1 line buffer that is 160 shorts long. The render function first adds the tile map data into the line buffer first. Then the sprites are added over the existing data. You can have a great deal of different sprites and maps going to the screen and just have to rewrite the LCD memory once per frame. After each line is composited, the line is then drawn to the LCD. Kind of like an Atari 2600. Each sprite/tile has a foreground and background color and can be different from the other tiles/sprites. There is one color reserved for Transparency.

There are 16 colors to choose from. I chose a palette based on the Macintosh OS 4.1 palette I found on WikiPedia. It is a very nice mix of colors.

I found a sprite editor called SpriteX ( https://code.google.com/p/spritesx-ed/ )... it works nicely except that the 16x16 sprites are in a weird format. Time limited me to 8x8 sprites. Oh well.

I used nokring to make the music. It makes RTTTL formatted ring tones which my sound api can play. Here is a useful site that has lots of arcade/video game ring tones with a link to nokring in the utilities page. http://arcadetones.emuunlim.com/files.htm

Other than all that stuff I used state machines to do most of the game logic. Please excuse the horrible coding as I tried to comment a lot of it however it is not very nice to look at. Lots of long functions...

Game.cpp

Committer:
cfavreau
Date:
2015-03-03
Revision:
0:c79e1f29f029

File content as of revision 0:c79e1f29f029:

// RETRO Invaders!
// Written by Chris Favreau
// cfavreau@fab-favreau.com
// for the RetroMbuino development board from outrageouscircuits.com
//

#include "Game.h"

enum TILE_INDEX
{
    eTileBlank,
    eTilePlayer,
    eTilePlayerShot,
    eTileInvaderBolt,
    eTileShield1,
    eTileShield2,
    eTileShield3,
    eTileShield4,
    eTileSaucer,
    eTileInvader1,
    eTileInvader2,
    eTileInvader3,
    eTileInvader4,
    eTileStarfield1,
    eTileStarfield2,
    eTileStarfield3,
    eTileStarfield4,
    eTileStarfield5,
    eTileCount,
};

enum SPRITE_INDEX       // Up to 64 sprites
{
    eSpritePlayer = 0,
    eSpritePlayerShot,
    eSpriteShield1,
    eSpriteShield2,
    eSpriteShield3,
    eSpriteShield4,
    eSpriteSaucer,
    eSpriteInvaderShot1,
    eSpriteInvaderShot2,
    eSpriteInvaderShot3,
    eSpriteInvaderShot4,
    eSpriteInvaderStart,
    
};
    
unsigned char TILE_DATA[]={
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,    // Blank
0x18,0x3C,0x7E,0x7E,0x7E,0x3C,0x66,0x42,    // Player
0x00,0x00,0x18,0x3C,0x3C,0x18,0x00,0x00,    // Player Shot
0x00,0x00,0x10,0x18,0x18,0x08,0x00,0x00,    // Invader Bolt
0x3C,0x7E,0x7E,0xFF,0xFF,0xFF,0xFF,0x81,    // Shield 1
0x34,0x76,0x76,0xFF,0xFF,0xFF,0xFF,0x81,    // Shield 2
0x00,0x52,0x56,0xDF,0xFF,0xFF,0xFF,0x81,    // Shield 3
0x00,0x00,0x14,0x5D,0x7D,0xFF,0xFF,0x81,    // Shield 4
0x00,0x3C,0x7E,0xFF,0x7E,0x00,0x00,0x00,    // Saucer 
0x00,0x3C,0x52,0x3C,0x42,0x24,0x00,0x00,    // Invader 1
0x00,0x3C,0x4A,0x3C,0x42,0x42,0x00,0x00,    // Invader 2
0x00,0x3C,0x46,0x3C,0x42,0x81,0x00,0x00,    // Invader 3
0x00,0x3C,0x62,0x3C,0x42,0x42,0x00,0x00,    // Invader 4
0x00,0x40,0x00,0x00,0x00,0x04,0x20,0x00,    // Star Field 1
0x00,0x08,0x00,0x00,0x44,0x00,0x00,0x00,    // Star Field 2
0x00,0x00,0x00,0x20,0x00,0x00,0x02,0x00,    // Star Field 3
0x20,0x00,0x00,0x00,0x00,0x00,0x00,0x80,    // Star Field 4
0x00,0x00,0x00,0x00,0x08,0x00,0x00,0x00};   // Star Field 5

char intro_song[] = "8g5,8f#5,8f5,8e.5,8d#5,8d.5,8c#5,4b4,1p";
char saucer_song[] = "8f#4,8g4,8f#4,8g4,8f#4,8g4,8f#4,8g4,1p";      // Add a pause at the end... there is a bug in the PlaySong code that skips the last note
uint16_t invader_march[4] = {NOTE_G3, NOTE_F3, NOTE_E3, NOTE_D3};

Game::Game() : ain(P0_15)
{
    initialize();
}

void Game::initialize()
{    
    // Seed the random number generator
    srand(this->ain.read_u16());
    
    // Start the timer
    timer.start();
    frame_timeout = timer.read_ms() + MS_PER_FRAME;
    frame_count = 0;
    
    // Setup the customer character buffer with our sprites
    disp.SetCustomChar(0, TILE_DATA, eTileCount, true);
    
    // Start the sound driver
    sound.Init();
    sound.SetInstrument(0, SOUND_SQUARE, 255, 10, 0, 0, 0, 0, 0, 0);   // Music?
    sound.SetInstrument(1, SOUND_NOISE, 255, 8, 0, 0, 0, 0, 0, 0);      // Explosion?
    sound.SetInstrument(2, SOUND_SQUARE, 255, 0, -50, 0, 0, 0, 0, 0);   // Pew Pew
    
    
    // Set the game mode
    mode = eGameTitle;
    // Set the step state machine to 0
    game_step = 0;
    // Not paused
    paused = false;
    
    // Initialize the scores
    score = 0;
    hiscore = 32;    // TODO - store this value in the onboard EEPROM ... no mbed class to do that at the present... outta time
    
    // Initialize the level
    level = 1;
    
    // Initialize our star map
    star_field_timer = 0;
}

bool Game::dotick()
{
    now = timer.read_ms();
    if (now < frame_timeout) return false;
    frame_timeout = now + MS_PER_FRAME;
    frame_count++;
    return true;
}

void Game::tick()
{
    if (!dotick()) return;
    
    lights.tick();
    inputs.tick();
    
    if (!paused)
    {
        switch(mode)
        {
        case (eGameTitle): DoGameTitle(); break;
        case (eGamePlay): DoGamePlay(); break;
        case (eGameOver): DoGameOver(); break;
        }
    }
    else
    {
        disp.printat((CHAR_MAP_WIDTH >> 1) - 6, 8, ".oOPausedOo.");
        if (inputs.hit(eCircle) || (inputs.hit(eSquare)))
        {
            paused = false;
        }
    }
    
    disp.render();
}

int ax, ay, avx, avy, af;
int mx, my;
bool missle;
int await;
int selection = 0;

void Game::DoGameTitle()
{
    switch(game_step)
    {
    default:
    case (0):
        // Setup the title animation sprite
        disp.AddSprite(0, eTileInvader1, 0, 0, PAL_GREEN, PAL_TRANSPARENT, true);   // Invader
        disp.AddSprite(1, eTileInvaderBolt, 0, 0, PAL_YELLOW, PAL_TRANSPARENT, true);  // Invader Bolt
        // Setup some sounds
        sound.SetInstrument(1, SOUND_NOISE, 255, 8, 0, 0, 0, 0, 0, 0);      // Explosion?
        sound.SetInstrument(2, SOUND_SQUARE, 255, 0, -50, 0, 0, 0, 0, 0);   // Pew Pew
        // Setup the sound for the invader
        sound.SetInstrument(0, SOUND_SQUARE, 200, 0, -1, 0, 0, 0, 255, 100);    // Vibrato + SLide down
        // Next step
        game_step++;
        break;
    case (1):
        // Setup the invader's position and frame
        ax = 16; ay = 8;
        avx = 1;
        af = 0;
        disp.SetSpritePos(0, ax, ay);
        disp.EnableSprite(0, true);
        game_step++;
        break;
    case (2):
        // Draw the score (current and hi score)
        UpdateScore();
        // Display the title and the invader coming down...
        disp.clear();
        disp.printat(10 - 8, 6, "RETRO Invaders!");
        if (selection == 0) disp.setforecolor(PAL_YELLOW);
        disp.printat(10 - 3, 8, "%cPlay%c", (selection == 0) ? '>' : ' ', (selection == 0) ? '<' : ' ');
        disp.setforecolor(PAL_WHITE);
        if (selection == 1) disp.setforecolor(PAL_YELLOW);
        disp.printat(10 - 5, 9, "%cSound %s%c", (selection == 1) ? '>' : ' ', sound.IsMuted() ? "Off" : "On ", (selection == 1) ? '<' : ' ');
        disp.setforecolor(PAL_WHITE);
        disp.SetSpritePos(0, ax, ay);
        disp.SetSpriteChar(0, eTileInvader1 + af);
        af++;
        if (af > 3) af = 0;
        ax += avx;
        if ((ax > 128) || (ax < 16))
        {
            missle = true;
            mx = ax + 4; my = ay;
            disp.EnableSprite(1, true);
            avx *= -1;
            ay += 8;
            sound.PlaySound(0, NOTE_C4, 40);
            lights.set(1, true, 5);
            lights.set(2, true, 5);
        }
        if (ay >= 48)
        {
            // Hide the missle sprite
            disp.EnableSprite(1, false);
            missle = false;
            // Hide the invader
            disp.EnableSprite(0, false);
            // Setup a wait timer count 3 seconds
            await = 3 * FRAMES_PER_SECOND;
            // Play an explosion sound
            sound.PlaySound(1, NOTE_C7, 20);
            // Setup the leds to blink
            lights.blink(1, 5, 1, -1);
            lights.blink(2, 5, 0, -1);
            // go to the next animated sequence step
            game_step++;
        }
        if (missle)
        {
            my +=2;
            disp.SetSpritePos(1, mx, my);
            if (my > LCD_HEIGHT)
            {
                missle = false;
                disp.EnableSprite(1, false);
            }
        }
        if (inputs.hit(eCircle) || inputs.hit(eSquare))
        {
            sound.PlaySound(0, NOTE_C6, 10);
            
            // Do the selection
            if (selection == 1)
            {
                // Toggle the sound on/off
                sound.Mute(!sound.IsMuted());
            }
            if (selection == 0)
            {
                sound.SetInstrument(0, SOUND_SQUARE, 255, 0, 0, 0, 0, 0, 0, 0);   // Music?
                // Play the intro song
                sound.PlaySong(intro_song, 0, 130, false);
                // Let's play the game! goto step 4
                game_step = 4;
            }
        }
        if (inputs.hit(eUp))
        {
            selection++;
            if (selection > 1) selection = 0;
        }
        if (inputs.hit(eDown))
        {
            selection--;
            if (selection < 0) selection = 1;
        }
        break;
    case (3):
        // Flash the game logo red
        if ((frame_count % FRAMES_PER_SECOND) >= 15)
            disp.setforecolor(PAL_RED);
        else
            disp.setforecolor(PAL_WHITE);
        disp.clear();
        disp.printat((CHAR_MAP_WIDTH >> 1) - 8, 6, "RETRO Invaders!");
        // subtract one from the wait counter
        await--;
        if (await < 1)
        {
            // Stop the leds from blinking
            lights.set(1, false, 1);
            lights.set(2, false, 1);
            // Set the text color back to white
            disp.setforecolor(PAL_WHITE);
            // do the previous animation sequence
            game_step = 1;
        }
        break;
    case (4):
        disp.EnableSprite(0, false);    // Hide the invader sprite
        mode = eGamePlay;
        game_step = 0;
        break;
    }    
}

void Game::SetupStarfield()
{
    uint8_t color = 0;
    
    for (int y = 0; y < CHAR_MAP_HEIGHT; y++)
    for (int x = 0; x < CHAR_MAP_WIDTH; x++)
    {
        // Pick random number between 0 and 4
        uint8_t num = rand() % 5;
        // Pick a color based on the random number
        switch(num)
        {
        case (0):
        case (1):
        case (2):
            color = PAL_BLUE;
            break;
        case (3):
        case (4):
            color = PAL_LIGHTBLUE;
            break;
        }
        // Set the startfield tile based on the random number and random color
        disp.set_map(128 + (eTileStarfield1 + num), x, y, color, PAL_BLACK);
    }
}

void Game::UpdateStarfield()
{
    // Check to see if it is time to update the starfield
    star_field_timer++;
    if (star_field_timer < 5) return;
    star_field_timer = 0;
 
    uint8_t y = 0;
    uint8_t color = 0;
       
    // Replace the Score and Lives with Star tiles before we scroll
    // otherwise they will scroll with us...
    for (int x = 0; x < CHAR_MAP_WIDTH; x++)
    {
        // Pick random number between 0 and 4
        uint8_t num = rand() % 5;
        // Pick a color based on the random number
        switch(num)
        {
        case (0):
        case (1):
        case (2):
            color = PAL_BLUE;
            break;
        case (3):
        case (4):
            color = PAL_LIGHTBLUE;
            break;
        }
        // Set the startfield tile based on the random number and random color
        disp.set_map(128 + (eTileStarfield1 + num), x, 0, color, PAL_BLACK);                    // Top line of the screen
    }
    
    // Scroll the whole field down 1 tile
    disp.shift_map(eShiftDown);
    
    for (int x = 0; x < CHAR_MAP_WIDTH; x++)
    {
        // Pick random number between 0 and 4
        uint8_t num = rand() % 5;
        // Pick a color based on the random number
        switch(num)
        {
        case (0):
        case (1):
        case (2):
            color = PAL_BLUE;
            break;
        case (3):
        case (4):
            color = PAL_LIGHTBLUE;
            break;
        }
        // Set the startfield tile based on the random number and random color
        disp.set_map(128 + (eTileStarfield1 + num), x, y, color, PAL_BLACK);
    }
}

void Game::SetupInvaders()
{
    invaders_x = 10;
    invaders_y = 10;
    invaders_inc = 4;
    invaders_frame = 0;
    invaders_timer = 0;
    active_invaders = 40;
    invaders_wait_time = 5;
    uint8_t color = 0;
    for (int i = 0; i < 40; i++)
    {
        switch(i / 8)
        {
        case (0): color = PAL_WHITE; break;
        case (1): color = PAL_YELLOW; break;
        case (2): color = PAL_ORANGE; break;
        case (3): color = PAL_RED; break;
        case (4): color = PAL_GREEN; break;
        case (5): color = PAL_LIGHTBLUE; break;
        case (6): color = PAL_BLUE; break;
        case (7): color = PAL_MAGENTA; break;
        }
        
        uint8_t x = invaders_x + ((i % 8) * 10);
        uint8_t y = invaders_y + ((i / 8) * 10);
        disp.AddSprite(eSpriteInvaderStart + i, eTileInvader1, x, y, color, PAL_TRANSPARENT);
        invaders[i] = true;
    }
    
    for (int i = 0; i < 4; i++)
    {
        invader_active_shot[i] = false;
        invader_shot_x[i] = 0;
        invader_shot_y[i] = 0;
        disp.AddSprite(eSpriteInvaderShot1 + i, eTileInvaderBolt, invader_shot_x[i], invader_shot_y[i], PAL_WHITE, PAL_TRANSPARENT);
    }
    invader_shot_interval = FRAMES_PER_SECOND;
    invader_shot_timer = invader_shot_interval;
    invader_march_note = 0;
}

void Game::UpdateInvaders()
{
    // Check to see if it is time to advance the frame
    invaders_timer++;
    if (invaders_timer > invaders_wait_time)
    {
        invaders_timer = 0;
        invaders_frame++;
        if (invaders_frame > 3) invaders_frame = 0; 
        // Play the invader march sound
        if ((invaders_frame == 0) || (invaders_frame == 2))
        {
            sound.PlaySound(0, invader_march[invader_march_note++], 10);
            if (invader_march_note >= 4) invader_march_note = 0;
        }
        // Move the invaders
        invaders_x += invaders_inc;
    }
    // Update all of the invaders
    bool move_down = false;
    for (int i = 0; i < 40; i++)
    {
        // Check to see if this invader is active and not blown up
        if (invaders[i])
        {
            // Calculate the position of this invader
            uint8_t x = invaders_x + ((i % 8) * 10);
            uint8_t y = invaders_y + ((i / 8) * 10);
            
            // Check to see if the invader has reach the edge of the play area
            if (x >= 150) move_down = true;
            if (x < 10) move_down = true;
        
            disp.SetSpriteChar(eSpriteInvaderStart + i, eTileInvader1 + invaders_frame);
            disp.SetSpritePos(eSpriteInvaderStart + i, x, y);
        }
        disp.EnableSprite(eSpriteInvaderStart + i, invaders[i]);
    }
    // Check to see if we should move the invaders down one notch
    if (move_down)
    {
        invaders_y += 5;    // Half the height of the invader space (10 x 10?)
        invaders_inc *= -1;
        invaders_x += invaders_inc;
        // Increase the invader speed if we need to
        if (active_invaders <= 30) invaders_wait_time = 4;
        if (active_invaders <= 20) invaders_wait_time = 3;
        if (active_invaders <= 10) invaders_wait_time = 2;
        if (active_invaders <= 5) invaders_wait_time = 1;
        if (active_invaders <= 2) invaders_wait_time = 0;
    }
        
    // Service any active shots
    for (int shot = 0; shot < 4; shot++)
    {
        if (invader_active_shot[shot])
        {
            // Advance downwards
            invader_shot_y[shot] += (2 * level);    // Speed the shots up the higher up we get in the levels ... that is the difficulty setting
            disp.SetSpritePos(eSpriteInvaderShot1 + shot, invader_shot_x[shot], invader_shot_y[shot]);
            // Check to see if we are off the screen
            if (invader_shot_y[shot] > (LCD_HEIGHT - 4))
            {
                invader_active_shot[shot] = false;
                disp.EnableSprite(eSpriteInvaderShot1 + shot, false);
            }
        }
    }
    // Do the invader shooting
    invader_shot_timer--;
    if (invader_shot_timer < 0)
    {
        // Reset the shot timer
        invader_shot_timer = invader_shot_interval;
        // Find an inactive shot to use (up to 4 active at a time)
        int shot;
        for (shot = 0; shot < 4; shot++)
        {
            if (!invader_active_shot[shot])
            {
                // Pick a random invader for it to come from (there are 40 of them)
                int invader = rand() % active_invaders;
                // Figure out the active invader's coordinates
                for (int i = 0; i < 40; i++)
                {
                    int index = (i + invader) % 40;
                    if (invaders[index])
                    {
                        uint8_t color = 0;
                        switch(index / 8)
                        {
                        case (0): color = PAL_WHITE; break;
                        case (1): color = PAL_YELLOW; break;
                        case (2): color = PAL_ORANGE; break;
                        case (3): color = PAL_RED; break;
                        case (4): color = PAL_GREEN; break;
                        case (5): color = PAL_LIGHTBLUE; break;
                        case (6): color = PAL_BLUE; break;
                        case (7): color = PAL_MAGENTA; break;
                        }
                        // Initialize the shot
                        invader_active_shot[shot] = true;
                        invader_shot_x[shot] = invaders_x + ((index % 8) * 10) + 4;
                        invader_shot_y[shot] = invaders_y + ((index / 8) * 10) + 4;
                        disp.EnableSprite(eSpriteInvaderShot1 + shot, true);
                        disp.SetSpriteColor(eSpriteInvaderShot1 + shot, color, PAL_TRANSPARENT);
                        disp.SetSpritePos(eSpriteInvaderShot1 + shot, invader_shot_x[shot], invader_shot_y[shot]);
                        sound.PlaySound(2, NOTE_C7, 20);
                        break;
                    }
                }
                break;
            }
        }
    }
}

void Game::SetupPlayer()
{
    player_x = LCD_WIDTH >> 1;
    player_y = LCD_HEIGHT - 10;
    disp.AddSprite(eSpritePlayer, eTilePlayer, player_x, player_y, PAL_LIGHTGREY, PAL_TRANSPARENT, true);   // auto midhandle
    player_shot_active = false;
    player_shot_x = 0;
    player_shot_y = 0;
    disp.AddSprite(eSpritePlayerShot, eTilePlayerShot, player_shot_x, player_shot_y, PAL_WHITE, PAL_TRANSPARENT, true); // auto midhandle
}

void Game::UpdatePlayer()
{
    // Check to see if the left and right buttons have been hit
    if (inputs.pressed(eLeft))
    {
        player_x -= 2;
        if (player_x < 5) player_x = 5;
    }
    if (inputs.pressed(eRight))
    {
        player_x += 2;
        if (player_x > (LCD_WIDTH - 5)) player_x = (LCD_WIDTH - 5); 
    }
    disp.SetSpritePos(eSpritePlayer, player_x, player_y);
    if ((inputs.hit(eSquare) || inputs.hit(eCircle)) && !player_shot_active)
    {
        player_shot_x = player_x;
        player_shot_y = player_y;
        player_shot_active = true;
        disp.EnableSprite(eSpritePlayerShot, true);
        sound.PlaySound(2, NOTE_C7, 20);
    }
    if (inputs.pressed(eSquare) && inputs.pressed(eCircle))
    {
        // Pause the game
        paused = true;
    }
    if (player_shot_active)
    {
        player_shot_y -= 5;
        if (player_shot_y < 5)
        {
            player_shot_active = false;
            disp.EnableSprite(eSpritePlayerShot, false);
        }
        disp.SetSpritePos(eSpritePlayerShot, player_shot_x, player_shot_y);
    }
}

void Game::SetupSaucer()
{
    saucer_x = 0;
    saucer_y = 10;
    disp.AddSprite(eSpriteSaucer, eTileSaucer, saucer_x, saucer_y, PAL_YELLOW, PAL_TRANSPARENT, true);
    disp.EnableSprite(eSpriteSaucer, false);
    saucer_timer = (rand() % 10) * FRAMES_PER_SECOND;  // Random time every 10 seconds
    saucer_active = false;
}

void Game::UpdateSaucer()
{
    if (!saucer_active)
    {
        saucer_timer--;
        if (saucer_timer > 1) return;
        // Calculate a new time for the saucer to be active (after it completes its sequence)
        saucer_timer = (rand() % 10) * FRAMES_PER_SECOND;  // Random time every 10 seconds
        // Time to go.. setup the saucer to go
        // Set the saucer active flag
        saucer_active = true;
        // Set the saucer movement increment (same speed and opposite direction as the invaders are currently moving)
        saucer_inc = invaders_inc * -1;
        // Set the saucers starting coordiantes
        if (saucer_inc > 0)
            saucer_x = 0;               // left to right movement
        else
            saucer_x = LCD_WIDTH - 4;   // right to left movement
        // Set the sprite position and enable the sprite
        disp.SetSpritePos(eSpriteSaucer, saucer_x, saucer_y);
        disp.EnableSprite(eSpriteSaucer, true);
        // Play the saucer song (looped)
        sound.PlaySong(saucer_song, 0, 130, true);
        // Setup the leds to blink
        lights.blink(1, 5, 1, -1);
        lights.blink(2, 5, 0, -1);
        // Set the saucer timer .. we will use it to divide the frame counter
        saucer_timer = 0;
        return;
    }
    
    // Divide the frame counter to slow things down (same speed as invaders)
    saucer_timer++;
    if (saucer_timer < 5) return;
    saucer_timer = 0;
    
    // Move the saucer
    saucer_x += saucer_inc;
    if ((saucer_x < 1) || (saucer_x > (LCD_WIDTH - 1)))
    {
        lights.set(1, false, 1);
        lights.set(2, false, 1);
        saucer_active = false;
        disp.EnableSprite(eSpriteSaucer, false);
        sound.StopSong();
        saucer_timer = (rand() % 10) * FRAMES_PER_SECOND;  // Random time every 10 seconds
    }
    disp.SetSpritePos(eSpriteSaucer, saucer_x, saucer_y);
}

void Game::SetupShields()
{
    shield_x = LCD_WIDTH >> 1;
    shield_y = LCD_HEIGHT - 20;
    disp.AddSprite(eSpriteShield1, eTileShield1, shield_x - 45, shield_y, PAL_GREEN, PAL_TRANSPARENT, true);
    disp.AddSprite(eSpriteShield2, eTileShield1, shield_x - 15, shield_y, PAL_GREEN, PAL_TRANSPARENT, true);
    disp.AddSprite(eSpriteShield3, eTileShield1, shield_x + 15, shield_y, PAL_GREEN, PAL_TRANSPARENT, true);
    disp.AddSprite(eSpriteShield4, eTileShield1, shield_x + 45, shield_y, PAL_GREEN, PAL_TRANSPARENT, true);
    for (int i = 0; i < 4; i++)
        shield_points[i] = 4;
}

void Game::UpdateShields()
{
    // Todo - they don't move but they have hit points...
    for (int i = 0; i < 4; i++)
    {
        disp.SetSpriteChar(eSpriteShield1 + i, eTileShield1 + (4 - shield_points[i]));
    }
}

void Game::CheckCollisions()
{
    // Check the player's shot to see if it hits any:
    // Invader
    for (int i = 0; i < 40; i++)
    {
        // Check to see if this invader is active
        if (invaders[i])
        {
            if (disp.SpriteCollision(eSpritePlayerShot, eSpriteInvaderStart + i))
            {
                // Destroy the invader
                disp.EnableSprite(eSpriteInvaderStart + i, false);
                invaders[i] = false;
                active_invaders--;
                // Destroy the player's shot
                sound.PlaySound(1, NOTE_C6, 30);
                disp.EnableSprite(eSpritePlayerShot, false);
                player_shot_active = false;
                // Increment the score (more points for the ones at the top)
                // 5 points for the top row, 4 points for the next, etc...
                IncScore(5 - (i / 8));
                // Check to see if all of the invaders were destroyed
                if (active_invaders < 1)
                {
                    // Level Up and go to the next step (for going to the next level)
                    level++;
                    game_step = 2;
                }
            }
        }
    }
    // Shield
    for (int i = 0; i < 4; i++)
    {
        if (disp.SpriteCollision(eSpritePlayerShot, eSpriteShield1 + i))
        {
            // Subtract 1 from the shield's points
            shield_points[i]--;
            if (shield_points[i] < 1)
            {
                // Disable this shield
                disp.EnableSprite(eSpriteShield1 + i, false);
                // TODO - Maybe make a noise...
            }
            // Destroy the player's shot
            sound.PlaySound(1, NOTE_C6, 30);
            disp.EnableSprite(eSpritePlayerShot, false);
            player_shot_active = false;
        }
    }
    // Invader Shot
    for (int i = 0; i < 4; i++)
    {
        if (disp.SpriteCollision(eSpritePlayerShot, eSpriteInvaderShot1 + i))
        {
            // Disable this invader shot
            invader_active_shot[i] = false;
            disp.EnableSprite(eSpriteInvaderShot1 + i, false);
            // Destroy the player's shot
            sound.PlaySound(1, NOTE_C6, 30);
            disp.EnableSprite(eSpritePlayerShot, false);
            player_shot_active = false;
            // 1 point for shooting an invader bullet
            IncScore(1);
        }
    }
    // Saucer
    if (disp.SpriteCollision(eSpritePlayerShot, eSpriteSaucer))
    {
        // Destroy the saucer
        lights.set(1, false, 1);
        lights.set(2, false, 1);
        saucer_active = false;
        disp.EnableSprite(eSpriteSaucer, false);
        sound.StopSong();
        saucer_timer = (rand() % 10) * FRAMES_PER_SECOND;  // Random time every 10 seconds
        // Destroy the player's shot
        sound.PlaySound(1, NOTE_C6, 30);
        disp.EnableSprite(eSpritePlayerShot, false);
        player_shot_active = false;
        // 10 points for a saucer
        IncScore(10);
    }
    
    // Check to see if the invader's shots hit any:
    // Shields
    // Player Ships
    for (int shot = 0; shot < 4; shot++)
    {
        if (!invader_active_shot[shot]) continue;
        
        // Check the player
        if (disp.SpriteCollision(eSpritePlayer, eSpriteInvaderShot1 + shot))
        {
            // Play the Explosion sound
            sound.PlaySound(1, NOTE_C6, 30);
            // Destroy the shot
            invader_active_shot[shot] = false;
            disp.EnableSprite(eSpriteInvaderShot1 + shot, false);
            // Decrement the player lives
            lives--;
            // Go to the player blow up sequence
            game_step = 4; // we will check to see if the lives are 0 there!
        }
        
        // Check the shields
        for (int shield = 0; shield < 4; shield++)
        {
            if (disp.SpriteCollision(eSpriteInvaderShot1 + shot, eSpriteShield1 + shield))
            {
                // Subtract 1 from the shield's points
                shield_points[shield]--;
                if (shield_points[shield] < 1)
                {
                    // Disable this shield
                    disp.EnableSprite(eSpriteShield1 + shield, false);
                    // TODO - Maybe make a noise...
                }
                sound.PlaySound(1, NOTE_C6, 30);
                // Destroy the shot
                invader_active_shot[shot] = false;
                disp.EnableSprite(eSpriteInvaderShot1 + shot, false);
            }
        } 
    }
    // Check to see if the invaders have reached the shields
    // Or if the invaders have reached the ship!
    for (int i = 0 ; i < 40; i++)
    {
        // Check only active invaders
        if (!invaders[i]) continue;
        
        for (int shield = 0; shield < 4; shield++)
        {
            // Check only active shields
            if (shield_points[shield] < 1) continue;
            if (disp.SpriteCollision(eSpriteInvaderStart + i, eSpriteShield1 + shield))
            {
                // Destroy the shield
                shield_points[shield] = 0;
                disp.EnableSprite(eSpriteShield1 + shield, false);
                sound.PlaySound(1, NOTE_C6, 10);
            }
        }
        
        if (disp.SpriteCollision(eSpriteInvaderStart + i, eSpritePlayer))
        {
            // Game Over!!!!
            lives = 0;
           // Go to the player blow up sequence
            game_step = 4; // we will check to see if the lives are 0 there!
        }
    }
}

void Game::IncScore(int points)
{
    // Increment the score
    score += points;
    // Update the hi score if necessary
    if (score > hiscore) hiscore = score;
}

void Game::UpdateScore()
{
    // Hi Score in the middle
    disp.printat(7, 0, "HI%04d", hiscore);
    // Current Score on the left
    disp.printat(0, 0, "%04d", score);
}

void Game::UpdateLives()
{
    // Men left in the upper right
    if (lives >= 1) disp.setcharat(CHAR_MAP_WIDTH - 1, 0, 128 + eTilePlayer, PAL_LIGHTBLUE, PAL_BLACK);
    if (lives >= 2) disp.setcharat(CHAR_MAP_WIDTH - 2, 0, 128 + eTilePlayer, PAL_LIGHTBLUE, PAL_BLACK);
    if (lives >= 3) disp.setcharat(CHAR_MAP_WIDTH - 3, 0, 128 + eTilePlayer, PAL_LIGHTBLUE, PAL_BLACK);
}

void Game::DoGamePlay()
{
    switch(game_step)
    {
    case (0):
        disp.clear();
        // Setup the score and lives
        score = 0;
        lives = 3;
        // DEBUG
        //mode = eGameOver; break;
        // Sprites
        // Invaders ( 8 x 5 = 40 total - starts at sprite #10)
        SetupInvaders();
        // Shields  ( 3 shields)
        SetupShields();
        // Player     ( 1 player)
        SetupPlayer();
        // Saucer   ( 1 saucer)
        SetupSaucer();
        // Setup the playfield
        SetupStarfield();
        // Draw the taunt
        disp.printat((CHAR_MAP_WIDTH >> 1) - 8, 8, "We Are Coming...");
        // DEBUG - kill most of the invaders
        /*(
        for (int i = 0; i < 35; i++)
        {
            invaders[i] = false;
            active_invaders--;
        }
        */
        // Next step
        game_step = 1;
        break;
    case (1):
        // This is the main game loop here
        // Check for Input
        // Update the star field
        UpdateStarfield();
        // Move Invaders
        UpdateInvaders();
        // Move Player
        UpdatePlayer();
        // Update the shields
        UpdateShields();
        // Update the saucer
        UpdateSaucer();
        // Update the rest of the screen
        UpdateScore();
        UpdateLives();
        // Make things shoot each other
        // Check for collisions
        CheckCollisions();
        // Check for Game Over
        
        // dEBUG
        //disp.printat(0, 15, "%d", active_invaders);
        break;
    case (2):
        // Next Level
        UpdateStarfield();
        UpdateScore();
        UpdateLives();
        // Play the intro song
        sound.PlaySong(intro_song, 0, 130, false);
        // Print out a taunt
        disp.printat((CHAR_MAP_WIDTH >> 1) - 3, 8, "Ready?");
        // Set the wait timer
        wait_timer = 20;
        // Next step to do the waiting
        game_step = 3;
        break;
    case (3):
        // Wait a few ticks before putting the invaders up
        UpdateStarfield();
        UpdateScore();
        UpdateLives();
        wait_timer--;
        if (wait_timer == 0)
        {
            // Initialize the board again
            // Sprites
            // Invaders ( 8 x 5 = 40 total - starts at sprite #10)
            SetupInvaders();
            // Shields  ( 3 shields)
            SetupShields();
            // Player     ( 1 player)
            SetupPlayer();
            // Saucer   ( 1 saucer)
            SetupSaucer();
            // Setup the playfield
            SetupStarfield();
            // Draw the taunt
            disp.printat((CHAR_MAP_WIDTH >> 1) - 8, 8, "We Are Coming...");
            // Next step
            game_step = 1;
        }
        break;
    case (4):
        // Set the wait timer
        wait_timer = 20;
        // Play a LOOONG blow up sound
        sound.PlaySound(1, NOTE_C6, 60);
        // Taunt the player!
        disp.setforecolor(PAL_RED);
        disp.printat((CHAR_MAP_WIDTH >> 1) - 4, 8, "Winning!");
        disp.setforecolor(PAL_WHITE);
        // Next step to wait and do the player explosion sequence
        game_step = 5;
        break;
    case (5):
        // Do the player blow up sequence
        disp.SetSpriteChar(eSpritePlayer, eTileStarfield1 + (wait_timer % 3));
        disp.SetSpriteColor(eSpritePlayer, PAL_RED, PAL_TRANSPARENT);
        wait_timer--;
        // When we are done go back to the play the game step
        if (wait_timer < 1)
        {
            game_step = 1;
            // Set the player sprite back to normal
            disp.SetSpriteChar(eSpritePlayer, eTilePlayer);
            disp.SetSpriteColor(eSpritePlayer, PAL_GREY, PAL_TRANSPARENT);
            // check to see if the lives have reached 0
            if (lives < 1)
            {
                // Disable the player sprite
                disp.EnableSprite(eSpritePlayer, false);
                // Switch the mode to Game Over
                game_step = 0;
                mode = eGameOver;
                // The Invaders have Arrived!
            }
        }
        break;
    }
}

void Game::UpdateGameOverInvaders()
{
    uint8_t color = 0;
    
    // Scroll the whole field up 1 tile
    disp.shift_map(eShiftUp);
    
    // Pick a color    
    switch(invaders_frame % 8)
    {
    case (0): color = PAL_WHITE; break;
    case (1): color = PAL_YELLOW; break;
    case (2): color = PAL_ORANGE; break;
    case (3): color = PAL_RED; break;
    case (4): color = PAL_GREEN; break;
    case (5): color = PAL_LIGHTBLUE; break;
    case (6): color = PAL_BLUE; break;
    case (7): color = PAL_MAGENTA; break;
    }

    // Fill the top with invaders of a color
    for (int i = 0; i < CHAR_MAP_WIDTH; i++)
    {
        disp.setcharat(i, CHAR_MAP_HEIGHT - 1, 128 + eTileInvader1 + (invaders_frame % 4), color, PAL_BLACK);
    }
    
    // Next frame
    invaders_frame++;
}

void Game::DoGameOver()
{
    switch (game_step)
    {
    case (0):
        // Disable all the sprites
        for (int i = 0; i < MAX_SPRITES; i++)
            disp.EnableSprite(i, false);
        // Turn off the leds
        lights.set(1, false, 1);
        lights.set(2, false, 1);
        // Stop the song
        sound.StopSong();
        // initialize the game over screen stuff...
        // play the game over tune
        wait_timer = 0;
        star_field_timer = 0;
        invader_march_note = 0;
        invaders_frame = 0;
        game_over_msg = 0;
        // Setup the coin sound
        sound.SetInstrument(2, SOUND_SQUARE, 128, 10, 0, 120, 6, 0, 0, 0);    // Coin Sound (Change + Decay)
        // Next step
        game_step = 1;
        break;
    case (1):
        // Scroll the screen down and fill with invaders
        // While playing the march
        
        // Use the starfield timer to slow down the scroll
        star_field_timer++;
        if (star_field_timer < 10) return;
        star_field_timer = 0;
    
        UpdateGameOverInvaders();
        
        // Play the march sound
        sound.PlaySound(0, invader_march[invader_march_note++], 10);
        if (invader_march_note >= 4) invader_march_note = 0;
        
        // Subtract one from the wait timer
        wait_timer++;
        if (wait_timer >= CHAR_MAP_HEIGHT)
        {
            game_step = 2;
            wait_timer = 0;
        }
        break;
    case (2):
        // Empty step
        // Clear the wait timer
        wait_timer = 0;
        // Next step
        game_step = 3;
        break;
    case (3):
    
        // Use the starfield timer to slow down the scroll
        star_field_timer++;
        if (star_field_timer < 10) return;
        star_field_timer = 0;
        
        UpdateGameOverInvaders();
        
        wait_timer++;
        if (wait_timer > 3)
        {
            wait_timer = 0;
            game_step = 4;
        }
        // Wait a few frames... then print a thanks to outrageous circuits / GHI
        break;
    case (4):
    {
        char msg[16] = "";
        
        switch (game_over_msg)
        {
        case (0): sprintf(msg, "The Invaders..."); break;
        case (1): sprintf(msg, "Have Arrived!"); break;
        case (2): sprintf(msg, "Game Over!"); break;
        case (3): sprintf(msg, "Thanks To:"); break;
        case (4): sprintf(msg, "outrageous"); break;
        case (5): sprintf(msg, "circuits.com"); break;
        case (6): sprintf(msg, "GHI"); break;
        case (7): sprintf(msg, ""); break;
        case (8): sprintf(msg, "written by"); break;
        case (9): sprintf(msg, "cfavreau"); break;
        case (10): game_step = 5; return;
        }
        uint8_t len = strlen(msg);
        disp.printat((CHAR_MAP_WIDTH >> 1) - (len >> 1), CHAR_MAP_HEIGHT - 1, msg);
        // Play the coin sound
        sound.PlaySound(2, NOTE_Fs6, 20);
        // Next message
        game_over_msg++;
        game_step = 3;
    }
        break;
    default:
    case (5):
        // Reset the game to the title sequence
        mode = eGameTitle;
        game_step = 0;
        // Clear the button hits
        inputs.clear();
        break;
    }
}