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...

Committer:
cfavreau
Date:
Tue Mar 03 04:26:01 2015 +0000
Revision:
0:c79e1f29f029
Retro Invaders by Chris Favreau for the RetroMbuino Platform - outrageouscircuits.com game programming contest.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
cfavreau 0:c79e1f29f029 1 #include "led.h"
cfavreau 0:c79e1f29f029 2
cfavreau 0:c79e1f29f029 3 led_state::led_state()
cfavreau 0:c79e1f29f029 4 {
cfavreau 0:c79e1f29f029 5 m_eMode = eLEDOff;
cfavreau 0:c79e1f29f029 6 m_iValue = 0;
cfavreau 0:c79e1f29f029 7 m_iTicks = 0;
cfavreau 0:c79e1f29f029 8 m_iRate = 0;
cfavreau 0:c79e1f29f029 9 }
cfavreau 0:c79e1f29f029 10
cfavreau 0:c79e1f29f029 11 bool led_state::tick()
cfavreau 0:c79e1f29f029 12 {
cfavreau 0:c79e1f29f029 13 if (m_eMode == eLEDOff) return false;
cfavreau 0:c79e1f29f029 14
cfavreau 0:c79e1f29f029 15 if (m_eMode == eLEDBlink)
cfavreau 0:c79e1f29f029 16 {
cfavreau 0:c79e1f29f029 17 // Decrement the counter until it gets to 0
cfavreau 0:c79e1f29f029 18 m_iCounter--;
cfavreau 0:c79e1f29f029 19 if (m_iCounter < 1)
cfavreau 0:c79e1f29f029 20 {
cfavreau 0:c79e1f29f029 21 // Toggle the LED
cfavreau 0:c79e1f29f029 22 m_iValue = !m_iValue;
cfavreau 0:c79e1f29f029 23 // Reset the counter
cfavreau 0:c79e1f29f029 24 m_iCounter = m_iRate;
cfavreau 0:c79e1f29f029 25 }
cfavreau 0:c79e1f29f029 26 }
cfavreau 0:c79e1f29f029 27
cfavreau 0:c79e1f29f029 28 // Decrement the ticks
cfavreau 0:c79e1f29f029 29 if (m_iTicks > 0)
cfavreau 0:c79e1f29f029 30 {
cfavreau 0:c79e1f29f029 31 m_iTicks--;
cfavreau 0:c79e1f29f029 32 if (m_iTicks < 1)
cfavreau 0:c79e1f29f029 33 {
cfavreau 0:c79e1f29f029 34 // Turn the LED Off
cfavreau 0:c79e1f29f029 35 m_iValue = 0;
cfavreau 0:c79e1f29f029 36 // Set the MODE to Off
cfavreau 0:c79e1f29f029 37 m_eMode = eLEDOff;
cfavreau 0:c79e1f29f029 38 }
cfavreau 0:c79e1f29f029 39 }
cfavreau 0:c79e1f29f029 40
cfavreau 0:c79e1f29f029 41 return true;
cfavreau 0:c79e1f29f029 42 }
cfavreau 0:c79e1f29f029 43
cfavreau 0:c79e1f29f029 44 void led_state::set(bool on, int ticks)
cfavreau 0:c79e1f29f029 45 {
cfavreau 0:c79e1f29f029 46 // Set the ticks
cfavreau 0:c79e1f29f029 47 m_iTicks = ticks;
cfavreau 0:c79e1f29f029 48
cfavreau 0:c79e1f29f029 49 if (on)
cfavreau 0:c79e1f29f029 50 {
cfavreau 0:c79e1f29f029 51 m_eMode = eLEDOn;
cfavreau 0:c79e1f29f029 52 m_iValue = 1;
cfavreau 0:c79e1f29f029 53 }
cfavreau 0:c79e1f29f029 54 else
cfavreau 0:c79e1f29f029 55 {
cfavreau 0:c79e1f29f029 56 m_eMode = eLEDOff;
cfavreau 0:c79e1f29f029 57 m_iValue = 0;
cfavreau 0:c79e1f29f029 58 }
cfavreau 0:c79e1f29f029 59 }
cfavreau 0:c79e1f29f029 60
cfavreau 0:c79e1f29f029 61 void led_state::blink(int rate, int state, int ticks)
cfavreau 0:c79e1f29f029 62 {
cfavreau 0:c79e1f29f029 63 // Bounds check the rate
cfavreau 0:c79e1f29f029 64 if (rate < 1) return;
cfavreau 0:c79e1f29f029 65
cfavreau 0:c79e1f29f029 66 // Set the rate
cfavreau 0:c79e1f29f029 67 m_iRate = rate;
cfavreau 0:c79e1f29f029 68 m_iCounter = rate;
cfavreau 0:c79e1f29f029 69
cfavreau 0:c79e1f29f029 70 // Set the ticks
cfavreau 0:c79e1f29f029 71 m_iTicks = ticks;
cfavreau 0:c79e1f29f029 72
cfavreau 0:c79e1f29f029 73 // Set the mode
cfavreau 0:c79e1f29f029 74 m_eMode = eLEDBlink;
cfavreau 0:c79e1f29f029 75
cfavreau 0:c79e1f29f029 76 // Set the initial value
cfavreau 0:c79e1f29f029 77 m_iValue = state;
cfavreau 0:c79e1f29f029 78 }
cfavreau 0:c79e1f29f029 79
cfavreau 0:c79e1f29f029 80 led::led() : led1(P0_9), led2(P0_8)
cfavreau 0:c79e1f29f029 81 {
cfavreau 0:c79e1f29f029 82 led1 = 0;
cfavreau 0:c79e1f29f029 83 led2 = 0;
cfavreau 0:c79e1f29f029 84 }
cfavreau 0:c79e1f29f029 85
cfavreau 0:c79e1f29f029 86 void led::tick()
cfavreau 0:c79e1f29f029 87 {
cfavreau 0:c79e1f29f029 88 if (led_state1.tick()) led1 = led_state1.m_iValue;
cfavreau 0:c79e1f29f029 89 if (led_state2.tick()) led2 = led_state2.m_iValue;
cfavreau 0:c79e1f29f029 90 }
cfavreau 0:c79e1f29f029 91
cfavreau 0:c79e1f29f029 92 bool led::get(int led)
cfavreau 0:c79e1f29f029 93 {
cfavreau 0:c79e1f29f029 94 if (led == 1) return (led_state1.m_eMode != led_state::eLEDOff);
cfavreau 0:c79e1f29f029 95 if (led == 2) return (led_state2.m_eMode != led_state::eLEDOff);
cfavreau 0:c79e1f29f029 96 return false;
cfavreau 0:c79e1f29f029 97 }
cfavreau 0:c79e1f29f029 98
cfavreau 0:c79e1f29f029 99 void led::set(int led, bool on, int ticks)
cfavreau 0:c79e1f29f029 100 {
cfavreau 0:c79e1f29f029 101 if (led == 1)
cfavreau 0:c79e1f29f029 102 {
cfavreau 0:c79e1f29f029 103 led_state1.set(on, ticks);
cfavreau 0:c79e1f29f029 104 led1 = led_state1.m_iValue;
cfavreau 0:c79e1f29f029 105 }
cfavreau 0:c79e1f29f029 106 if (led == 2)
cfavreau 0:c79e1f29f029 107 {
cfavreau 0:c79e1f29f029 108 led_state2.set(on, ticks);
cfavreau 0:c79e1f29f029 109 led2 = led_state2.m_iValue;
cfavreau 0:c79e1f29f029 110 }
cfavreau 0:c79e1f29f029 111 }
cfavreau 0:c79e1f29f029 112
cfavreau 0:c79e1f29f029 113 void led::blink(int led, int rate, int state, int ticks)
cfavreau 0:c79e1f29f029 114 {
cfavreau 0:c79e1f29f029 115 if (led == 1)
cfavreau 0:c79e1f29f029 116 {
cfavreau 0:c79e1f29f029 117 led_state1.blink(rate, state, ticks);
cfavreau 0:c79e1f29f029 118 led1 = led_state1.m_iValue;
cfavreau 0:c79e1f29f029 119 }
cfavreau 0:c79e1f29f029 120 if (led == 2)
cfavreau 0:c79e1f29f029 121 {
cfavreau 0:c79e1f29f029 122 led_state2.blink(rate, state, ticks);
cfavreau 0:c79e1f29f029 123 led2 = led_state2.m_iValue;
cfavreau 0:c79e1f29f029 124 }
cfavreau 0:c79e1f29f029 125 }