George Sykes ELEC2645 project

Dependencies:   mbed

https://os.mbed.com/media/uploads/el18gs/pixil-frame-0.png

GHOST HUNTER

In a world of ghostly horrors there is much money to be made in underground ghost fighting rings. You've managed to get hold of a Ghostbuster, a special piece of equipment that allows you to catch, train and fight ghosts.

Instructions

Below you will find the instructions for the game. Please note that due to COVID-19 a large part of the game (fighting ghosts) could not be added as it would have required access to a second gamepad which i could not acquire.

Welcome screen

When first started you will be presented with a welcome screen

  • Pot 1 to adjust the contrast on the screen
  • Press A to continue.

Main menu

You have three options, catch ghosts (add ghosts to your inventory), inventory (sell ghosts) or settings(adjust the games settings).

  • Press X and B to move the selection up and down respectively
  • Press A to enter the selected submenu

Catch Ghost

Will now be presented with two challenges. In the first you need to find a ghost, in the second you catch it. Theses stages will start automatically.

Find ghost

Rotate the gamepad on its roll and pitch axis until all the LED's turn on. The ones on the left indicate roll and the right pitch.

  • Rotate the gamepad on it roll and pitch to light up the LED's

Catch ghost

Return the gamepad to a comfortable position and use the joystick to move the crosshairs onto the ghost sprite. When ready press the A button to catch the ghost. You will be told what kind of ghost you have captured and it will be added to your inventory.

  • Press A to catch the ghost
  • Move the joystick to move the crosshairs

Inventory

The inventory allows you to view your ghosts and sell them.

  • Use Pot 1 to scroll through the ghosts
  • Pot 2 to scroll up and down the details of the individual ghosts
  • Press X to prepare to sell a ghost and press again to confirm, if you don't press again the sale screen will disappear after 5 seconds
  • Press Start to return to the main menu

Settings

This menu allows you to adjust some of the settings of the game.

  • Press X to go up one option
  • Press B to go down one option
  • Press A to enter the selected submenu
  • Press Start to return to the main menu

Contrast

Set the contrast of the LCD screen, the contrast will adjust on this screen so you can see the effect (contrast is bounded between 0.4 and 0.6).

  • Pot 1 to increase or decrease the contrast
  • Press A to set the contrast

Button Delay

Set the minimum time between button presses; if this is too low the game will detect two button presses when there was only one, too high and the buttons will seem unresponsive. So as to ensure these issues do not occur while changing the setting button X temporarily operates on the new delay but none of the others will until A is pressed.

  • Pot 1 to increase or decrease the delay
  • Press X to test the new delay, this will toggle the small circle to be filled in or unfilled
  • Press A to save the setting
Committer:
el18gs
Date:
Tue May 12 16:34:47 2020 +0000
Revision:
13:3b2a4e14937b
Parent:
12:8666cd2c6201
Child:
16:3b298bea3a70
Created game engine class and moved the bulk of processing into it

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el18gs 10:b1aa93b9662d 1 /** @file Inventory.h
el18gs 8:4220d116f17c 2 * @brief Inventory library containing the tools used to generate and manage
el18gs 8:4220d116f17c 3 * @brief the games inventory
el18gs 13:3b2a4e14937b 4 */
el18gs 3:9d811414d35e 5 #ifndef INVEN_H
el18gs 3:9d811414d35e 6 #define INVEN_H
el18gs 3:9d811414d35e 7
el18gs 3:9d811414d35e 8 #include "SDFileSystem.h"
el18gs 3:9d811414d35e 9 #include "N5110.h"
el18gs 11:e89dbdb74df5 10 #include "Gamepad.h"
el18gs 3:9d811414d35e 11 #include "Ghost.h"
el18gs 13:3b2a4e14937b 12 #include "tooling.h"
el18gs 3:9d811414d35e 13 #include <string>
el18gs 3:9d811414d35e 14 #include <vector>
el18gs 3:9d811414d35e 15 #include <iostream>
el18gs 3:9d811414d35e 16
el18gs 8:4220d116f17c 17 /** @pulic vector of Ghosts used to hold the inventory data
el18gs 8:4220d116f17c 18 */
el18gs 3:9d811414d35e 19 typedef std::vector<Ghost> ghostvec;
el18gs 8:4220d116f17c 20
el18gs 3:9d811414d35e 21
el18gs 11:e89dbdb74df5 22 /** FSM for inventory struct */
el18gs 11:e89dbdb74df5 23 struct inven_state {
el18gs 12:8666cd2c6201 24 int uid; /**< UID of the ghost */
el18gs 11:e89dbdb74df5 25 int next[2]; /**< next{up, down} */
el18gs 12:8666cd2c6201 26 std::string type; /**< Type of ghost (stored as string not enum)*/
el18gs 12:8666cd2c6201 27 std::string name; /**< Name of ghost */
el18gs 12:8666cd2c6201 28 int attack; /**< Attack value of ghost */
el18gs 12:8666cd2c6201 29 int defense; /**< Defense value of ghost*/
el18gs 12:8666cd2c6201 30 int level; /**< Level of the ghost */
el18gs 12:8666cd2c6201 31 int xp; /**< How much XP the ghost has */
el18gs 12:8666cd2c6201 32 int value; /**< The ghosts value */
el18gs 12:8666cd2c6201 33 int hp_max; /**< maximum HP of the ghost */
el18gs 12:8666cd2c6201 34 int hp; /**< current HP value of the ghost */
el18gs 11:e89dbdb74df5 35 };
el18gs 11:e89dbdb74df5 36
el18gs 8:4220d116f17c 37 /** Inventory Class
el18gs 8:4220d116f17c 38 * @brief Library for maintaining an inventory
el18gs 8:4220d116f17c 39 * @author George Sykes [el18gs]
el18gs 9:16996bd37fc6 40 * @date 11 May 2020
el18gs 12:8666cd2c6201 41 * @version 1.1
el18gs 8:4220d116f17c 42 */
el18gs 3:9d811414d35e 43 class Inventory
el18gs 3:9d811414d35e 44 {
el18gs 3:9d811414d35e 45 public:
el18gs 9:16996bd37fc6 46 // Constructor
el18gs 9:16996bd37fc6 47 /** Create a Inventory object by importing all the .ghost files in the
el18gs 9:16996bd37fc6 48 * @brief /ghosts directory
el18gs 9:16996bd37fc6 49 * @param sd Pointer to an SDFileSystem object
el18gs 9:16996bd37fc6 50 */
el18gs 8:4220d116f17c 51 Inventory(SDFileSystem &sd);
el18gs 13:3b2a4e14937b 52
el18gs 9:16996bd37fc6 53 /** Regenerate the inventory after a change has been made
el18gs 9:16996bd37fc6 54 * @param sd Pointer to an SDFileSystem object
el18gs 9:16996bd37fc6 55 */
el18gs 8:4220d116f17c 56 void regen(SDFileSystem &sd);
el18gs 13:3b2a4e14937b 57
el18gs 9:16996bd37fc6 58 /** List all the UID's of the ghosts in the inventory
el18gs 9:16996bd37fc6 59 * @param path The name of the .ghost file to import
el18gs 9:16996bd37fc6 60 * @return A vector of integers
el18gs 9:16996bd37fc6 61 */
el18gs 3:9d811414d35e 62 std::vector<int> list_ghost_uids(void);
el18gs 13:3b2a4e14937b 63
el18gs 9:16996bd37fc6 64 /** returns a copy of a ghost in the inventory defined by its UID
el18gs 9:16996bd37fc6 65 * @param uid defines the UID of the ghost to import
el18gs 9:16996bd37fc6 66 * @return a Ghost object
el18gs 9:16996bd37fc6 67 */
el18gs 3:9d811414d35e 68 Ghost get_ghost_by_uid(int uid);
el18gs 13:3b2a4e14937b 69
el18gs 13:3b2a4e14937b 70 /** Sell one of the ghosts in the inventory
el18gs 9:16996bd37fc6 71 * @param uid defines the UID of the ghost to sell
el18gs 9:16996bd37fc6 72 * @param sd Pointer to an SDFileSystem object
el18gs 9:16996bd37fc6 73 */
el18gs 8:4220d116f17c 74 void sell_ghost_by_uid(int uid, SDFileSystem &sd);
el18gs 13:3b2a4e14937b 75
el18gs 11:e89dbdb74df5 76 /** Display GUI of the inventory, allowing the user to; view ghosts in the
el18gs 11:e89dbdb74df5 77 * inventory and sell them.
el18gs 11:e89dbdb74df5 78 * @param sd Pointer to an SDFileSystem object
el18gs 11:e89dbdb74df5 79 * @param lcd pointer to an N5110 object for displaying the GUI onto
el18gs 11:e89dbdb74df5 80 * @param pad pointer to an Gamepad object for controlling the GUI
el18gs 11:e89dbdb74df5 81 * @param X_flag pointer to the global variable that the program sets to 1 when the X button is pressed.
el18gs 11:e89dbdb74df5 82 * @param Start_flag pointer to the global variable that the program sets to 1 when the Start button is pressed.
el18gs 11:e89dbdb74df5 83 * @note the global flags must be modified by ISR as the function does not check the buttons itself.
el18gs 11:e89dbdb74df5 84 */
el18gs 13:3b2a4e14937b 85 void display_inventory( SDFileSystem &sd,
el18gs 13:3b2a4e14937b 86 N5110 &lcd,
el18gs 11:e89dbdb74df5 87 Gamepad &pad,
el18gs 11:e89dbdb74df5 88 volatile int &g_buttonX_flag,
el18gs 11:e89dbdb74df5 89 volatile int &g_buttonStart_flag);
el18gs 13:3b2a4e14937b 90
el18gs 3:9d811414d35e 91 private:
el18gs 3:9d811414d35e 92 // Functions
el18gs 8:4220d116f17c 93 stringvec list_ghosts(std::string, SDFileSystem &sd);
el18gs 3:9d811414d35e 94 bool hasEnding (std::string const &fullString, std::string const &ending);
el18gs 11:e89dbdb74df5 95 std::vector<inven_state> gen_ghost_fsm();
el18gs 13:3b2a4e14937b 96
el18gs 3:9d811414d35e 97 // Variables
el18gs 3:9d811414d35e 98 ghostvec _ghosts;
el18gs 3:9d811414d35e 99 int _gold;
el18gs 3:9d811414d35e 100 int _food_low;
el18gs 3:9d811414d35e 101 int _food_med;
el18gs 3:9d811414d35e 102 int _food_high;
el18gs 13:3b2a4e14937b 103
el18gs 3:9d811414d35e 104 static const string _root;
el18gs 3:9d811414d35e 105 };
el18gs 3:9d811414d35e 106
el18gs 3:9d811414d35e 107 #endif