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:
Mon May 11 18:58:07 2020 +0000
Revision:
8:4220d116f17c
Parent:
3:9d811414d35e
Child:
9:16996bd37fc6
Moved to passing the address of SDF file system to all functions.; Completed doccumenting Ghosts.h

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el18gs 8:4220d116f17c 1 /** @file Ghost.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 8:4220d116f17c 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 3:9d811414d35e 10 #include "Ghost.h"
el18gs 3:9d811414d35e 11 #include <string>
el18gs 3:9d811414d35e 12 #include <vector>
el18gs 3:9d811414d35e 13 #include <iostream>
el18gs 3:9d811414d35e 14
el18gs 8:4220d116f17c 15 /** @pulic vector of Ghosts used to hold the inventory data
el18gs 8:4220d116f17c 16 */
el18gs 3:9d811414d35e 17 typedef std::vector<Ghost> ghostvec;
el18gs 8:4220d116f17c 18
el18gs 8:4220d116f17c 19 /** @pulic vector of strings used in data processing
el18gs 8:4220d116f17c 20 */
el18gs 3:9d811414d35e 21 typedef std::vector<std::string> stringvec;
el18gs 3:9d811414d35e 22
el18gs 8:4220d116f17c 23 /** Inventory Class
el18gs 8:4220d116f17c 24 * @brief Library for maintaining an inventory
el18gs 8:4220d116f17c 25 * @author George Sykes [el18gs]
el18gs 8:4220d116f17c 26 */
el18gs 3:9d811414d35e 27 class Inventory
el18gs 3:9d811414d35e 28 {
el18gs 3:9d811414d35e 29 public:
el18gs 8:4220d116f17c 30 Inventory(SDFileSystem &sd);
el18gs 8:4220d116f17c 31 void regen(SDFileSystem &sd);
el18gs 3:9d811414d35e 32 std::vector<int> list_ghost_uids(void);
el18gs 3:9d811414d35e 33 Ghost get_ghost_by_uid(int uid);
el18gs 8:4220d116f17c 34 void sell_ghost_by_uid(int uid, SDFileSystem &sd);
el18gs 3:9d811414d35e 35
el18gs 3:9d811414d35e 36 private:
el18gs 3:9d811414d35e 37 // Functions
el18gs 8:4220d116f17c 38 stringvec list_ghosts(std::string, SDFileSystem &sd);
el18gs 3:9d811414d35e 39 bool hasEnding (std::string const &fullString, std::string const &ending);
el18gs 3:9d811414d35e 40
el18gs 3:9d811414d35e 41 // Variables
el18gs 3:9d811414d35e 42 ghostvec _ghosts;
el18gs 3:9d811414d35e 43 int _gold;
el18gs 3:9d811414d35e 44 int _food_low;
el18gs 3:9d811414d35e 45 int _food_med;
el18gs 3:9d811414d35e 46 int _food_high;
el18gs 3:9d811414d35e 47
el18gs 3:9d811414d35e 48 static const string _root;
el18gs 3:9d811414d35e 49 };
el18gs 3:9d811414d35e 50
el18gs 3:9d811414d35e 51 #endif