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 08:44:30 2020 +0000
Revision:
11:e89dbdb74df5
Parent:
10:b1aa93b9662d
Child:
12:8666cd2c6201
Moved display_inventory into the inventory library

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 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 11:e89dbdb74df5 10 #include "Gamepad.h"
el18gs 3:9d811414d35e 11 #include "Ghost.h"
el18gs 3:9d811414d35e 12 #include <string>
el18gs 3:9d811414d35e 13 #include <vector>
el18gs 3:9d811414d35e 14 #include <iostream>
el18gs 3:9d811414d35e 15
el18gs 8:4220d116f17c 16 /** @pulic vector of Ghosts used to hold the inventory data
el18gs 8:4220d116f17c 17 */
el18gs 3:9d811414d35e 18 typedef std::vector<Ghost> ghostvec;
el18gs 8:4220d116f17c 19
el18gs 8:4220d116f17c 20 /** @pulic vector of strings used in data processing
el18gs 8:4220d116f17c 21 */
el18gs 3:9d811414d35e 22 typedef std::vector<std::string> stringvec;
el18gs 3:9d811414d35e 23
el18gs 11:e89dbdb74df5 24 /** FSM for inventory struct */
el18gs 11:e89dbdb74df5 25 struct inven_state {
el18gs 11:e89dbdb74df5 26 int uid;
el18gs 11:e89dbdb74df5 27 int next[2]; /**< next{up, down} */
el18gs 11:e89dbdb74df5 28 std::string type;
el18gs 11:e89dbdb74df5 29 std::string name;
el18gs 11:e89dbdb74df5 30 int attack;
el18gs 11:e89dbdb74df5 31 int defense;
el18gs 11:e89dbdb74df5 32 int level;
el18gs 11:e89dbdb74df5 33 int xp;
el18gs 11:e89dbdb74df5 34 int value;
el18gs 11:e89dbdb74df5 35 int hp_max;
el18gs 11:e89dbdb74df5 36 int hp;
el18gs 11:e89dbdb74df5 37 };
el18gs 11:e89dbdb74df5 38
el18gs 8:4220d116f17c 39 /** Inventory Class
el18gs 8:4220d116f17c 40 * @brief Library for maintaining an inventory
el18gs 8:4220d116f17c 41 * @author George Sykes [el18gs]
el18gs 9:16996bd37fc6 42 * @date 11 May 2020
el18gs 8:4220d116f17c 43 */
el18gs 3:9d811414d35e 44 class Inventory
el18gs 3:9d811414d35e 45 {
el18gs 3:9d811414d35e 46 public:
el18gs 9:16996bd37fc6 47 // Constructor
el18gs 9:16996bd37fc6 48 /** Create a Inventory object by importing all the .ghost files in the
el18gs 9:16996bd37fc6 49 * @brief /ghosts directory
el18gs 9:16996bd37fc6 50 * @param sd Pointer to an SDFileSystem object
el18gs 9:16996bd37fc6 51 */
el18gs 8:4220d116f17c 52 Inventory(SDFileSystem &sd);
el18gs 9:16996bd37fc6 53
el18gs 9:16996bd37fc6 54 /** Regenerate the inventory after a change has been made
el18gs 9:16996bd37fc6 55 * @param sd Pointer to an SDFileSystem object
el18gs 9:16996bd37fc6 56 */
el18gs 8:4220d116f17c 57 void regen(SDFileSystem &sd);
el18gs 9:16996bd37fc6 58
el18gs 9:16996bd37fc6 59 /** List all the UID's of the ghosts in the inventory
el18gs 9:16996bd37fc6 60 * @param path The name of the .ghost file to import
el18gs 9:16996bd37fc6 61 * @return A vector of integers
el18gs 9:16996bd37fc6 62 */
el18gs 3:9d811414d35e 63 std::vector<int> list_ghost_uids(void);
el18gs 9:16996bd37fc6 64
el18gs 9:16996bd37fc6 65 /** returns a copy of a ghost in the inventory defined by its UID
el18gs 9:16996bd37fc6 66 * @param uid defines the UID of the ghost to import
el18gs 9:16996bd37fc6 67 * @return a Ghost object
el18gs 9:16996bd37fc6 68 */
el18gs 3:9d811414d35e 69 Ghost get_ghost_by_uid(int uid);
el18gs 9:16996bd37fc6 70
el18gs 9:16996bd37fc6 71 /** Sell one of the ghosts in the inventory
el18gs 9:16996bd37fc6 72 * @param uid defines the UID of the ghost to sell
el18gs 9:16996bd37fc6 73 * @param sd Pointer to an SDFileSystem object
el18gs 9:16996bd37fc6 74 */
el18gs 8:4220d116f17c 75 void sell_ghost_by_uid(int uid, SDFileSystem &sd);
el18gs 3:9d811414d35e 76
el18gs 11:e89dbdb74df5 77 /** Display GUI of the inventory, allowing the user to; view ghosts in the
el18gs 11:e89dbdb74df5 78 * inventory and sell them.
el18gs 11:e89dbdb74df5 79 * @param sd Pointer to an SDFileSystem object
el18gs 11:e89dbdb74df5 80 * @param lcd pointer to an N5110 object for displaying the GUI onto
el18gs 11:e89dbdb74df5 81 * @param pad pointer to an Gamepad object for controlling the GUI
el18gs 11:e89dbdb74df5 82 * @param X_flag pointer to the global variable that the program sets to 1 when the X button is pressed.
el18gs 11:e89dbdb74df5 83 * @param Start_flag pointer to the global variable that the program sets to 1 when the Start button is pressed.
el18gs 11:e89dbdb74df5 84 * @note the global flags must be modified by ISR as the function does not check the buttons itself.
el18gs 11:e89dbdb74df5 85 */
el18gs 11:e89dbdb74df5 86 void display_inventory( SDFileSystem &sd,
el18gs 11:e89dbdb74df5 87 N5110 &lcd,
el18gs 11:e89dbdb74df5 88 Gamepad &pad,
el18gs 11:e89dbdb74df5 89 volatile int &g_buttonX_flag,
el18gs 11:e89dbdb74df5 90 volatile int &g_buttonStart_flag);
el18gs 11:e89dbdb74df5 91
el18gs 3:9d811414d35e 92 private:
el18gs 3:9d811414d35e 93 // Functions
el18gs 8:4220d116f17c 94 stringvec list_ghosts(std::string, SDFileSystem &sd);
el18gs 3:9d811414d35e 95 bool hasEnding (std::string const &fullString, std::string const &ending);
el18gs 11:e89dbdb74df5 96 std::vector<inven_state> gen_ghost_fsm();
el18gs 3:9d811414d35e 97
el18gs 3:9d811414d35e 98 // Variables
el18gs 3:9d811414d35e 99 ghostvec _ghosts;
el18gs 3:9d811414d35e 100 int _gold;
el18gs 3:9d811414d35e 101 int _food_low;
el18gs 3:9d811414d35e 102 int _food_med;
el18gs 3:9d811414d35e 103 int _food_high;
el18gs 3:9d811414d35e 104
el18gs 3:9d811414d35e 105 static const string _root;
el18gs 3:9d811414d35e 106 };
el18gs 3:9d811414d35e 107
el18gs 3:9d811414d35e 108 #endif