
George Sykes ELEC2645 project
Dependencies: mbed
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
Gamepad2/Bitmap.cpp
- Committer:
- el18gs
- Date:
- 2020-05-26
- Revision:
- 17:3ebcf7bba112
- Parent:
- 1:8d14be858ca0
File content as of revision 17:3ebcf7bba112:
#include "Bitmap.h" #include <iostream> #include "N5110.h" Bitmap::Bitmap(int const *contents, unsigned int const height, unsigned int const width) : _contents(std::vector<int>(height*width)), _height(height), _width(width) { // Perform a quick sanity check of the dimensions if (_contents.size() != height * width) { std::cerr << "Contents of bitmap has size " << _contents.size() << " pixels, but its dimensions were specified as " << width << " * " << height << " = " << width * height << std::endl; } for(unsigned int i = 0; i < height*width; ++i) _contents[i] = contents[i]; } /** * @returns the value of the pixel at the given position */ int Bitmap::get_pixel(unsigned int const row, unsigned int const column) const { // First check that row and column indices are within bounds if(column >= _width || row >= _height) { std::cerr << "The requested pixel with index " << row << "," << column << "is outside the bitmap dimensions: " << _width << "," << _height << std::endl; } // Now return the pixel value, using row-major indexing return _contents[row * _width + column]; } /** * @brief Prints the contents of the bitmap to the terminal */ void Bitmap::print() const { for (unsigned int row = 0; row < _height; ++row) { // Print each element of the row for (unsigned int column = 0; column < _width; ++column) { int pixel = get_pixel(row, column); std::cout << pixel; } // And then terminate with a new-line character std::cout << std::endl; } } /** * @brief Renders the contents of the bitmap onto an N5110 screen * * @param[in] lcd The screen to use for rendering * @param[in] x0 The horizontal position in pixels at which to render the bitmap * @param[in] y0 The vertical position in pixels at which to render the bitmap * * @details Note that x0, y0 gives the location of the top-left of the bitmap on * the screen. * This function only updates the buffer on the screen. You still need * to refresh the screen in order to actually see the bitmap. */ void Bitmap::render(N5110 &lcd, unsigned int const x0, unsigned int const y0) const { // Loop through each row of the bitmap image for (unsigned int bitmap_row = 0; bitmap_row < _height; ++bitmap_row) { // Row index on the screen for rendering the row of pixels unsigned int screen_row = y0 + bitmap_row; // Render each pixel in the row for (unsigned int bitmap_col = 0; bitmap_col < _width; ++bitmap_col) { // Column index on the screen for rendering this pixel int screen_col = x0 + bitmap_col; // Find the required value of the pixel at the given location within // the bitmap data and then write it to the LCD screen int pixel = get_pixel(bitmap_row, bitmap_col); lcd.setPixel(screen_col, screen_row, pixel); } } }