
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
SDFileSystem/FATFileSystem/FATFileHandle.cpp
- Committer:
- el18gs
- Date:
- 2020-05-26
- Revision:
- 17:3ebcf7bba112
- Parent:
- 2:eaf245af2aae
File content as of revision 17:3ebcf7bba112:
/* mbed Microcontroller Library * Copyright (c) 2006-2012 ARM Limited * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include "ff.h" #include "ffconf.h" #include "mbed_debug.h" #include "FATFileHandle.h" FATFileHandle::FATFileHandle(FIL fh) { _fh = fh; } int FATFileHandle::close() { int retval = f_close(&_fh); delete this; return retval; } ssize_t FATFileHandle::write(const void* buffer, size_t length) { UINT n; FRESULT res = f_write(&_fh, buffer, length, &n); if (res) { debug_if(FFS_DBG, "f_write() failed: %d", res); return -1; } return n; } ssize_t FATFileHandle::read(void* buffer, size_t length) { debug_if(FFS_DBG, "read(%d)\n", length); UINT n; FRESULT res = f_read(&_fh, buffer, length, &n); if (res) { debug_if(FFS_DBG, "f_read() failed: %d\n", res); return -1; } return n; } int FATFileHandle::isatty() { return 0; } off_t FATFileHandle::lseek(off_t position, int whence) { if (whence == SEEK_END) { position += _fh.fsize; } else if(whence==SEEK_CUR) { position += _fh.fptr; } FRESULT res = f_lseek(&_fh, position); if (res) { debug_if(FFS_DBG, "lseek failed: %d\n", res); return -1; } else { debug_if(FFS_DBG, "lseek OK, returning %i\n", _fh.fptr); return _fh.fptr; } } int FATFileHandle::fsync() { FRESULT res = f_sync(&_fh); if (res) { debug_if(FFS_DBG, "f_sync() failed: %d\n", res); return -1; } return 0; } off_t FATFileHandle::flen() { return _fh.fsize; }