
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
gameEngine/gameEngine.cpp
- Committer:
- el18gs
- Date:
- 2020-05-26
- Revision:
- 17:3ebcf7bba112
- Parent:
- 15:598baed15751
File content as of revision 17:3ebcf7bba112:
#include "gameEngine.h" gameEngine::gameEngine(SDFileSystem &sd, Gamepad &pad, N5110 &lcd) { #ifdef DEBUG printf("Initialising game\n"); #endif #ifdef DEBUG printf("Intialising gamepad\n"); #endif pad.init(); #ifdef DEBUG printf("Mounting SD card\n"); #endif sd.mount(); // Mount the SD card #ifdef DEBUG printf("Initialising LCD\n"); #endif lcd.init(); // Initialise the screen lcd.backLightOn(); // Turn the LCD backlight on } void gameEngine::welcome(SDFileSystem &sd, N5110 &lcd, Gamepad &pad, volatile int &g_buttonA_flag) { #ifdef DEBUG printf("Entered welcome screen\n"); #endif int** welcome = import_sprite("/sd/assets/welcome.sprite", sd); // importing welcome sprite lcd.clear(); // clear the LCD and display the sprite for(int i = 0; i < 48; i++) { for(int j = 0; j < 84; j++) { lcd.setPixel(j,i, welcome[i][j]); } } while(!g_buttonA_flag) { // User can set contrast before continuing, contrast should be bounded between 4 and 6 lcd.setContrast(0.4 + ((double) pad.read_pot1()/5)); lcd.refresh(); wait_ms(10); } g_buttonA_flag = 0; // Once the flags been detected set it back to 0 } int gameEngine::game_menu(N5110 &lcd, volatile int &g_buttonA_flag, volatile int &g_buttonB_flag, volatile int &g_buttonX_flag) { #ifdef DEBUG printf("entered game menu\n"); #endif g_buttonA_flag = 0, g_buttonB_flag = 0, g_buttonX_flag = 0; int current_state = 0; // Set the current selected option to Catch Ghosts while(1) { lcd.clear(); lcd.printString("Catch Ghosts",0,0); lcd.printString("Inventory",0,2); lcd.printString("Settings",0,4); if(g_buttonA_flag) { g_buttonA_flag = 0; return current_state; } if(g_buttonX_flag) { current_state = mainMenuFsm[current_state].nextState[0]; } else if(g_buttonB_flag) { current_state = mainMenuFsm[current_state].nextState[1]; } g_buttonA_flag = 0, g_buttonB_flag = 0, g_buttonX_flag = 0; switch (mainMenuFsm[current_state].output) { case 0: lcd.drawCircle(79, 3, 3, FILL_BLACK); break; case 2: lcd.drawCircle(79, 20, 3, FILL_BLACK); break; case 4: lcd.drawCircle(79, 35, 3, FILL_BLACK); break; } lcd.refresh(); } } void gameEngine::catch_ghosts(Inventory &inventory, FX0S8700CQ &accel, SDFileSystem &sd, N5110 &lcd, Gamepad &pad, volatile int &g_buttonA_flag, BusOut &left_LED, BusOut &right_LED) { ghostCatchTrial(accel, lcd, sd, pad,left_LED, right_LED, g_buttonA_flag); Ghost caught_ghost(rand()%100, rand()%20, "/ghosts/", sd); caught_ghost.save(sd); lcd.clear(); lcd.printString("You caught:", 0, 0); lcd.printString(caught_ghost.get_type_string().c_str(), 0, 1); lcd.printString("Press A to", 0, 2); lcd.printString("continue", 0, 3); lcd.refresh(); g_buttonA_flag = 0; while(!g_buttonA_flag) { } g_buttonA_flag = 0; inventory.regen(sd); } void gameEngine::ghostCatchTrial(FX0S8700CQ &accel, N5110 &lcd, SDFileSystem &sd, Gamepad &pad, BusOut &left_LED, BusOut &right_LED, volatile int &g_buttonA_flag) { // Display instructions lcd.clear(); lcd.printString("Align the",18,0); lcd.printString("Gamepad until",4,1); lcd.printString("all LEDs",20,2); lcd.printString("turn on",22,3); lcd.refresh(); // Detect whn the pad is in the right orientation angleDetectionTechnicalSub(accel, left_LED, right_LED); // Import the ghost and generate its starting location Vector2D ideal = {rand() % 85,rand() % 49}; int** ghost = import_sprite("/sd/assets/ghost.sprite", sd); // Loop until the ghost has been caught while(1) { if (drawCrosshairs(ideal, ghost, lcd, pad, g_buttonA_flag)) { return; } else { randomMove(ideal); } } } // Sub routine that manages the technical side of the angle detection part of ghost catching void gameEngine::angleDetectionTechnicalSub(FX0S8700CQ &accel, BusOut &left_LED, BusOut &right_LED) { // Generate a random target angle and set the counter to 0 float pitch = rand() % 46; if(rand() & 1) { pitch = pitch * -1; } float roll = rand() % 46; if(rand() & 1) { roll = roll * -1; } int counter = 0; while(counter < 250) { // loop forever (until intentionally broken) accel.read_data(); // Read data from the accelerometer and assume the pad's off bool focused = true; // Check if the pad is pointing in the right direction, light up LEDs to indicate proximity if((double)accel.sensor.roll/roll > 0.75) { left_LED = 0b000; } else if ((double)accel.sensor.roll/roll > 0.3) { left_LED = 0b001; focused = false; } else { left_LED = 0b011; focused = false; } if((double)accel.sensor.pitch/pitch > 0.75) { right_LED = 0b000; } else if ((double)accel.sensor.pitch/pitch > 0.3) { right_LED = 0b001; focused = false; } else { right_LED = 0b011; focused = false; } // Increment the counter if(focused) { counter++; } wait_ms(10); } } bool gameEngine::drawCrosshairs(Vector2D ideal, int** ghost, N5110 &lcd, Gamepad &pad, volatile int g_buttonA_flag) { lcd.clear(); // Clear the LCD // Get the position of the joystick Vector2D actual = {cursor_transform(1, -1, 84, 0, pad.get_coord().x), cursor_transform(1, -1, 48, 0, pad.get_coord().y * -1) }; printf("X: %f, Y: %f\n", pad.get_coord().x, pad.get_coord().y); // Draw the crosshairs (x0 y0 x1 y1 type) lcd.drawLine(actual.x, 0, actual.x, 48, 2); lcd.drawLine(0, actual.y, 84, actual.y, 2); int col = 0; for(int i = ideal.x - 8; i < ideal.x + 8; i++) { // Iterate Columns: x int row = 0; for(int j = ideal.y - 9; j < ideal.y + 9; j++) { // Iterate Rows: y lcd.setPixel(i,j, ghost[row][col]); row++; } col++; } if(ghostHit(ideal.x, ideal.y, actual.x, actual.y)) { lcd.printString("Press A!",0,0); if(g_buttonA_flag) { g_buttonA_flag = 0; return true; } } g_buttonA_flag = 0; lcd.refresh(); return false; } void gameEngine::randomMove(Vector2D &ideal) { int x_move = 0; int y_move = 0; if(rand() & 1) { x_move = 1; } else { x_move = -1; } if(rand() & 1) { y_move = 1; } else { y_move = -1; } ideal.x = ideal.x + x_move; ideal.y = ideal.y + y_move; if(ideal.x > 70) { ideal.x = 70; } else if(ideal.x < 13) { ideal.x = 13; } if(ideal.y > 30) { ideal.y = 30; } else if(ideal.y < 12) { ideal.y = 12; } } bool gameEngine::ghostHit( int xGhost, int yGhost, int xJoy, int yJoy) { int xDifference = abs(xGhost - xJoy); int yDifference = abs(yGhost - yJoy); if(xDifference < 10 && yDifference <10) { return true; } else { return false; } } void gameEngine::settings(N5110 &lcd, Gamepad &pad, volatile int &g_buttonA_flag, volatile int &g_buttonStart_flag, volatile int &g_buttonX_flag, volatile int &g_buttonB_flag, volatile bool &g_buttonTesting, volatile int &g_buttonSensitivityTest, volatile int &g_buttonSensitivity) { #ifdef DEBUG printf("entered game menu\n"); #endif // Set the default state to 0 and zero all the interrupt flags int current_state = 0; g_buttonA_flag = 0, g_buttonStart_flag = 0, g_buttonX_flag = 0, g_buttonB_flag = 0; // Loop until one of the sub menus is entered while(1) { lcd.clear(); // Clear the display and print the options lcd.printString("Settings",0,0); lcd.printString("Contrast",0,2); lcd.printString("Button delay",0,4); // Decide what to do depending on what flags are high, zero all flags after if(g_buttonA_flag) { // If the A enter the selected sub menu g_buttonA_flag = 0; switch (settingsFsm[current_state].output) { case 2: adjustContrast(lcd, pad, g_buttonA_flag); break; case 4: buttonDelay(lcd, pad, g_buttonA_flag, g_buttonX_flag, g_buttonTesting, g_buttonSensitivityTest, g_buttonSensitivity); break; } } else if (g_buttonStart_flag) { // If Start return to the main menu g_buttonStart_flag = 0; return; } else if(g_buttonX_flag) { // If X go up one option current_state = settingsFsm[current_state].nextState[0]; } else if(g_buttonB_flag) { // If B go down one option current_state = settingsFsm[current_state].nextState[1]; } g_buttonA_flag = 0, g_buttonStart_flag = 0, g_buttonX_flag = 0, g_buttonB_flag = 0; // Display a circle on the correct line switch (settingsFsm[current_state].output) { case 2: lcd.drawCircle(79, 20, 3, FILL_BLACK); break; case 4: lcd.drawCircle(79, 35, 3, FILL_BLACK); break; } lcd.refresh(); } } void gameEngine::adjustContrast(N5110 &lcd, Gamepad &pad, volatile int &g_buttonA_flag) { while(1) { lcd.clear(); lcd.printString("Contrast", 0, 0); lcd.printString("Press A to set", 0, 3); float conSet = 0.4 + ((double) pad.read_pot1()/5); float bar = cursor_transform(0.6,0.4,64,0,conSet); lcd.drawRect(10,10,74,10,FILL_TRANSPARENT); // transparent, just outline lcd.drawRect(10,10,bar,10,FILL_BLACK); // filled black rectangle lcd.setContrast(conSet); if(g_buttonA_flag) { g_buttonA_flag = 0; return; } lcd.refresh(); } } void gameEngine::buttonDelay(N5110 &lcd, Gamepad &pad, volatile int &g_buttonA_flag, volatile int &g_buttonX_flag, volatile bool &g_buttonTesting, volatile int &g_buttonSensitivityTest, volatile int &g_buttonSensitivity) { // Tell the X button that test mode is on, initially start with an empty circle g_buttonTesting = true; bool trialCircle = false; while(1) { lcd.clear(); lcd.printString("Button Delay", 0, 0); lcd.printString("Press X to test", 0, 4); lcd.printString("Press A to set", 0, 5); // Calculate the length of the bar g_buttonSensitivityTest = cursor_transform(1,0,2,0,pad.read_pot1()) * 250; int bar = cursor_transform(500,0,64,0,g_buttonSensitivityTest); // example of how to draw rectangles // origin x,y,width,height,type lcd.drawRect(10,10,74,10,FILL_TRANSPARENT); // transparent, just outline lcd.drawRect(10,10,bar,10,FILL_BLACK); // filled black rectangle if(trialCircle) { lcd.drawCircle(42, 25, 3, FILL_BLACK); } else { lcd.drawCircle(42, 25, 3, FILL_TRANSPARENT); } if(g_buttonX_flag) { g_buttonX_flag = 0; trialCircle = !trialCircle; } else if(g_buttonA_flag) { g_buttonA_flag = 0; g_buttonSensitivity = g_buttonSensitivityTest; g_buttonTesting = false; return; } // Refresh the screen so its up to date lcd.refresh(); } }