A simple one-level platform game. Developed as part of ELEC2645 at University of Leeds, spring 2015.

Dependencies:   N5110 PinDetect PowerControl mbed

An ARM mbed LPC1768 microcontroller have been used to develop a handheld arcade game in the style of an old-school platformer. This project is entirely my own independent work in all stages of the development; including design, defining project specifications, breadboard prototyping, schematic and PCB layout using CAD, assembly, testing and software development. Due to this being part of the ELEC2645 Embedded Systems Project module at University of Leeds, spring 2015, limitations were given on the available hardware components. Credit is due to the authors of the dependent libraries (N5110, Pin Detect, PowerControl and mbed). I would also like to thank the author of Game Programming Patterns as well as the authors of SFML Game Development for providing me with useful sources for programming design patterns.

/media/uploads/Siriagus/game_assembled.jpg

Project aims

  • Implement simple gameplay:
    • A single, fixed (no scrolling) level.
    • Player can move left to right, jump and shoot.
    • Enemies will drop from the top of the screen.
    • The player gets points for shooting enemies.
    • The player dies when it gets hits by an enemy.
  • Implement a simple menu system.
  • Enable the user to adjust the brightness of the display.
  • Output sound to enhance the user experience.

Software

The program flow is controlled by a finite state machine. The implemented design was inspired by the State design pattern from the books Game Programming Patterns and SFML Game Development. The StateManager class is responsible for updating and rendering the current selected state. It also changes the state based on request from the current state. The framework built for the state machine used in this project makes it easy to add new screens. The different main states (indicated by the background colour) and how the user interaction is shown below: /media/uploads/Siriagus/arcadegameuserinteraction.png

Hardware

Schematic:

/media/uploads/Siriagus/schematic.png

Printed circuit board (PCB):

/media/uploads/Siriagus/pcb.png

Images

A seperate program was written to convert images (png) to text-representation of the maps. Enemies and numbers on the screen are also collected from a sprite-sheet created in the same manner.

/media/uploads/Siriagus/unileeds3.png /media/uploads/Siriagus/newmap2.png

Committer:
Siriagus
Date:
Sun Apr 26 17:20:09 2015 +0000
Revision:
0:1f92de30d43e
Child:
17:d6a3b29cab31
Added Joystick support.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 0:1f92de30d43e 1 #include "Joystick.h"
Siriagus 0:1f92de30d43e 2 #include "mbed.h"
Siriagus 0:1f92de30d43e 3 #include <cmath>
Siriagus 0:1f92de30d43e 4
Siriagus 0:1f92de30d43e 5 Joystick::Joystick(PinName x, PinName y, PinName button)
Siriagus 0:1f92de30d43e 6 {
Siriagus 0:1f92de30d43e 7 xPot = new AnalogIn(x);
Siriagus 0:1f92de30d43e 8 yPot = new AnalogIn(y);
Siriagus 0:1f92de30d43e 9 btn = new DigitalIn(button);
Siriagus 0:1f92de30d43e 10 }
Siriagus 0:1f92de30d43e 11
Siriagus 0:1f92de30d43e 12 Joystick::~Joystick()
Siriagus 0:1f92de30d43e 13 {
Siriagus 0:1f92de30d43e 14 delete xPot;
Siriagus 0:1f92de30d43e 15 delete yPot;
Siriagus 0:1f92de30d43e 16 delete btn;
Siriagus 0:1f92de30d43e 17 }
Siriagus 0:1f92de30d43e 18
Siriagus 0:1f92de30d43e 19
Siriagus 0:1f92de30d43e 20 // Make sure that the Joystick is centered while calibrating
Siriagus 0:1f92de30d43e 21 void Joystick::calibrate()
Siriagus 0:1f92de30d43e 22 {
Siriagus 0:1f92de30d43e 23 btn->mode(PullDown);
Siriagus 0:1f92de30d43e 24 centerX = *xPot;
Siriagus 0:1f92de30d43e 25 centerY = *yPot;
Siriagus 0:1f92de30d43e 26 }
Siriagus 0:1f92de30d43e 27
Siriagus 0:1f92de30d43e 28
Siriagus 0:1f92de30d43e 29 void Joystick::update()
Siriagus 0:1f92de30d43e 30 {
Siriagus 0:1f92de30d43e 31 // Get position of joystick compared to the center values (delta x and delta y).
Siriagus 0:1f92de30d43e 32 dx = *xPot - centerX;
Siriagus 0:1f92de30d43e 33 dy = *yPot - centerY;
Siriagus 0:1f92de30d43e 34
Siriagus 0:1f92de30d43e 35 if (abs(dx) < DEAD_ZONE && abs(dy) < DEAD_ZONE)
Siriagus 0:1f92de30d43e 36 dir = CENTER;
Siriagus 0:1f92de30d43e 37 else if (abs(dx) < DEAD_ZONE) // Inside horizontal dead zone.
Siriagus 0:1f92de30d43e 38 dir = (dy > DEAD_ZONE) ? UP : DOWN;
Siriagus 0:1f92de30d43e 39 else if (abs(dy) < DEAD_ZONE) // Inside vertical dead zone.
Siriagus 0:1f92de30d43e 40 dir = (dx > DEAD_ZONE) ? LEFT : RIGHT;
Siriagus 0:1f92de30d43e 41 else if (dx > 0) // To the left, outside both deadzones.
Siriagus 0:1f92de30d43e 42 dir = (dy > 0) ? UP_LEFT : DOWN_LEFT;
Siriagus 0:1f92de30d43e 43 else // To the right, outside both deadzones
Siriagus 0:1f92de30d43e 44 dir = (dy > 0) ? UP_RIGHT : DOWN_RIGHT;
Siriagus 0:1f92de30d43e 45 }