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:
1:0cfe2255092a
Added Joystick support.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 0:1f92de30d43e 1 /**
Siriagus 0:1f92de30d43e 2 @brief Simple platform game developed for ELEC2645 Embedded Systems Project at University of Leeds
Siriagus 0:1f92de30d43e 3
Siriagus 0:1f92de30d43e 4 @author Andreas Garmannslund
Siriagus 0:1f92de30d43e 5 **/
Siriagus 0:1f92de30d43e 6
Siriagus 0:1f92de30d43e 7 #include "mbed.h"
Siriagus 0:1f92de30d43e 8 #include "N5110.h"
Siriagus 0:1f92de30d43e 9 #include "Joystick.h"
Siriagus 0:1f92de30d43e 10 #include "map.h"
Siriagus 0:1f92de30d43e 11 #include <ctime>
Siriagus 0:1f92de30d43e 12
Siriagus 0:1f92de30d43e 13 // Components
Siriagus 0:1f92de30d43e 14 N5110 *lcd; // VCC, SCE, RST, D/C, MOSI, SCLK and LED
Siriagus 0:1f92de30d43e 15 Joystick *joystick;
Siriagus 0:1f92de30d43e 16
Siriagus 0:1f92de30d43e 17 // Brightness potentiometer
Siriagus 0:1f92de30d43e 18 AnalogIn ledPot(p20);
Siriagus 0:1f92de30d43e 19
Siriagus 0:1f92de30d43e 20 // Buttons
Siriagus 0:1f92de30d43e 21 DigitalIn btnA(p27);
Siriagus 0:1f92de30d43e 22 DigitalIn btnB(p28);
Siriagus 0:1f92de30d43e 23 DigitalIn btnC(p29);
Siriagus 0:1f92de30d43e 24
Siriagus 0:1f92de30d43e 25 // Debugging
Siriagus 0:1f92de30d43e 26 Serial pc(USBTX, USBRX);
Siriagus 0:1f92de30d43e 27 BusOut leds(LED1, LED2, LED3, LED4);
Siriagus 0:1f92de30d43e 28
Siriagus 0:1f92de30d43e 29 // @brief Clears the screen and fill it with the static map layout.
Siriagus 0:1f92de30d43e 30 void clearAndRedrawMap()
Siriagus 0:1f92de30d43e 31 {
Siriagus 0:1f92de30d43e 32 for (int i = 0; i < BANKS; ++i)
Siriagus 0:1f92de30d43e 33 {
Siriagus 0:1f92de30d43e 34 for (int j = 0; j < WIDTH; ++j)
Siriagus 0:1f92de30d43e 35 {
Siriagus 0:1f92de30d43e 36 lcd->buffer[j][i] = map[i][j];
Siriagus 0:1f92de30d43e 37 }
Siriagus 0:1f92de30d43e 38 }
Siriagus 0:1f92de30d43e 39 lcd->refresh();
Siriagus 0:1f92de30d43e 40 }
Siriagus 0:1f92de30d43e 41
Siriagus 0:1f92de30d43e 42 int main()
Siriagus 0:1f92de30d43e 43 {
Siriagus 0:1f92de30d43e 44 // Init LCD
Siriagus 0:1f92de30d43e 45 lcd = new N5110(p7, p8, p9, p10, p11, p13, p26);
Siriagus 0:1f92de30d43e 46 lcd->init();
Siriagus 0:1f92de30d43e 47 lcd->normalMode();
Siriagus 0:1f92de30d43e 48 lcd->setBrightness(1.0 - ledPot); // Update brightness of screen
Siriagus 0:1f92de30d43e 49
Siriagus 0:1f92de30d43e 50 // Init joystick
Siriagus 0:1f92de30d43e 51 joystick = new Joystick(p17, p16, p15);
Siriagus 0:1f92de30d43e 52 joystick->calibrate();
Siriagus 0:1f92de30d43e 53
Siriagus 0:1f92de30d43e 54 // Game loop
Siriagus 0:1f92de30d43e 55 while(true)
Siriagus 0:1f92de30d43e 56 {
Siriagus 0:1f92de30d43e 57 clearAndRedrawMap();
Siriagus 0:1f92de30d43e 58
Siriagus 0:1f92de30d43e 59 joystick->update();
Siriagus 0:1f92de30d43e 60 pc.printf("Joystick direction: %d\n", joystick->getDirection());
Siriagus 0:1f92de30d43e 61
Siriagus 0:1f92de30d43e 62 lcd->setBrightness(1.0 - ledPot); // Update brightness of screen
Siriagus 0:1f92de30d43e 63
Siriagus 0:1f92de30d43e 64 wait (0.1);
Siriagus 0:1f92de30d43e 65 }
Siriagus 0:1f92de30d43e 66
Siriagus 0:1f92de30d43e 67 delete lcd;
Siriagus 0:1f92de30d43e 68 delete joystick;
Siriagus 0:1f92de30d43e 69
Siriagus 0:1f92de30d43e 70 return 0;
Siriagus 0:1f92de30d43e 71 }
Siriagus 0:1f92de30d43e 72