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:
Fri May 01 18:10:59 2015 +0000
Revision:
7:678873947b29
Parent:
6:edb48de563a9
Child:
10:f2488a0ecab7
Fixed bug in State.h: Not setting fsm variable. State classes can now request the state to be changed.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 5:100d960fc6d5 1 #ifndef MAIN_MENU_H
Siriagus 5:100d960fc6d5 2 #define MAIN_MENU_H
Siriagus 5:100d960fc6d5 3
Siriagus 5:100d960fc6d5 4 #include "State.h"
Siriagus 5:100d960fc6d5 5
Siriagus 5:100d960fc6d5 6 class MainMenu : public State
Siriagus 5:100d960fc6d5 7 {
Siriagus 5:100d960fc6d5 8 public:
Siriagus 5:100d960fc6d5 9 MainMenu(StateManager* fsm, N5110 *lcd, InputManager* input)
Siriagus 5:100d960fc6d5 10 : State(fsm, lcd, input) {init();}
Siriagus 5:100d960fc6d5 11
Siriagus 7:678873947b29 12 virtual void update(float dt);
Siriagus 5:100d960fc6d5 13 virtual void render();
Siriagus 5:100d960fc6d5 14
Siriagus 5:100d960fc6d5 15 private:
Siriagus 5:100d960fc6d5 16 void init();
Siriagus 6:edb48de563a9 17 static void btnAPress(); // Need to be static to be used for callback
Siriagus 6:edb48de563a9 18 static void btnBPress();
Siriagus 6:edb48de563a9 19 static void btnCPress();
Siriagus 6:edb48de563a9 20
Siriagus 6:edb48de563a9 21 // Variables
Siriagus 6:edb48de563a9 22 private:
Siriagus 6:edb48de563a9 23 enum MenuState {SELECT_PLAY, SELECT_HIGHSCORES, SELECT_CONTROLS, LOAD_GAME, HIGHSCORES, CONTROLS}; // Internal states for internal finite state machine
Siriagus 6:edb48de563a9 24 static int currentState; // Current internal state
Siriagus 6:edb48de563a9 25 static const int MENU_FSM[6][3]; // Internal finite state machine - works on a different principle than the one that controls the main states
Siriagus 5:100d960fc6d5 26 };
Siriagus 5:100d960fc6d5 27
Siriagus 5:100d960fc6d5 28 #endif