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:
Mon May 11 04:40:23 2015 +0000
Revision:
18:709ea375b0df
Parent:
17:d6a3b29cab31
Fixed some formatting errors in documentation.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 5:100d960fc6d5 1 #ifndef GAME_H
Siriagus 5:100d960fc6d5 2 #define GAME_H
Siriagus 5:100d960fc6d5 3
Siriagus 12:8178fad5e660 4 /** @file Game.h
Siriagus 12:8178fad5e660 5 * @author Andreas Garmannslund
Siriagus 12:8178fad5e660 6 */
Siriagus 12:8178fad5e660 7
Siriagus 7:678873947b29 8 #include "State.h"
Siriagus 9:da608ae65df9 9 #include "Entity.h"
Siriagus 17:d6a3b29cab31 10 #include "Enemy.h"
Siriagus 11:adb68da98262 11 #include "map.h"
Siriagus 17:d6a3b29cab31 12 #include "Geometry.h" // Rectangle and Point structs
Siriagus 8:9ac6a428fa26 13 #include <vector>
Siriagus 17:d6a3b29cab31 14 #include <sstream>
Siriagus 17:d6a3b29cab31 15 #include "Global.h"
Siriagus 8:9ac6a428fa26 16
Siriagus 14:b4fed570abaf 17 #define TERMINAL_VELOCITY 3
Siriagus 14:b4fed570abaf 18
Siriagus 7:678873947b29 19
Siriagus 12:8178fad5e660 20 /// State: Game
Siriagus 5:100d960fc6d5 21 class Game : public State
Siriagus 5:100d960fc6d5 22 {
Siriagus 5:100d960fc6d5 23 public:
Siriagus 12:8178fad5e660 24 /// Creates the Game state
Siriagus 17:d6a3b29cab31 25 Game(StateManager* fsm, N5110 *lcd, InputManager* input, Sound *sound)
Siriagus 17:d6a3b29cab31 26 : State(fsm, lcd, input, sound) {init();}
Siriagus 17:d6a3b29cab31 27
Siriagus 17:d6a3b29cab31 28 /// Deconstructor: Frees all memory that was temporarely allocated by the Game state.
Siriagus 17:d6a3b29cab31 29 ~Game();
Siriagus 12:8178fad5e660 30
Siriagus 17:d6a3b29cab31 31 /// Handle input and update logic.
Siriagus 7:678873947b29 32 virtual void update(float dt);
Siriagus 12:8178fad5e660 33
Siriagus 17:d6a3b29cab31 34 /// Draw state to lcd.
Siriagus 7:678873947b29 35 virtual void render();
Siriagus 8:9ac6a428fa26 36
Siriagus 8:9ac6a428fa26 37
Siriagus 5:100d960fc6d5 38 private:
Siriagus 18:709ea375b0df 39 void init(); // Sets some initial values
Siriagus 18:709ea375b0df 40 void spawnEnemy(); // Spawns a new enemy
Siriagus 18:709ea375b0df 41 void moveEnemies(); // Movement and AI for all enemies
Siriagus 18:709ea375b0df 42 void moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]); // Moves entity in map. If collision occurs, entity can not move further.
Siriagus 18:709ea375b0df 43 bool hitTestRect(Rectangle r1, Rectangle r2); // Returns true if two rectangles overlap @see https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection#Axis-Aligned_Bounding_Box
Siriagus 18:709ea375b0df 44 bool bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]); // Help function for detecting collision between moving bullet and map.
Siriagus 18:709ea375b0df 45 void renderScore(); // Draws the current score in upper right corner
Siriagus 18:709ea375b0df 46 void respawnPlayer(); // Respawns player at start position
Siriagus 17:d6a3b29cab31 47
Siriagus 18:709ea375b0df 48 int livesLeft; // The number of lives left
Siriagus 18:709ea375b0df 49 bool paused; // True if the game is paused
Siriagus 17:d6a3b29cab31 50
Siriagus 18:709ea375b0df 51 int spawnRate; // Probability of enemy spawning in a single frame/update.
Siriagus 18:709ea375b0df 52 static const int spawnPoints[3][2]; // Positions where enemies can spawn.
Siriagus 17:d6a3b29cab31 53
Siriagus 18:709ea375b0df 54 Entity player; // Player object
Siriagus 18:709ea375b0df 55 std::vector<Point*> bullets; // Container for bullets
Siriagus 18:709ea375b0df 56 std::vector<Enemy*> enemies; // Container for enemies
Siriagus 8:9ac6a428fa26 57
Siriagus 18:709ea375b0df 58 bool releasedBtnB; // True if button B has been released after being pressed down
Siriagus 18:709ea375b0df 59 bool releasedBtnC; // True if button C has been released after being pressed down
Siriagus 5:100d960fc6d5 60 };
Siriagus 5:100d960fc6d5 61
Siriagus 5:100d960fc6d5 62 #endif