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 4:d6661b976359 1 #include "InputManager.h"
Siriagus 4:d6661b976359 2
Siriagus 17:d6a3b29cab31 3 /** @file InputManager.cpp
Siriagus 17:d6a3b29cab31 4 * @author Andreas Garmannslund
Siriagus 17:d6a3b29cab31 5 * @date April 2015
Siriagus 17:d6a3b29cab31 6 */
Siriagus 17:d6a3b29cab31 7
Siriagus 4:d6661b976359 8 InputManager::InputManager(PinName pinA, PinName pinB, PinName pinC, PinName joyH, PinName joyV, PinName joyBtn)
Siriagus 4:d6661b976359 9 {
Siriagus 4:d6661b976359 10 // Init joystick
Siriagus 4:d6661b976359 11 joystick = new Joystick(joyH, joyV, joyBtn);
Siriagus 4:d6661b976359 12 joystick->calibrate();
Siriagus 4:d6661b976359 13
Siriagus 4:d6661b976359 14 // Init buttons
Siriagus 4:d6661b976359 15 btnA = new PinDetect(pinA);
Siriagus 4:d6661b976359 16 btnB = new PinDetect(pinB);
Siriagus 4:d6661b976359 17 btnC = new PinDetect(pinC);
Siriagus 4:d6661b976359 18
Siriagus 4:d6661b976359 19 // Default sample frequency
Siriagus 4:d6661b976359 20 btnA->setSampleFrequency();
Siriagus 4:d6661b976359 21 btnB->setSampleFrequency();
Siriagus 4:d6661b976359 22 btnC->setSampleFrequency();
Siriagus 4:d6661b976359 23 }
Siriagus 4:d6661b976359 24
Siriagus 4:d6661b976359 25 InputManager::~InputManager()
Siriagus 4:d6661b976359 26 {
Siriagus 4:d6661b976359 27 delete joystick;
Siriagus 4:d6661b976359 28 delete btnA;
Siriagus 4:d6661b976359 29 delete btnB;
Siriagus 4:d6661b976359 30 delete btnC;
Siriagus 4:d6661b976359 31 }
Siriagus 4:d6661b976359 32
Siriagus 10:f2488a0ecab7 33 void InputManager::addBtnPressInterrupt(Input::Button button, void (*func)(void))
Siriagus 10:f2488a0ecab7 34 {
Siriagus 10:f2488a0ecab7 35 PinDetect *btn = getBtnPtr(button);
Siriagus 10:f2488a0ecab7 36 if (btn) // if not null pointer
Siriagus 10:f2488a0ecab7 37 btn->attach_asserted(func);
Siriagus 10:f2488a0ecab7 38 }
Siriagus 10:f2488a0ecab7 39
Siriagus 10:f2488a0ecab7 40 PinDetect* InputManager::getBtnPtr(Input::Button button)
Siriagus 4:d6661b976359 41 {
Siriagus 10:f2488a0ecab7 42 switch(button)
Siriagus 10:f2488a0ecab7 43 {
Siriagus 10:f2488a0ecab7 44 case Input::ButtonA:
Siriagus 10:f2488a0ecab7 45 return btnA;
Siriagus 10:f2488a0ecab7 46
Siriagus 10:f2488a0ecab7 47 case Input::ButtonB:
Siriagus 10:f2488a0ecab7 48 return btnB;
Siriagus 10:f2488a0ecab7 49
Siriagus 10:f2488a0ecab7 50 case Input::ButtonC:
Siriagus 10:f2488a0ecab7 51 return btnC;
Siriagus 10:f2488a0ecab7 52
Siriagus 10:f2488a0ecab7 53 default:
Siriagus 10:f2488a0ecab7 54 return 0; // Return 0 (nullptr) if invalid input
Siriagus 10:f2488a0ecab7 55 }
Siriagus 9:da608ae65df9 56 }
Siriagus 9:da608ae65df9 57
Siriagus 9:da608ae65df9 58 int InputManager::read(Input::Button button)
Siriagus 9:da608ae65df9 59 {
Siriagus 10:f2488a0ecab7 60 PinDetect *btn = getBtnPtr(button);
Siriagus 10:f2488a0ecab7 61 if (!btn) return 0; // Invalid button
Siriagus 9:da608ae65df9 62
Siriagus 10:f2488a0ecab7 63 return *btn; // Value of button
Siriagus 4:d6661b976359 64 }