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 #ifndef INPUT_H
Siriagus 4:d6661b976359 2 #define INPUT_H
Siriagus 4:d6661b976359 3
Siriagus 4:d6661b976359 4 #include "N5110.h"
Siriagus 4:d6661b976359 5 #include "PinDetect.h"
Siriagus 4:d6661b976359 6 #include "Joystick.h"
Siriagus 4:d6661b976359 7
Siriagus 17:d6a3b29cab31 8 /// @file InputManager.h
Siriagus 10:f2488a0ecab7 9
Siriagus 9:da608ae65df9 10 struct Input
Siriagus 9:da608ae65df9 11 {
Siriagus 10:f2488a0ecab7 12 /** Used as identificator for the different buttons */
Siriagus 9:da608ae65df9 13 enum Button{ButtonA, ButtonB, ButtonC};
Siriagus 9:da608ae65df9 14 };
Siriagus 9:da608ae65df9 15
Siriagus 10:f2488a0ecab7 16 /// Used to manage user input from buttons and thumb joystick
Siriagus 4:d6661b976359 17 class InputManager
Siriagus 4:d6661b976359 18 {
Siriagus 4:d6661b976359 19 public:
Siriagus 4:d6661b976359 20
Siriagus 10:f2488a0ecab7 21 /** Creates a new InputManager object
Siriagus 10:f2488a0ecab7 22 * @param pinA Pin connected to button A
Siriagus 10:f2488a0ecab7 23 * @param pinB Pin connected to button B
Siriagus 10:f2488a0ecab7 24 * @param pinc Pin connected to button C
Siriagus 10:f2488a0ecab7 25 * @param x Pin connected to the horizontal potentiometer of the joystick
Siriagus 10:f2488a0ecab7 26 * @param y Pin connected to the vertical potentiometer of the joystick
Siriagus 10:f2488a0ecab7 27 * @param button Pin connected to the button of the thumb joystick
Siriagus 10:f2488a0ecab7 28 */
Siriagus 4:d6661b976359 29 InputManager(PinName pinA, PinName pinB, PinName pinC, PinName joyH, PinName joyV, PinName joyBtn);
Siriagus 10:f2488a0ecab7 30
Siriagus 10:f2488a0ecab7 31 /** Deconstructor. Frees allocated memory related to the buttons and the joystick **/
Siriagus 4:d6661b976359 32 ~InputManager();
Siriagus 4:d6661b976359 33
Siriagus 4:d6661b976359 34 Joystick *joystick;
Siriagus 10:f2488a0ecab7 35
Siriagus 10:f2488a0ecab7 36 /** @brief Adds a button interrupt which is invoked when the button is pressed. Button needs to be released for the interrupt to occur again.
Siriagus 10:f2488a0ecab7 37 * @param button Name of the button.
Siriagus 10:f2488a0ecab7 38 * @param func Callback function.
Siriagus 10:f2488a0ecab7 39 */
Siriagus 10:f2488a0ecab7 40 void addBtnPressInterrupt(Input::Button button, void (*func)(void));
Siriagus 10:f2488a0ecab7 41
Siriagus 10:f2488a0ecab7 42
Siriagus 10:f2488a0ecab7 43 /** Reads the current value of a button.
Siriagus 10:f2488a0ecab7 44 * @param button The button we want to read.
Siriagus 10:f2488a0ecab7 45 * @return Returns 1 if button is pressed, 0 otherwise.
Siriagus 10:f2488a0ecab7 46 */
Siriagus 10:f2488a0ecab7 47 int read(Input::Button button);
Siriagus 10:f2488a0ecab7 48
Siriagus 10:f2488a0ecab7 49 private:
Siriagus 10:f2488a0ecab7 50 /// Button objects
Siriagus 4:d6661b976359 51 PinDetect *btnA;
Siriagus 4:d6661b976359 52 PinDetect *btnB;
Siriagus 4:d6661b976359 53 PinDetect *btnC;
Siriagus 4:d6661b976359 54
Siriagus 10:f2488a0ecab7 55 /** Returns a pointer to the actual button object
Siriagus 10:f2488a0ecab7 56 * @param button The requested button.
Siriagus 10:f2488a0ecab7 57 * @return Pointer to the button.
Siriagus 10:f2488a0ecab7 58 */
Siriagus 18:709ea375b0df 59 PinDetect* getBtnPtr(Input::Button button);
Siriagus 4:d6661b976359 60 };
Siriagus 4:d6661b976359 61
Siriagus 4:d6661b976359 62 #endif
Siriagus 4:d6661b976359 63