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:
10:f2488a0ecab7
Fixed some formatting errors in documentation.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 0:1f92de30d43e 1 /**
Siriagus 0:1f92de30d43e 2 @file Joystick.h
Siriagus 10:f2488a0ecab7 3 @brief Class used for controlling the button
Siriagus 10:f2488a0ecab7 4 @author Andreas Garmannslund
Siriagus 10:f2488a0ecab7 5 @date April 2015
Siriagus 0:1f92de30d43e 6 */
Siriagus 0:1f92de30d43e 7
Siriagus 0:1f92de30d43e 8 #ifndef JOYSTICK_H
Siriagus 0:1f92de30d43e 9 #define JOYSTICK_H
Siriagus 0:1f92de30d43e 10
Siriagus 0:1f92de30d43e 11 #include "mbed.h"
Siriagus 10:f2488a0ecab7 12
Siriagus 10:f2488a0ecab7 13 /** @brief Enum used for the 8-directions of the joystick. */
Siriagus 0:1f92de30d43e 14 enum JoystickDirection {CENTER, UP, DOWN, LEFT, RIGHT, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT, UNKNOWN};
Siriagus 0:1f92de30d43e 15
Siriagus 10:f2488a0ecab7 16 /// Joystick class
Siriagus 0:1f92de30d43e 17 class Joystick
Siriagus 0:1f92de30d43e 18 {
Siriagus 0:1f92de30d43e 19 public:
Siriagus 0:1f92de30d43e 20
Siriagus 10:f2488a0ecab7 21 /** Creates a new Joystick object
Siriagus 10:f2488a0ecab7 22 * @param x Pin connected to the horizontal potentiometer of the joystick
Siriagus 10:f2488a0ecab7 23 * @param y Pin connected to the vertical potentiometer of the joystick
Siriagus 0:1f92de30d43e 24 * @param button Pin connected to the button of the thumb joystick
Siriagus 0:1f92de30d43e 25 */
Siriagus 0:1f92de30d43e 26 Joystick(PinName x, PinName y, PinName button);
Siriagus 0:1f92de30d43e 27
Siriagus 10:f2488a0ecab7 28 /** @brief Deconstructor. Frees allocated memory */
Siriagus 0:1f92de30d43e 29 ~Joystick();
Siriagus 0:1f92de30d43e 30
Siriagus 10:f2488a0ecab7 31 /** @brief Updates the current direction and button status of the joystick */
Siriagus 10:f2488a0ecab7 32 void update();
Siriagus 0:1f92de30d43e 33
Siriagus 10:f2488a0ecab7 34 /** Calibrates the joystick. The joystick must be centered while this function is called */
Siriagus 10:f2488a0ecab7 35 void calibrate(); // Calibrates joystick by updating the center positions
Siriagus 0:1f92de30d43e 36
Siriagus 10:f2488a0ecab7 37 /** Returns the current JoystickDirection based on last update
Siriagus 10:f2488a0ecab7 38 * @return The current JoystickDirection.
Siriagus 10:f2488a0ecab7 39 */
Siriagus 0:1f92de30d43e 40 int getDirection() {return dir;}
Siriagus 0:1f92de30d43e 41
Siriagus 10:f2488a0ecab7 42 /** Reads the value of the button
Siriagus 10:f2488a0ecab7 43 * @return 1 if pressed, 0 otherwise
Siriagus 10:f2488a0ecab7 44 */
Siriagus 0:1f92de30d43e 45 int readButton() {return *btn;};
Siriagus 0:1f92de30d43e 46
Siriagus 0:1f92de30d43e 47 /** Square set around the center of the joystick where the input is ignored. The axes are treated seperately. Can be varied from 0 (no dead-zone) to 0.5 (max value for dx and dy). **/
Siriagus 0:1f92de30d43e 48 static const float DEAD_ZONE = 0.1;
Siriagus 0:1f92de30d43e 49
Siriagus 0:1f92de30d43e 50 private:
Siriagus 0:1f92de30d43e 51 AnalogIn *xPot;
Siriagus 0:1f92de30d43e 52 AnalogIn *yPot;
Siriagus 0:1f92de30d43e 53 DigitalIn *btn;
Siriagus 0:1f92de30d43e 54 float dx, dy;
Siriagus 0:1f92de30d43e 55 float centerX, centerY;
Siriagus 0:1f92de30d43e 56 JoystickDirection dir;
Siriagus 0:1f92de30d43e 57 };
Siriagus 0:1f92de30d43e 58
Siriagus 0:1f92de30d43e 59 #endif