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 17:d6a3b29cab31 1 #ifndef SOUND_H
Siriagus 17:d6a3b29cab31 2 #define SOUND_H
Siriagus 17:d6a3b29cab31 3
Siriagus 17:d6a3b29cab31 4 /// @file Sound.h
Siriagus 17:d6a3b29cab31 5
Siriagus 17:d6a3b29cab31 6 #include "mbed.h"
Siriagus 18:709ea375b0df 7 #include "Resources.h"
Siriagus 17:d6a3b29cab31 8
Siriagus 17:d6a3b29cab31 9 /// A note is given by its frequency and beat.
Siriagus 17:d6a3b29cab31 10 struct Note
Siriagus 17:d6a3b29cab31 11 {
Siriagus 17:d6a3b29cab31 12 Note(float f, float b = 1.0) : frequency(f), beat(b) {}
Siriagus 17:d6a3b29cab31 13 float frequency; /// Frequency of note
Siriagus 17:d6a3b29cab31 14 float beat; /// Normal beat last for 1 cycle
Siriagus 17:d6a3b29cab31 15 };
Siriagus 17:d6a3b29cab31 16
Siriagus 17:d6a3b29cab31 17 /// Sound uses a piezo buzzer connect to a PWMOut to output sound
Siriagus 17:d6a3b29cab31 18 class Sound
Siriagus 17:d6a3b29cab31 19 {
Siriagus 17:d6a3b29cab31 20 public:
Siriagus 17:d6a3b29cab31 21 /* Creates a new sound object.
Siriagus 17:d6a3b29cab31 22 * @param pin The pin of the pwm output the piezo buzzer is connected to.
Siriagus 17:d6a3b29cab31 23 */
Siriagus 17:d6a3b29cab31 24 Sound(PinName buzzerPin);
Siriagus 17:d6a3b29cab31 25
Siriagus 18:709ea375b0df 26 /// Destructor
Siriagus 18:709ea375b0df 27 ~Sound();
Siriagus 17:d6a3b29cab31 28
Siriagus 18:709ea375b0df 29 /// Plays the given note. @param note The note to be played.
Siriagus 18:709ea375b0df 30 void playNote(Note &note);
Siriagus 17:d6a3b29cab31 31
Siriagus 17:d6a3b29cab31 32 private:
Siriagus 17:d6a3b29cab31 33 void start() {*buzzer = 0.5;} // Set duty cycle to 50%
Siriagus 17:d6a3b29cab31 34 void stop() {*buzzer = 0.0;} // Turn off pwm out
Siriagus 17:d6a3b29cab31 35
Siriagus 17:d6a3b29cab31 36 // Variables
Siriagus 17:d6a3b29cab31 37 private:
Siriagus 18:709ea375b0df 38 PwmOut *buzzer; // Piezo buzzer.
Siriagus 18:709ea375b0df 39 Timeout ticker; // Used for stopping sound after the given beat.
Siriagus 17:d6a3b29cab31 40 };
Siriagus 17:d6a3b29cab31 41
Siriagus 17:d6a3b29cab31 42 /// Sound effects. Commonly used notes.
Siriagus 17:d6a3b29cab31 43 namespace SFX
Siriagus 17:d6a3b29cab31 44 {
Siriagus 17:d6a3b29cab31 45 extern Note PLAYER_DEAD;
Siriagus 17:d6a3b29cab31 46 extern Note ENEMY_DEAD;
Siriagus 17:d6a3b29cab31 47 extern Note BULLET_FIRED;
Siriagus 17:d6a3b29cab31 48 extern Note PLAYER_JUMP;
Siriagus 17:d6a3b29cab31 49 extern Note RESTART;
Siriagus 17:d6a3b29cab31 50 }
Siriagus 17:d6a3b29cab31 51
Siriagus 17:d6a3b29cab31 52 #endif