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 #include "StateManager.h"
Siriagus 5:100d960fc6d5 2
Siriagus 17:d6a3b29cab31 3 /// @file StateManager.cpp
Siriagus 17:d6a3b29cab31 4
Siriagus 5:100d960fc6d5 5 void StateManager::changeState(MainState newState)
Siriagus 5:100d960fc6d5 6 {
Siriagus 5:100d960fc6d5 7 if (currentState != 0) // if a state exist
Siriagus 5:100d960fc6d5 8 delete currentState; // delete the old state
Siriagus 7:678873947b29 9
Siriagus 5:100d960fc6d5 10 // Create new state
Siriagus 5:100d960fc6d5 11 switch (newState)
Siriagus 5:100d960fc6d5 12 {
Siriagus 5:100d960fc6d5 13 case MAIN_MENU:
Siriagus 17:d6a3b29cab31 14 currentState = new MainMenu(this, lcd, input, sound);
Siriagus 5:100d960fc6d5 15 break;
Siriagus 5:100d960fc6d5 16
Siriagus 5:100d960fc6d5 17 case GAME:
Siriagus 17:d6a3b29cab31 18 currentState = new Game(this, lcd, input, sound);
Siriagus 7:678873947b29 19 break;
Siriagus 5:100d960fc6d5 20
Siriagus 8:9ac6a428fa26 21 case TITLE_SCREEN:
Siriagus 17:d6a3b29cab31 22 currentState = new TitleScreen(this, lcd, input, sound);
Siriagus 17:d6a3b29cab31 23 break;
Siriagus 17:d6a3b29cab31 24
Siriagus 17:d6a3b29cab31 25 case SUBMIT_HIGHSCORE:
Siriagus 17:d6a3b29cab31 26 currentState = new SubmitHighscore(this, lcd, input, sound);
Siriagus 8:9ac6a428fa26 27 break;
Siriagus 8:9ac6a428fa26 28
Siriagus 5:100d960fc6d5 29 case GAME_OVER:
Siriagus 17:d6a3b29cab31 30 currentState = new GameOver(this, lcd, input, sound);
Siriagus 17:d6a3b29cab31 31 break;
Siriagus 5:100d960fc6d5 32
Siriagus 5:100d960fc6d5 33 default:
Siriagus 17:d6a3b29cab31 34 ; // error: this shouldn't happen
Siriagus 5:100d960fc6d5 35 }
Siriagus 5:100d960fc6d5 36 }
Siriagus 5:100d960fc6d5 37
Siriagus 7:678873947b29 38 void StateManager::requestStateChange(MainState requestedState)
Siriagus 5:100d960fc6d5 39 {
Siriagus 7:678873947b29 40 if (nextState != NO_STATE)
Siriagus 7:678873947b29 41 error("Invalid - can't request new state before the first request has been processed!");
Siriagus 7:678873947b29 42
Siriagus 7:678873947b29 43 nextState = requestedState;
Siriagus 7:678873947b29 44 }
Siriagus 7:678873947b29 45
Siriagus 7:678873947b29 46 void StateManager::update(float dt)
Siriagus 7:678873947b29 47 {
Siriagus 5:100d960fc6d5 48 currentState->update(dt);
Siriagus 5:100d960fc6d5 49 }
Siriagus 5:100d960fc6d5 50
Siriagus 5:100d960fc6d5 51 void StateManager::render()
Siriagus 5:100d960fc6d5 52 {
Siriagus 5:100d960fc6d5 53 currentState->render();
Siriagus 7:678873947b29 54 }
Siriagus 7:678873947b29 55
Siriagus 7:678873947b29 56 void StateManager::processRequest()
Siriagus 7:678873947b29 57 {
Siriagus 7:678873947b29 58 // Check if there has been a request to change the state
Siriagus 7:678873947b29 59 if (nextState != NO_STATE)
Siriagus 7:678873947b29 60 {
Siriagus 7:678873947b29 61 changeState(nextState);
Siriagus 7:678873947b29 62 nextState = NO_STATE; // reset, state has been changed
Siriagus 7:678873947b29 63 }
Siriagus 5:100d960fc6d5 64 }