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:
Fri May 08 23:51:26 2015 +0000
Revision:
12:8178fad5e660
Parent:
11:adb68da98262
Child:
13:7ab71c7c311b
Added template drawImage function which can draw images of any dimension.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 5:100d960fc6d5 1 #ifndef GAME_H
Siriagus 5:100d960fc6d5 2 #define GAME_H
Siriagus 5:100d960fc6d5 3
Siriagus 12:8178fad5e660 4 /** @file Game.h
Siriagus 12:8178fad5e660 5 * @author Andreas Garmannslund
Siriagus 12:8178fad5e660 6 */
Siriagus 12:8178fad5e660 7
Siriagus 7:678873947b29 8 #include "State.h"
Siriagus 8:9ac6a428fa26 9 #include "Resources.h" // TODO: Move to State.h ?
Siriagus 9:da608ae65df9 10 #include "Entity.h"
Siriagus 11:adb68da98262 11 #include "map.h"
Siriagus 8:9ac6a428fa26 12 #include <vector>
Siriagus 8:9ac6a428fa26 13
Siriagus 12:8178fad5e660 14 /// Simple objects with a position (x,y) and velocity (vx, vy)
Siriagus 8:9ac6a428fa26 15 struct Point
Siriagus 8:9ac6a428fa26 16 {
Siriagus 8:9ac6a428fa26 17 int x;
Siriagus 8:9ac6a428fa26 18 int y;
Siriagus 9:da608ae65df9 19 int vx, vy;
Siriagus 8:9ac6a428fa26 20 };
Siriagus 7:678873947b29 21
Siriagus 12:8178fad5e660 22 /// State: Game
Siriagus 5:100d960fc6d5 23 class Game : public State
Siriagus 5:100d960fc6d5 24 {
Siriagus 5:100d960fc6d5 25 public:
Siriagus 12:8178fad5e660 26 /// Creates the Game state
Siriagus 5:100d960fc6d5 27 Game(StateManager* fsm, N5110 *lcd, InputManager* input)
Siriagus 9:da608ae65df9 28 : State(fsm, lcd, input) {init();}
Siriagus 12:8178fad5e660 29
Siriagus 12:8178fad5e660 30 /// Handle input and update logic
Siriagus 7:678873947b29 31 virtual void update(float dt);
Siriagus 12:8178fad5e660 32
Siriagus 12:8178fad5e660 33 /// Draw state to lcd
Siriagus 7:678873947b29 34 virtual void render();
Siriagus 8:9ac6a428fa26 35
Siriagus 8:9ac6a428fa26 36
Siriagus 5:100d960fc6d5 37 private:
Siriagus 12:8178fad5e660 38
Siriagus 5:100d960fc6d5 39
Siriagus 12:8178fad5e660 40 void init(); /// Sets some initial values
Siriagus 12:8178fad5e660 41 Entity player; /// Player object
Siriagus 8:9ac6a428fa26 42
Siriagus 12:8178fad5e660 43 bool releasedBtnB; /// True if button B has been released after being pressed down
Siriagus 12:8178fad5e660 44
Siriagus 12:8178fad5e660 45 std::vector<Point*> bullets; /// Container for bullets
Siriagus 5:100d960fc6d5 46 };
Siriagus 5:100d960fc6d5 47
Siriagus 5:100d960fc6d5 48 #endif