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:
Sat May 02 00:22:43 2015 +0000
Revision:
8:9ac6a428fa26
Parent:
7:678873947b29
Child:
9:da608ae65df9
Added Splash/Title Screen + Prototyping player movement

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 7:678873947b29 4 #include "State.h"
Siriagus 8:9ac6a428fa26 5 #include "Resources.h" // TODO: Move to State.h ?
Siriagus 8:9ac6a428fa26 6 #include <vector>
Siriagus 8:9ac6a428fa26 7
Siriagus 8:9ac6a428fa26 8 struct Object
Siriagus 8:9ac6a428fa26 9 {
Siriagus 8:9ac6a428fa26 10 int x, y, width, height;
Siriagus 8:9ac6a428fa26 11 int vx, vy;
Siriagus 8:9ac6a428fa26 12 bool onGround;
Siriagus 8:9ac6a428fa26 13 };
Siriagus 8:9ac6a428fa26 14
Siriagus 8:9ac6a428fa26 15 struct Point
Siriagus 8:9ac6a428fa26 16 {
Siriagus 8:9ac6a428fa26 17 int x;
Siriagus 8:9ac6a428fa26 18 int y;
Siriagus 8:9ac6a428fa26 19 };
Siriagus 7:678873947b29 20
Siriagus 5:100d960fc6d5 21 class Game : public State
Siriagus 5:100d960fc6d5 22 {
Siriagus 5:100d960fc6d5 23 public:
Siriagus 5:100d960fc6d5 24 Game(StateManager* fsm, N5110 *lcd, InputManager* input)
Siriagus 8:9ac6a428fa26 25 : State(fsm, lcd, input) {player.x = 10; player.y = 10; player.width = 5; player.height = 5; player.vy = 0; player.vx = 0; player.onGround = false; init();}
Siriagus 5:100d960fc6d5 26
Siriagus 7:678873947b29 27 virtual void update(float dt);
Siriagus 7:678873947b29 28 virtual void render();
Siriagus 8:9ac6a428fa26 29
Siriagus 8:9ac6a428fa26 30 void init();
Siriagus 8:9ac6a428fa26 31
Siriagus 5:100d960fc6d5 32 private:
Siriagus 8:9ac6a428fa26 33 Object player;
Siriagus 5:100d960fc6d5 34
Siriagus 8:9ac6a428fa26 35 static void btnAPress();
Siriagus 8:9ac6a428fa26 36 static void btnBPress();
Siriagus 8:9ac6a428fa26 37 static bool btnAPressed;
Siriagus 8:9ac6a428fa26 38 static bool btnBPressed;
Siriagus 8:9ac6a428fa26 39 // Buttons interrupts
Siriagus 8:9ac6a428fa26 40
Siriagus 8:9ac6a428fa26 41 std::vector<Point*> bullets;
Siriagus 5:100d960fc6d5 42 };
Siriagus 5:100d960fc6d5 43
Siriagus 5:100d960fc6d5 44 #endif