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
Child:
10:f2488a0ecab7
Added Splash/Title Screen + Prototyping player movement

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 8:9ac6a428fa26 1 #ifndef RESOURCES_H
Siriagus 8:9ac6a428fa26 2 #define RESOURCES_H
Siriagus 8:9ac6a428fa26 3
Siriagus 8:9ac6a428fa26 4 // Resource files - sprites/images stored as arrays
Siriagus 8:9ac6a428fa26 5
Siriagus 8:9ac6a428fa26 6 namespace Image
Siriagus 8:9ac6a428fa26 7 {
Siriagus 8:9ac6a428fa26 8 // Player sprite
Siriagus 8:9ac6a428fa26 9 const int Player[5][5] = {
Siriagus 8:9ac6a428fa26 10 {0, 0, 1, 1, 0},
Siriagus 8:9ac6a428fa26 11 {0, 1, 0, 0, 1},
Siriagus 8:9ac6a428fa26 12 {1, 0, 1, 1, 0},
Siriagus 8:9ac6a428fa26 13 {0, 0, 1, 1, 0},
Siriagus 8:9ac6a428fa26 14 {0, 1, 0, 0, 1}
Siriagus 8:9ac6a428fa26 15 };
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Siriagus 8:9ac6a428fa26 18 }
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Siriagus 8:9ac6a428fa26 38 #endif