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

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 5:100d960fc6d5 1 #include "StateManager.h"
Siriagus 5:100d960fc6d5 2
Siriagus 5:100d960fc6d5 3 // Delete the old state and create a new one
Siriagus 5:100d960fc6d5 4 void StateManager::changeState(MainState newState)
Siriagus 5:100d960fc6d5 5 {
Siriagus 5:100d960fc6d5 6 if (currentState != 0) // if a state exist
Siriagus 5:100d960fc6d5 7 delete currentState; // delete the old state
Siriagus 7:678873947b29 8
Siriagus 5:100d960fc6d5 9 // Create new state
Siriagus 5:100d960fc6d5 10 switch (newState)
Siriagus 5:100d960fc6d5 11 {
Siriagus 5:100d960fc6d5 12 case MAIN_MENU:
Siriagus 5:100d960fc6d5 13 currentState = new MainMenu(this, lcd, input);
Siriagus 5:100d960fc6d5 14 break;
Siriagus 5:100d960fc6d5 15
Siriagus 5:100d960fc6d5 16 case GAME:
Siriagus 7:678873947b29 17 currentState = new Game(this, lcd, input);
Siriagus 7:678873947b29 18 break;
Siriagus 5:100d960fc6d5 19
Siriagus 8:9ac6a428fa26 20 case TITLE_SCREEN:
Siriagus 8:9ac6a428fa26 21 currentState = new TitleScreen(this, lcd, input);
Siriagus 8:9ac6a428fa26 22 break;
Siriagus 8:9ac6a428fa26 23
Siriagus 7:678873947b29 24 // TODO: Make classes for the other states.
Siriagus 5:100d960fc6d5 25 case SUBMIT_HIGHSCORE:
Siriagus 5:100d960fc6d5 26 //break;
Siriagus 5:100d960fc6d5 27
Siriagus 5:100d960fc6d5 28 case GAME_OVER:
Siriagus 5:100d960fc6d5 29 //break;
Siriagus 5:100d960fc6d5 30
Siriagus 5:100d960fc6d5 31 default:
Siriagus 5:100d960fc6d5 32 error("Invalid state!");
Siriagus 5:100d960fc6d5 33 }
Siriagus 5:100d960fc6d5 34 }
Siriagus 5:100d960fc6d5 35
Siriagus 7:678873947b29 36 void StateManager::requestStateChange(MainState requestedState)
Siriagus 5:100d960fc6d5 37 {
Siriagus 7:678873947b29 38 if (nextState != NO_STATE)
Siriagus 7:678873947b29 39 error("Invalid - can't request new state before the first request has been processed!");
Siriagus 7:678873947b29 40
Siriagus 7:678873947b29 41 nextState = requestedState;
Siriagus 7:678873947b29 42 }
Siriagus 7:678873947b29 43
Siriagus 7:678873947b29 44 void StateManager::update(float dt)
Siriagus 7:678873947b29 45 {
Siriagus 5:100d960fc6d5 46 currentState->update(dt);
Siriagus 5:100d960fc6d5 47 }
Siriagus 5:100d960fc6d5 48
Siriagus 5:100d960fc6d5 49 void StateManager::render()
Siriagus 5:100d960fc6d5 50 {
Siriagus 5:100d960fc6d5 51 currentState->render();
Siriagus 7:678873947b29 52 }
Siriagus 7:678873947b29 53
Siriagus 7:678873947b29 54 void StateManager::processRequest()
Siriagus 7:678873947b29 55 {
Siriagus 7:678873947b29 56 // Check if there has been a request to change the state
Siriagus 7:678873947b29 57 if (nextState != NO_STATE)
Siriagus 7:678873947b29 58 {
Siriagus 7:678873947b29 59 changeState(nextState);
Siriagus 7:678873947b29 60 nextState = NO_STATE; // reset, state has been changed
Siriagus 7:678873947b29 61 }
Siriagus 5:100d960fc6d5 62 }