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 0:1f92de30d43e 1 /**
Siriagus 0:1f92de30d43e 2 @brief Simple platform game developed for ELEC2645 Embedded Systems Project at University of Leeds
Siriagus 0:1f92de30d43e 3
Siriagus 0:1f92de30d43e 4 @author Andreas Garmannslund
Siriagus 0:1f92de30d43e 5 **/
Siriagus 0:1f92de30d43e 6
Siriagus 0:1f92de30d43e 7 #include "mbed.h"
Siriagus 0:1f92de30d43e 8 #include "N5110.h"
Siriagus 1:0cfe2255092a 9 #include "PowerControl.h"
Siriagus 1:0cfe2255092a 10 #include "PinDetect.h"
Siriagus 4:d6661b976359 11 #include <string>
Siriagus 7:678873947b29 12 #include <sstream>
Siriagus 4:d6661b976359 13 #include <ctime>
Siriagus 1:0cfe2255092a 14
Siriagus 0:1f92de30d43e 15 #include "Joystick.h"
Siriagus 1:0cfe2255092a 16
Siriagus 5:100d960fc6d5 17 #include "StateManager.h"
Siriagus 1:0cfe2255092a 18 #include "State.h"
Siriagus 1:0cfe2255092a 19 #include "images.h"
Siriagus 4:d6661b976359 20 #include "InputManager.h"
Siriagus 1:0cfe2255092a 21
Siriagus 4:d6661b976359 22
Siriagus 0:1f92de30d43e 23
Siriagus 1:0cfe2255092a 24 // Redefine pin names for simple access.
Siriagus 1:0cfe2255092a 25 #define JOY_H p17
Siriagus 1:0cfe2255092a 26 #define JOY_V p16
Siriagus 1:0cfe2255092a 27 #define JOY_BTN p15
Siriagus 1:0cfe2255092a 28
Siriagus 1:0cfe2255092a 29 #define LED_POT p20
Siriagus 1:0cfe2255092a 30
Siriagus 2:0ae5ac8b0cac 31 #define BUTTON_A p28
Siriagus 2:0ae5ac8b0cac 32 #define BUTTON_B p27
Siriagus 1:0cfe2255092a 33 #define BUTTON_C p29
Siriagus 1:0cfe2255092a 34
Siriagus 4:d6661b976359 35 // Input and Output
Siriagus 0:1f92de30d43e 36 N5110 *lcd; // VCC, SCE, RST, D/C, MOSI, SCLK and LED
Siriagus 4:d6661b976359 37
Siriagus 4:d6661b976359 38 InputManager *input;
Siriagus 4:d6661b976359 39
Siriagus 0:1f92de30d43e 40 // Brightness potentiometer
Siriagus 1:0cfe2255092a 41 AnalogIn ledPot(LED_POT);
Siriagus 0:1f92de30d43e 42
Siriagus 0:1f92de30d43e 43 // Debugging
Siriagus 0:1f92de30d43e 44 BusOut leds(LED1, LED2, LED3, LED4);
Siriagus 0:1f92de30d43e 45
Siriagus 1:0cfe2255092a 46 // @brief Clears the screen and fill it with the image in the argument.
Siriagus 1:0cfe2255092a 47 void clearAndDrawImage(const int img[BANKS][WIDTH])
Siriagus 0:1f92de30d43e 48 {
Siriagus 0:1f92de30d43e 49 for (int i = 0; i < BANKS; ++i)
Siriagus 0:1f92de30d43e 50 {
Siriagus 0:1f92de30d43e 51 for (int j = 0; j < WIDTH; ++j)
Siriagus 0:1f92de30d43e 52 {
Siriagus 1:0cfe2255092a 53 lcd->buffer[j][i] = img[i][j];
Siriagus 0:1f92de30d43e 54 }
Siriagus 0:1f92de30d43e 55 }
Siriagus 0:1f92de30d43e 56 lcd->refresh();
Siriagus 0:1f92de30d43e 57 }
Siriagus 0:1f92de30d43e 58
Siriagus 2:0ae5ac8b0cac 59 // States
Siriagus 2:0ae5ac8b0cac 60
Siriagus 3:4e3f342a135c 61
Siriagus 1:0cfe2255092a 62
Siriagus 2:0ae5ac8b0cac 63
Siriagus 3:4e3f342a135c 64 void init();
Siriagus 3:4e3f342a135c 65 void cleanUp();
Siriagus 1:0cfe2255092a 66
Siriagus 5:100d960fc6d5 67 StateManager* fsm;
Siriagus 5:100d960fc6d5 68
Siriagus 1:0cfe2255092a 69 int main()
Siriagus 1:0cfe2255092a 70 {
Siriagus 1:0cfe2255092a 71 init();
Siriagus 1:0cfe2255092a 72
Siriagus 7:678873947b29 73 Timer timer;
Siriagus 7:678873947b29 74 timer.start();
Siriagus 4:d6661b976359 75
Siriagus 0:1f92de30d43e 76 while(true)
Siriagus 7:678873947b29 77 {
Siriagus 8:9ac6a428fa26 78 // We need to call Sleep() repeatedly, because periodic interrupts in InputManager will cause it to wake up every 20 ms.
Siriagus 8:9ac6a428fa26 79 while (timer.read() < 0.08)
Siriagus 8:9ac6a428fa26 80 Sleep();
Siriagus 8:9ac6a428fa26 81
Siriagus 7:678873947b29 82 // update
Siriagus 0:1f92de30d43e 83 lcd->setBrightness(1.0 - ledPot); // Update brightness of screen
Siriagus 7:678873947b29 84 fsm->update(timer.read());
Siriagus 7:678873947b29 85 input->joystick->update();
Siriagus 4:d6661b976359 86
Siriagus 4:d6661b976359 87 // render
Siriagus 5:100d960fc6d5 88 lcd->clear();
Siriagus 7:678873947b29 89 fsm->render();
Siriagus 5:100d960fc6d5 90 lcd->refresh();
Siriagus 1:0cfe2255092a 91
Siriagus 7:678873947b29 92 fsm->processRequest(); // Change the state if requested.
Siriagus 7:678873947b29 93
Siriagus 7:678873947b29 94 timer.reset();
Siriagus 0:1f92de30d43e 95 }
Siriagus 0:1f92de30d43e 96
Siriagus 1:0cfe2255092a 97 cleanUp();
Siriagus 0:1f92de30d43e 98
Siriagus 0:1f92de30d43e 99 return 0;
Siriagus 3:4e3f342a135c 100 }
Siriagus 3:4e3f342a135c 101
Siriagus 3:4e3f342a135c 102 void init()
Siriagus 3:4e3f342a135c 103 {
Siriagus 3:4e3f342a135c 104 // Init LCD
Siriagus 3:4e3f342a135c 105 lcd = new N5110(p7, p8, p9, p10, p11, p13, p26);
Siriagus 3:4e3f342a135c 106 lcd->init();
Siriagus 3:4e3f342a135c 107 lcd->normalMode();
Siriagus 3:4e3f342a135c 108 lcd->setBrightness(1.0 - ledPot); // Update brightness of screen
Siriagus 3:4e3f342a135c 109
Siriagus 4:d6661b976359 110 // Input
Siriagus 8:9ac6a428fa26 111 input = new InputManager(BUTTON_A, BUTTON_B, BUTTON_C, JOY_H, JOY_V, JOY_BTN);
Siriagus 3:4e3f342a135c 112
Siriagus 8:9ac6a428fa26 113 fsm = new StateManager(lcd, input, TITLE_SCREEN);
Siriagus 3:4e3f342a135c 114 }
Siriagus 3:4e3f342a135c 115
Siriagus 3:4e3f342a135c 116 void cleanUp()
Siriagus 3:4e3f342a135c 117 {
Siriagus 3:4e3f342a135c 118 delete lcd;
Siriagus 4:d6661b976359 119 delete input;
Siriagus 1:0cfe2255092a 120 }