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 09 14:39:48 2015 +0000
Revision:
14:b4fed570abaf
Parent:
13:7ab71c7c311b
Child:
15:d5eb13c4c1c6
Added function for generating random seed from two unconnected AnalogIn pins.

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 14:b4fed570abaf 14 #define TERMINAL_VELOCITY 3
Siriagus 14:b4fed570abaf 15
Siriagus 12:8178fad5e660 16 /// Simple objects with a position (x,y) and velocity (vx, vy)
Siriagus 8:9ac6a428fa26 17 struct Point
Siriagus 8:9ac6a428fa26 18 {
Siriagus 8:9ac6a428fa26 19 int x;
Siriagus 8:9ac6a428fa26 20 int y;
Siriagus 9:da608ae65df9 21 int vx, vy;
Siriagus 8:9ac6a428fa26 22 };
Siriagus 7:678873947b29 23
Siriagus 12:8178fad5e660 24 /// State: Game
Siriagus 5:100d960fc6d5 25 class Game : public State
Siriagus 5:100d960fc6d5 26 {
Siriagus 5:100d960fc6d5 27 public:
Siriagus 12:8178fad5e660 28 /// Creates the Game state
Siriagus 5:100d960fc6d5 29 Game(StateManager* fsm, N5110 *lcd, InputManager* input)
Siriagus 9:da608ae65df9 30 : State(fsm, lcd, input) {init();}
Siriagus 12:8178fad5e660 31
Siriagus 12:8178fad5e660 32 /// Handle input and update logic
Siriagus 7:678873947b29 33 virtual void update(float dt);
Siriagus 12:8178fad5e660 34
Siriagus 12:8178fad5e660 35 /// Draw state to lcd
Siriagus 7:678873947b29 36 virtual void render();
Siriagus 8:9ac6a428fa26 37
Siriagus 8:9ac6a428fa26 38
Siriagus 5:100d960fc6d5 39 private:
Siriagus 13:7ab71c7c311b 40 /// Moves entity in map. If collision occurs, entity can not move further
Siriagus 13:7ab71c7c311b 41 void moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]);
Siriagus 13:7ab71c7c311b 42
Siriagus 12:8178fad5e660 43 void init(); /// Sets some initial values
Siriagus 12:8178fad5e660 44 Entity player; /// Player object
Siriagus 13:7ab71c7c311b 45 Entity enemy; /// Enemy object
Siriagus 8:9ac6a428fa26 46
Siriagus 12:8178fad5e660 47 bool releasedBtnB; /// True if button B has been released after being pressed down
Siriagus 12:8178fad5e660 48
Siriagus 12:8178fad5e660 49 std::vector<Point*> bullets; /// Container for bullets
Siriagus 5:100d960fc6d5 50 };
Siriagus 5:100d960fc6d5 51
Siriagus 5:100d960fc6d5 52 #endif