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:
Sun May 10 09:37:51 2015 +0000
Revision:
15:d5eb13c4c1c6
Parent:
13:7ab71c7c311b
Child:
16:caf613d5b85e
Enemy - bullet collison + entities can walk upwards slopes or climb walls with a height smaller than themselves.

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 10:f2488a0ecab7 6 /// Images: Arrays consisting of 1 (opaque) or 0 (blank).
Siriagus 8:9ac6a428fa26 7 namespace Image
Siriagus 12:8178fad5e660 8 {
Siriagus 13:7ab71c7c311b 9 const int Square5[5][5] = {
Siriagus 11:adb68da98262 10 {1, 1, 1, 1, 1},
Siriagus 11:adb68da98262 11 {1, 0, 0, 0, 1},
Siriagus 11:adb68da98262 12 {1, 0, 0, 0, 1},
Siriagus 11:adb68da98262 13 {1, 0, 0, 0, 1},
Siriagus 11:adb68da98262 14 {1, 1, 1, 1, 1}
Siriagus 11:adb68da98262 15 };
Siriagus 11:adb68da98262 16
Siriagus 8:9ac6a428fa26 17 // Player sprite
Siriagus 13:7ab71c7c311b 18 const int Player[5][5] = {
Siriagus 8:9ac6a428fa26 19 {0, 0, 1, 1, 0},
Siriagus 8:9ac6a428fa26 20 {0, 1, 0, 0, 1},
Siriagus 8:9ac6a428fa26 21 {1, 0, 1, 1, 0},
Siriagus 8:9ac6a428fa26 22 {0, 0, 1, 1, 0},
Siriagus 8:9ac6a428fa26 23 {0, 1, 0, 0, 1}
Siriagus 13:7ab71c7c311b 24 };
Siriagus 13:7ab71c7c311b 25
Siriagus 13:7ab71c7c311b 26 const int Cross3[3][3] = {
Siriagus 13:7ab71c7c311b 27 {0,1,0},
Siriagus 13:7ab71c7c311b 28 {1,1,1},
Siriagus 13:7ab71c7c311b 29 {0,1,0}
Siriagus 13:7ab71c7c311b 30 };
Siriagus 13:7ab71c7c311b 31
Siriagus 13:7ab71c7c311b 32 const int Enemy2[4][3] = {
Siriagus 13:7ab71c7c311b 33 {1,1,1},
Siriagus 13:7ab71c7c311b 34 {0,1,0},
Siriagus 13:7ab71c7c311b 35 {1,1,1},
Siriagus 13:7ab71c7c311b 36 {1,0,1}
Siriagus 13:7ab71c7c311b 37 };
Siriagus 13:7ab71c7c311b 38
Siriagus 13:7ab71c7c311b 39 const int Enemy1[5][5] = {
Siriagus 15:d5eb13c4c1c6 40 {1,1,0,0,0},
Siriagus 15:d5eb13c4c1c6 41 {1,1,1,1,0},
Siriagus 13:7ab71c7c311b 42 {0,0,1,0,0},
Siriagus 15:d5eb13c4c1c6 43 {0,1,1,1,1},
Siriagus 13:7ab71c7c311b 44 {1,1,0,1,1}
Siriagus 13:7ab71c7c311b 45 };
Siriagus 15:d5eb13c4c1c6 46
Siriagus 15:d5eb13c4c1c6 47 const int Enemy3[5][6] = {
Siriagus 15:d5eb13c4c1c6 48 {0,1,1,0,0,0},
Siriagus 15:d5eb13c4c1c6 49 {1,1,1,0,0,1},
Siriagus 15:d5eb13c4c1c6 50 {1,1,1,1,1,0},
Siriagus 15:d5eb13c4c1c6 51 {0,1,1,1,1,0},
Siriagus 15:d5eb13c4c1c6 52 {0,1,0,0,1,0}
Siriagus 15:d5eb13c4c1c6 53 };
Siriagus 8:9ac6a428fa26 54 }
Siriagus 8:9ac6a428fa26 55
Siriagus 8:9ac6a428fa26 56 #endif