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:
Mon May 11 03:52:18 2015 +0000
Revision:
17:d6a3b29cab31
Child:
18:709ea375b0df
Added sound effects ++

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 17:d6a3b29cab31 1 #ifndef ENEMY_H
Siriagus 17:d6a3b29cab31 2 #define ENEMY_H
Siriagus 17:d6a3b29cab31 3
Siriagus 17:d6a3b29cab31 4 /// @file Entity.h
Siriagus 17:d6a3b29cab31 5
Siriagus 17:d6a3b29cab31 6 #include "Entity.h"
Siriagus 17:d6a3b29cab31 7
Siriagus 17:d6a3b29cab31 8 /// Enemy class
Siriagus 17:d6a3b29cab31 9 class Enemy : public Entity
Siriagus 17:d6a3b29cab31 10 {
Siriagus 17:d6a3b29cab31 11 public:
Siriagus 17:d6a3b29cab31 12 enum Type{SIMPLE, JUMPER, RUNNER}; /// Different type of enemies
Siriagus 17:d6a3b29cab31 13
Siriagus 17:d6a3b29cab31 14 public:
Siriagus 17:d6a3b29cab31 15 Enemy(int x, int y, bool facingLeft, Type type = SIMPLE) : Entity(x,y), type(type) {setup();}
Siriagus 17:d6a3b29cab31 16
Siriagus 17:d6a3b29cab31 17 Type type; /// What type
Siriagus 17:d6a3b29cab31 18 //bool dead; /// True if enemy has been shot by player
Siriagus 17:d6a3b29cab31 19 int difficulty; /// Multiplier used for giving more points
Siriagus 17:d6a3b29cab31 20 int jumpRate; // Probability (in percent) of trying to jump if at ground.
Siriagus 17:d6a3b29cab31 21
Siriagus 17:d6a3b29cab31 22 private:
Siriagus 17:d6a3b29cab31 23 void setup();
Siriagus 17:d6a3b29cab31 24 };
Siriagus 17:d6a3b29cab31 25 #endif