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
Parent:
16:caf613d5b85e
Child:
18:709ea375b0df
Added sound effects ++

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 17:d6a3b29cab31 9 #include "Resources.h"
Siriagus 9:da608ae65df9 10 #include "Entity.h"
Siriagus 17:d6a3b29cab31 11 #include "Enemy.h"
Siriagus 11:adb68da98262 12 #include "map.h"
Siriagus 17:d6a3b29cab31 13 #include "Geometry.h" // Rectangle and Point structs
Siriagus 8:9ac6a428fa26 14 #include <vector>
Siriagus 17:d6a3b29cab31 15 #include <sstream>
Siriagus 17:d6a3b29cab31 16 #include "Global.h"
Siriagus 8:9ac6a428fa26 17
Siriagus 14:b4fed570abaf 18 #define TERMINAL_VELOCITY 3
Siriagus 14:b4fed570abaf 19
Siriagus 7:678873947b29 20
Siriagus 12:8178fad5e660 21 /// State: Game
Siriagus 5:100d960fc6d5 22 class Game : public State
Siriagus 5:100d960fc6d5 23 {
Siriagus 5:100d960fc6d5 24 public:
Siriagus 12:8178fad5e660 25 /// Creates the Game state
Siriagus 17:d6a3b29cab31 26 Game(StateManager* fsm, N5110 *lcd, InputManager* input, Sound *sound)
Siriagus 17:d6a3b29cab31 27 : State(fsm, lcd, input, sound) {init();}
Siriagus 17:d6a3b29cab31 28
Siriagus 17:d6a3b29cab31 29 /// Deconstructor: Frees all memory that was temporarely allocated by the Game state.
Siriagus 17:d6a3b29cab31 30 ~Game();
Siriagus 12:8178fad5e660 31
Siriagus 17:d6a3b29cab31 32 /// Handle input and update logic.
Siriagus 7:678873947b29 33 virtual void update(float dt);
Siriagus 12:8178fad5e660 34
Siriagus 17:d6a3b29cab31 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 17:d6a3b29cab31 40 void init(); /// Sets some initial values
Siriagus 16:caf613d5b85e 41 void spawnEnemy(); /// Spawns a new enemy
Siriagus 16:caf613d5b85e 42 void moveEnemies(); /// Movement and AI for all enemies
Siriagus 17:d6a3b29cab31 43 void moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]); /// Moves entity in map. If collision occurs, entity can not move further.
Siriagus 15:d5eb13c4c1c6 44 bool hitTestRect(Rectangle r1, Rectangle r2); /// Returns true if two rectangles overlap
Siriagus 15:d5eb13c4c1c6 45 bool bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]); /// Help function for detecting collision between moving bullet and map.
Siriagus 17:d6a3b29cab31 46 void renderScore(); /// Draws the current score in upper right corner
Siriagus 17:d6a3b29cab31 47 void respawnPlayer(); /// Respawns player at start position
Siriagus 17:d6a3b29cab31 48
Siriagus 17:d6a3b29cab31 49 int livesLeft; /// The number of lives left
Siriagus 17:d6a3b29cab31 50 bool paused; // True if the game is paused
Siriagus 17:d6a3b29cab31 51
Siriagus 17:d6a3b29cab31 52 int spawnRate; /// Probability of enemy spawning in a single frame/update.
Siriagus 17:d6a3b29cab31 53 static const int spawnPoints[3][2]; /// Positions where enemies can spawn.
Siriagus 17:d6a3b29cab31 54
Siriagus 12:8178fad5e660 55 Entity player; /// Player object
Siriagus 17:d6a3b29cab31 56 std::vector<Point*> bullets; /// Container for bullets
Siriagus 17:d6a3b29cab31 57 std::vector<Enemy*> enemies; /// Container for enemies
Siriagus 8:9ac6a428fa26 58
Siriagus 12:8178fad5e660 59 bool releasedBtnB; /// True if button B has been released after being pressed down
Siriagus 17:d6a3b29cab31 60 bool releasedBtnC; /// True if button C has been released after being pressed down
Siriagus 5:100d960fc6d5 61 };
Siriagus 5:100d960fc6d5 62
Siriagus 5:100d960fc6d5 63 #endif