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:
0:1f92de30d43e
Added sound effects ++

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 0:1f92de30d43e 1 #include "Joystick.h"
Siriagus 0:1f92de30d43e 2 #include "mbed.h"
Siriagus 0:1f92de30d43e 3 #include <cmath>
Siriagus 0:1f92de30d43e 4
Siriagus 17:d6a3b29cab31 5 /// @file Joystick.cpp
Siriagus 17:d6a3b29cab31 6
Siriagus 0:1f92de30d43e 7 Joystick::Joystick(PinName x, PinName y, PinName button)
Siriagus 0:1f92de30d43e 8 {
Siriagus 0:1f92de30d43e 9 xPot = new AnalogIn(x);
Siriagus 0:1f92de30d43e 10 yPot = new AnalogIn(y);
Siriagus 0:1f92de30d43e 11 btn = new DigitalIn(button);
Siriagus 0:1f92de30d43e 12 }
Siriagus 0:1f92de30d43e 13
Siriagus 0:1f92de30d43e 14 Joystick::~Joystick()
Siriagus 0:1f92de30d43e 15 {
Siriagus 0:1f92de30d43e 16 delete xPot;
Siriagus 0:1f92de30d43e 17 delete yPot;
Siriagus 0:1f92de30d43e 18 delete btn;
Siriagus 0:1f92de30d43e 19 }
Siriagus 0:1f92de30d43e 20
Siriagus 0:1f92de30d43e 21
Siriagus 0:1f92de30d43e 22 // Make sure that the Joystick is centered while calibrating
Siriagus 0:1f92de30d43e 23 void Joystick::calibrate()
Siriagus 0:1f92de30d43e 24 {
Siriagus 0:1f92de30d43e 25 btn->mode(PullDown);
Siriagus 0:1f92de30d43e 26 centerX = *xPot;
Siriagus 0:1f92de30d43e 27 centerY = *yPot;
Siriagus 0:1f92de30d43e 28 }
Siriagus 0:1f92de30d43e 29
Siriagus 0:1f92de30d43e 30
Siriagus 0:1f92de30d43e 31 void Joystick::update()
Siriagus 0:1f92de30d43e 32 {
Siriagus 0:1f92de30d43e 33 // Get position of joystick compared to the center values (delta x and delta y).
Siriagus 0:1f92de30d43e 34 dx = *xPot - centerX;
Siriagus 0:1f92de30d43e 35 dy = *yPot - centerY;
Siriagus 0:1f92de30d43e 36
Siriagus 0:1f92de30d43e 37 if (abs(dx) < DEAD_ZONE && abs(dy) < DEAD_ZONE)
Siriagus 0:1f92de30d43e 38 dir = CENTER;
Siriagus 0:1f92de30d43e 39 else if (abs(dx) < DEAD_ZONE) // Inside horizontal dead zone.
Siriagus 0:1f92de30d43e 40 dir = (dy > DEAD_ZONE) ? UP : DOWN;
Siriagus 0:1f92de30d43e 41 else if (abs(dy) < DEAD_ZONE) // Inside vertical dead zone.
Siriagus 0:1f92de30d43e 42 dir = (dx > DEAD_ZONE) ? LEFT : RIGHT;
Siriagus 0:1f92de30d43e 43 else if (dx > 0) // To the left, outside both deadzones.
Siriagus 0:1f92de30d43e 44 dir = (dy > 0) ? UP_LEFT : DOWN_LEFT;
Siriagus 0:1f92de30d43e 45 else // To the right, outside both deadzones
Siriagus 0:1f92de30d43e 46 dir = (dy > 0) ? UP_RIGHT : DOWN_RIGHT;
Siriagus 0:1f92de30d43e 47 }