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 03 11:48:42 2015 +0000
Revision:
9:da608ae65df9
Parent:
4:d6661b976359
Child:
10:f2488a0ecab7
Player movement + bullets added

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 4:d6661b976359 1 #include "InputManager.h"
Siriagus 4:d6661b976359 2
Siriagus 4:d6661b976359 3 InputManager::InputManager(PinName pinA, PinName pinB, PinName pinC, PinName joyH, PinName joyV, PinName joyBtn)
Siriagus 4:d6661b976359 4 {
Siriagus 4:d6661b976359 5 // Init joystick
Siriagus 4:d6661b976359 6 joystick = new Joystick(joyH, joyV, joyBtn);
Siriagus 4:d6661b976359 7 joystick->calibrate();
Siriagus 4:d6661b976359 8
Siriagus 4:d6661b976359 9 // Init buttons
Siriagus 4:d6661b976359 10 btnA = new PinDetect(pinA);
Siriagus 4:d6661b976359 11 btnB = new PinDetect(pinB);
Siriagus 4:d6661b976359 12 btnC = new PinDetect(pinC);
Siriagus 4:d6661b976359 13
Siriagus 4:d6661b976359 14 // Default sample frequency
Siriagus 4:d6661b976359 15 btnA->setSampleFrequency();
Siriagus 4:d6661b976359 16 btnB->setSampleFrequency();
Siriagus 4:d6661b976359 17 btnC->setSampleFrequency();
Siriagus 4:d6661b976359 18 }
Siriagus 4:d6661b976359 19
Siriagus 4:d6661b976359 20 InputManager::~InputManager()
Siriagus 4:d6661b976359 21 {
Siriagus 4:d6661b976359 22 delete joystick;
Siriagus 4:d6661b976359 23 delete btnA;
Siriagus 4:d6661b976359 24 delete btnB;
Siriagus 4:d6661b976359 25 delete btnC;
Siriagus 4:d6661b976359 26 }
Siriagus 4:d6661b976359 27
Siriagus 4:d6661b976359 28 void InputManager::addBtnPressInterrupt(PinDetect *btn, void (*func)(void))
Siriagus 4:d6661b976359 29 {
Siriagus 4:d6661b976359 30 btn->attach_asserted(func);
Siriagus 9:da608ae65df9 31 }
Siriagus 9:da608ae65df9 32
Siriagus 9:da608ae65df9 33 int InputManager::read(Input::Button button)
Siriagus 9:da608ae65df9 34 {
Siriagus 9:da608ae65df9 35 int pressed;
Siriagus 9:da608ae65df9 36 switch(button)
Siriagus 9:da608ae65df9 37 {
Siriagus 9:da608ae65df9 38 case Input::ButtonA:
Siriagus 9:da608ae65df9 39 pressed = *btnA;
Siriagus 9:da608ae65df9 40 break;
Siriagus 9:da608ae65df9 41
Siriagus 9:da608ae65df9 42 case Input::ButtonB:
Siriagus 9:da608ae65df9 43 pressed = *btnB;
Siriagus 9:da608ae65df9 44 break;
Siriagus 9:da608ae65df9 45
Siriagus 9:da608ae65df9 46 case Input::ButtonC:
Siriagus 9:da608ae65df9 47 pressed = *btnC;
Siriagus 9:da608ae65df9 48 break;
Siriagus 9:da608ae65df9 49
Siriagus 9:da608ae65df9 50 default:
Siriagus 9:da608ae65df9 51 pressed = 0;
Siriagus 9:da608ae65df9 52 }
Siriagus 9:da608ae65df9 53
Siriagus 9:da608ae65df9 54 return pressed;
Siriagus 4:d6661b976359 55 }