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 #ifndef INPUT_H
Siriagus 4:d6661b976359 2 #define INPUT_H
Siriagus 4:d6661b976359 3
Siriagus 4:d6661b976359 4 #include "N5110.h"
Siriagus 4:d6661b976359 5 #include "PinDetect.h"
Siriagus 4:d6661b976359 6 #include "Joystick.h"
Siriagus 4:d6661b976359 7
Siriagus 9:da608ae65df9 8 struct Input
Siriagus 9:da608ae65df9 9 {
Siriagus 9:da608ae65df9 10 enum Button{ButtonA, ButtonB, ButtonC};
Siriagus 9:da608ae65df9 11 };
Siriagus 9:da608ae65df9 12
Siriagus 4:d6661b976359 13 class InputManager
Siriagus 4:d6661b976359 14 {
Siriagus 4:d6661b976359 15 public:
Siriagus 4:d6661b976359 16
Siriagus 4:d6661b976359 17 InputManager(PinName pinA, PinName pinB, PinName pinC, PinName joyH, PinName joyV, PinName joyBtn);
Siriagus 4:d6661b976359 18 ~InputManager();
Siriagus 4:d6661b976359 19
Siriagus 4:d6661b976359 20 Joystick *joystick;
Siriagus 4:d6661b976359 21 PinDetect *btnA;
Siriagus 4:d6661b976359 22 PinDetect *btnB;
Siriagus 4:d6661b976359 23 PinDetect *btnC;
Siriagus 4:d6661b976359 24
Siriagus 4:d6661b976359 25 void addBtnPressInterrupt(PinDetect *btn, void (*func)(void));
Siriagus 9:da608ae65df9 26 int read(Input::Button button); // Returns the 1 if the button is currently pressed, otherwise 0.
Siriagus 4:d6661b976359 27 };
Siriagus 4:d6661b976359 28
Siriagus 4:d6661b976359 29 #endif
Siriagus 4:d6661b976359 30