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:
Fri May 08 14:39:36 2015 +0000
Revision:
10:f2488a0ecab7
Parent:
9:da608ae65df9
Child:
17:d6a3b29cab31
Encapsluated PinDetect buttons in InputManager (made private)

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 10:f2488a0ecab7 28 void InputManager::addBtnPressInterrupt(Input::Button button, void (*func)(void))
Siriagus 10:f2488a0ecab7 29 {
Siriagus 10:f2488a0ecab7 30 PinDetect *btn = getBtnPtr(button);
Siriagus 10:f2488a0ecab7 31 if (btn) // if not null pointer
Siriagus 10:f2488a0ecab7 32 btn->attach_asserted(func);
Siriagus 10:f2488a0ecab7 33 }
Siriagus 10:f2488a0ecab7 34
Siriagus 10:f2488a0ecab7 35 PinDetect* InputManager::getBtnPtr(Input::Button button)
Siriagus 4:d6661b976359 36 {
Siriagus 10:f2488a0ecab7 37 switch(button)
Siriagus 10:f2488a0ecab7 38 {
Siriagus 10:f2488a0ecab7 39 case Input::ButtonA:
Siriagus 10:f2488a0ecab7 40 return btnA;
Siriagus 10:f2488a0ecab7 41
Siriagus 10:f2488a0ecab7 42 case Input::ButtonB:
Siriagus 10:f2488a0ecab7 43 return btnB;
Siriagus 10:f2488a0ecab7 44
Siriagus 10:f2488a0ecab7 45 case Input::ButtonC:
Siriagus 10:f2488a0ecab7 46 return btnC;
Siriagus 10:f2488a0ecab7 47
Siriagus 10:f2488a0ecab7 48 default:
Siriagus 10:f2488a0ecab7 49 return 0; // Return 0 (nullptr) if invalid input
Siriagus 10:f2488a0ecab7 50 }
Siriagus 9:da608ae65df9 51 }
Siriagus 9:da608ae65df9 52
Siriagus 9:da608ae65df9 53 int InputManager::read(Input::Button button)
Siriagus 9:da608ae65df9 54 {
Siriagus 10:f2488a0ecab7 55 PinDetect *btn = getBtnPtr(button);
Siriagus 10:f2488a0ecab7 56 if (!btn) return 0; // Invalid button
Siriagus 9:da608ae65df9 57
Siriagus 10:f2488a0ecab7 58 return *btn; // Value of button
Siriagus 4:d6661b976359 59 }