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:
7:678873947b29
Child:
12:8178fad5e660
Encapsluated PinDetect buttons in InputManager (made private)

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 5:100d960fc6d5 1 #ifndef MAIN_MENU_H
Siriagus 5:100d960fc6d5 2 #define MAIN_MENU_H
Siriagus 5:100d960fc6d5 3
Siriagus 5:100d960fc6d5 4 #include "State.h"
Siriagus 5:100d960fc6d5 5
Siriagus 10:f2488a0ecab7 6 /// State: Main Menu
Siriagus 5:100d960fc6d5 7 class MainMenu : public State
Siriagus 5:100d960fc6d5 8 {
Siriagus 5:100d960fc6d5 9 public:
Siriagus 10:f2488a0ecab7 10 /// Creates a new MainMenu object
Siriagus 5:100d960fc6d5 11 MainMenu(StateManager* fsm, N5110 *lcd, InputManager* input)
Siriagus 5:100d960fc6d5 12 : State(fsm, lcd, input) {init();}
Siriagus 5:100d960fc6d5 13
Siriagus 10:f2488a0ecab7 14 virtual void update(float dt); /// Update logic
Siriagus 10:f2488a0ecab7 15 virtual void render(); /// Draw MainMenu to screen
Siriagus 5:100d960fc6d5 16
Siriagus 5:100d960fc6d5 17 private:
Siriagus 5:100d960fc6d5 18 void init();
Siriagus 10:f2488a0ecab7 19 static void btnAPress(); /// Interrupt callback function when button A is pressed
Siriagus 10:f2488a0ecab7 20 static void btnBPress(); /// Interrupt callback function when button B is pressed
Siriagus 10:f2488a0ecab7 21 static void btnCPress(); /// Interrupt callback function when button C is pressed
Siriagus 6:edb48de563a9 22
Siriagus 6:edb48de563a9 23 // Variables
Siriagus 6:edb48de563a9 24 private:
Siriagus 10:f2488a0ecab7 25 /// States for the main menu's internal finite state machine
Siriagus 10:f2488a0ecab7 26 enum MenuState {SELECT_PLAY, SELECT_HIGHSCORES, SELECT_CONTROLS, LOAD_GAME, HIGHSCORES, CONTROLS};
Siriagus 10:f2488a0ecab7 27 static int currentState; /// Current state of the internal finite state machine
Siriagus 10:f2488a0ecab7 28
Siriagus 10:f2488a0ecab7 29 /** Transition table for internal fsm
Siriagus 10:f2488a0ecab7 30 * Each row corresponds to a state
Siriagus 10:f2488a0ecab7 31 * Each column corresponds to the button pressed
Siriagus 10:f2488a0ecab7 32 */
Siriagus 10:f2488a0ecab7 33 static const int MENU_FSM[6][3];
Siriagus 5:100d960fc6d5 34 };
Siriagus 5:100d960fc6d5 35
Siriagus 5:100d960fc6d5 36 #endif