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

main.cpp

Committer:
Siriagus
Date:
2015-04-28
Revision:
2:0ae5ac8b0cac
Parent:
1:0cfe2255092a
Child:
3:4e3f342a135c

File content as of revision 2:0ae5ac8b0cac:

/**
@brief Simple platform game developed for ELEC2645 Embedded Systems Project at University of Leeds

@author Andreas Garmannslund
**/

#include "mbed.h"
#include "N5110.h"
#include "PowerControl.h"
#include "PinDetect.h"

#include "Joystick.h"
#include <string>

#include "State.h"
#include "MainMenu.h"
#include "map.h"
#include "images.h"

#include <ctime>

// Redefine pin names for simple access.
#define JOY_H p17
#define JOY_V p16
#define JOY_BTN p15

#define LED_POT p20

#define BUTTON_A p28
#define BUTTON_B p27
#define BUTTON_C p29

enum MenuState {SELECT_MENU, HIGH_SCORES, CONTROLS, LOAD_GAME};
MenuState currentState; // current state

// Components
N5110 *lcd; // VCC, SCE, RST, D/C, MOSI, SCLK and LED
Joystick *joystick;

// Brightness potentiometer
AnalogIn ledPot(LED_POT);

/*
// Buttons
DigitalIn btnA(p27);
DigitalIn btnB(p28);
DigitalIn btnC(p29);
*/

// Debugging
Serial pc(USBTX, USBRX);
BusOut leds(LED1, LED2, LED3, LED4);


// @brief Clears the screen and fill it with the image in the argument.
void clearAndDrawImage(const int img[BANKS][WIDTH])
{
    for (int i = 0; i < BANKS; ++i)
    {
        for (int j = 0; j < WIDTH; ++j)
        {
            lcd->buffer[j][i] = img[i][j];
        }
    }
    lcd->refresh();
}

State *stateObj; // current state object
void init()
{
    // Init LCD
    lcd = new N5110(p7, p8, p9, p10, p11, p13, p26);
    lcd->init();
    //lcd->normalMode();
    lcd->setBrightness(1.0 - ledPot); // Update brightness of screen
    
    // Init joystick
    joystick = new Joystick(JOY_H, JOY_V, JOY_BTN);
    joystick->calibrate();
    
    // Set initial state    
//    currentState = MENU;

    currentState = SELECT_MENU;
//    stateObj = new MainMenu(lcd, BUTTON_A, BUTTON_B, BUTTON_C);
}

void cleanUp()
{
    delete lcd;
    delete joystick;
    delete stateObj;
}

// States


const int NUM_CHOICES = 3;
std::string choices[NUM_CHOICES] = {"Play", "High Score", "Controls"};
int selectedChoice = 0;

PinDetect btnA(BUTTON_A);
PinDetect btnB(BUTTON_B);
PinDetect btnC(BUTTON_C);

void btnAPressed()
{
    switch(currentState)
    {
        case SELECT_MENU:
            switch(selectedChoice)
            {
                case 0:
                    currentState = LOAD_GAME;
                break;
                
                case 1:
                    currentState = HIGH_SCORES;
                break;
                
                case 2:
                    currentState = CONTROLS;
                break;
            }
        break;
        
        case CONTROLS:
        case HIGH_SCORES:
            currentState = SELECT_MENU;
        break;
    }

}
void btnBPressed()
{
    switch(currentState)
    {
        case HIGH_SCORES:
        case CONTROLS:
            currentState = SELECT_MENU;
        break;
    }
    
}

void btnCPressed()
{
    if (currentState == SELECT_MENU)
        selectedChoice = (selectedChoice + 1) % NUM_CHOICES;
}

// Processes button input.
int buttons = 0; // Three first bit corresponds the buttons
void processButtonInput(int buttonPressed)
{
    switch(buttonPressed)
    {
        case 0:     // Button A
            btnAPressed();
        break;
        
        case 1:     // Button B
            btnBPressed();
        break;
        
        case 2:     // Button C
            btnCPressed();
        break;
    }
}

int main()
{
    init();
    
    // button
    btnA.attach_asserted(&btnAPressed);
    btnB.attach_asserted(&btnBPressed);
    btnC.attach_asserted(&btnCPressed);
    
    btnA.setSampleFrequency();
    btnB.setSampleFrequency();
    btnC.setSampleFrequency();
    // Game loop, fixed-time step, updates game logic with regular intervals, rendering happens as fast as possible
    while(true)
    {   
        lcd->clear();
        
        //stateObj->run();
    
        joystick->update();
        lcd->setBrightness(1.0 - ledPot); // Update brightness of screen
        
        // Process events
        
        
        // Update
        switch (currentState)
        {
            case SELECT_MENU:            
                for (int i = 0; i < 3; ++i)
                {
                    std::string str = (selectedChoice == i) ? ("> " + choices[i]) : choices[i];
                    lcd->printString(str.c_str(), 10, i+1);
                }
            break;
            
            case HIGH_SCORES:
            // Placeholder TODO: Actually high scores
                lcd->printString("High Scores", 10, 0);
                lcd->printString("AND 1000000", 10, 1);
                lcd->printString("AND  500000", 10, 2);
                lcd->printString("AND     100", 10, 3);
                lcd->printString("> Back", 10, 4);
            break;
            
            case CONTROLS:
                lcd->printString("Controls", 10, 0);
                lcd->printString("A: Jump", 10, 1);
                lcd->printString("B: Shoot", 10, 2);
                lcd->printString("C: Pause", 10, 3);
                lcd->printString("> Back", 10, 4);
            break;
            
            case LOAD_GAME:
                lcd->inverseMode();
                clearAndDrawImage(logo);
            break;
                
        }
        
        lcd->refresh();
        Sleep();
    }
    
    cleanUp();
    
    return 0;
}