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.
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:
Hardware
Schematic:
Printed circuit board (PCB):
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.
Game.h
- Committer:
- Siriagus
- Date:
- 2015-05-11
- Revision:
- 17:d6a3b29cab31
- Parent:
- 16:caf613d5b85e
- Child:
- 18:709ea375b0df
File content as of revision 17:d6a3b29cab31:
#ifndef GAME_H #define GAME_H /** @file Game.h * @author Andreas Garmannslund */ #include "State.h" #include "Resources.h" #include "Entity.h" #include "Enemy.h" #include "map.h" #include "Geometry.h" // Rectangle and Point structs #include <vector> #include <sstream> #include "Global.h" #define TERMINAL_VELOCITY 3 /// State: Game class Game : public State { public: /// Creates the Game state Game(StateManager* fsm, N5110 *lcd, InputManager* input, Sound *sound) : State(fsm, lcd, input, sound) {init();} /// Deconstructor: Frees all memory that was temporarely allocated by the Game state. ~Game(); /// Handle input and update logic. virtual void update(float dt); /// Draw state to lcd. virtual void render(); private: void init(); /// Sets some initial values void spawnEnemy(); /// Spawns a new enemy void moveEnemies(); /// Movement and AI for all enemies void moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]); /// Moves entity in map. If collision occurs, entity can not move further. bool hitTestRect(Rectangle r1, Rectangle r2); /// Returns true if two rectangles overlap bool bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]); /// Help function for detecting collision between moving bullet and map. void renderScore(); /// Draws the current score in upper right corner void respawnPlayer(); /// Respawns player at start position int livesLeft; /// The number of lives left bool paused; // True if the game is paused int spawnRate; /// Probability of enemy spawning in a single frame/update. static const int spawnPoints[3][2]; /// Positions where enemies can spawn. Entity player; /// Player object std::vector<Point*> bullets; /// Container for bullets std::vector<Enemy*> enemies; /// Container for enemies bool releasedBtnB; /// True if button B has been released after being pressed down bool releasedBtnC; /// True if button C has been released after being pressed down }; #endif