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.cpp
- Committer:
- Siriagus
- Date:
- 2015-05-03
- Revision:
- 9:da608ae65df9
- Parent:
- 8:9ac6a428fa26
- Child:
- 11:adb68da98262
File content as of revision 9:da608ae65df9:
#include "Game.h" Serial pc(USBTX, USBRX); // TO DELETE - DEBUGGING ONLY // BUG: Registrer jo bare btn press, må være en bedre måte, men er trøtt nå void Game::init() { // Player player.x = player.y = 10; player.width = player.height = 5; onGround = false; } // Functions void Game::update(float dt) { // Handle input, should be its own function switch(input->joystick->getDirection()) { case LEFT: case UP_LEFT: case DOWN_LEFT: player.vx = -2; player.goingLeft = true; break; case RIGHT: case UP_RIGHT: case DOWN_RIGHT: player.vx = 2; player.goingLeft = false; break; case UP: //player.vy = -4; break; case DOWN: player.vy += 1; break; case CENTER: player.vx = 0; break; } if (player.y < HEIGHT-10) player.vy += 1; // gravity else if (player.vy > 0) {player.vy = 0; onGround = true;} if (input->read(Input::ButtonA) && onGround) // && player.onGround) { player.vy = -4; onGround = false; } if (player.vy > 3) player.vy = 3; player.x += player.vx; player.y += player.vy; // Bullets - TODO: Give the bullets a direction - need to delete them when they go off the screen if (input->read(Input::ButtonB) && releasedBtnB) { Point* bullet = new Point; bullet->x = player.x-1; bullet->y = player.y + 2; bullet->vx = (player.goingLeft) ? -4 : 4; bullet->vy = 0; bullets.push_back(bullet); releasedBtnB = false; } else if (!input->read(Input::ButtonB)) releasedBtnB = true; // Loop through bullets and move them for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end();) { (*it)->x += (*it)->vx; // Check if outside int x = (*it)->x; if (x < 0 || x > WIDTH) { delete (*it); it = bullets.erase(it); // go to next element } else ++it; // go to next element // TODO: Check for collisions // TODO: Go both ways } } void Game::render() { // Draw player - TODO: Make this a part of sprite class (so they can draw themselves) int x0, x1, y0, y1; x0 = (player.x < 0) ? 0 : player.x; // x0 = max(0,x); y0 = (player.y < 0) ? 0 : player.y; // y0 = max(0,y); x1 = (player.width + player.x > WIDTH) ? WIDTH : player.width + player.x; //x1 = min(WIDTH, width); y1 = (player.height + player.y > HEIGHT) ? HEIGHT : player.height + player.y; //y1 = min(HEIGHT, height); for (int i = y0; i < y1; ++i) { for (int j = x0; j < x1; ++j) { // If player is going right, obtain data from sprite in reverse order => render in reverse int xIndex = (player.goingLeft) ? (j-x0) : (player.width - 1 - (j-x0)); if (Image::Player[i-y0][xIndex]) lcd->setPixel(j,i); } } // Render bullets for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) { int x, y; x = (*it)->x; y = (*it)->y; if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT) // Boundary check lcd->setPixel(x,y); } }