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.
InputManager.h
- Committer:
- Siriagus
- Date:
- 2015-05-08
- Revision:
- 10:f2488a0ecab7
- Parent:
- 9:da608ae65df9
- Child:
- 17:d6a3b29cab31
File content as of revision 10:f2488a0ecab7:
#ifndef INPUT_H #define INPUT_H #include "N5110.h" #include "PinDetect.h" #include "Joystick.h" /** @file InputManager.h */ struct Input { /** Used as identificator for the different buttons */ enum Button{ButtonA, ButtonB, ButtonC}; }; /// Used to manage user input from buttons and thumb joystick class InputManager { public: /** Creates a new InputManager object * @param pinA Pin connected to button A * @param pinB Pin connected to button B * @param pinc Pin connected to button C * @param x Pin connected to the horizontal potentiometer of the joystick * @param y Pin connected to the vertical potentiometer of the joystick * @param button Pin connected to the button of the thumb joystick */ InputManager(PinName pinA, PinName pinB, PinName pinC, PinName joyH, PinName joyV, PinName joyBtn); /** Deconstructor. Frees allocated memory related to the buttons and the joystick **/ ~InputManager(); Joystick *joystick; /** @brief Adds a button interrupt which is invoked when the button is pressed. Button needs to be released for the interrupt to occur again. * @param button Name of the button. * @param func Callback function. */ void addBtnPressInterrupt(Input::Button button, void (*func)(void)); /** Reads the current value of a button. * @param button The button we want to read. * @return Returns 1 if button is pressed, 0 otherwise. */ int read(Input::Button button); private: /// Button objects PinDetect *btnA; PinDetect *btnB; PinDetect *btnC; /** Returns a pointer to the actual button object * @param button The requested button. * @return Pointer to the button. */ PinDetect* getBtnPtr(Input::Button button); }; #endif