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

MainMenu.cpp

Committer:
Siriagus
Date:
2015-05-08
Revision:
10:f2488a0ecab7
Parent:
7:678873947b29
Child:
12:8178fad5e660

File content as of revision 10:f2488a0ecab7:

#include "MainMenu.h"

/// States for the Main Menu's internal finite state machine
enum MenuState {SELECT_PLAY, SELECT_HIGHSCORES, SELECT_CONTROLS, LOAD_GAME, HIGHSCORES, CONTROLS};

/// Static variables for internal fsm.

const int MainMenu::MENU_FSM[6][3] = {
    {LOAD_GAME, SELECT_PLAY, SELECT_HIGHSCORES},            // State: SELECT_PLAY
    {HIGHSCORES, SELECT_HIGHSCORES, SELECT_CONTROLS},       // State: SELECT_HIGHSCORES
    {CONTROLS, SELECT_CONTROLS, SELECT_PLAY},               // State: SELECT_CONTROLS
    {LOAD_GAME, LOAD_GAME, LOAD_GAME},                      // State: LOAD_GAME
    {SELECT_HIGHSCORES, SELECT_HIGHSCORES, HIGHSCORES},     // State: HIGHSCORES
    {SELECT_CONTROLS, SELECT_CONTROLS, CONTROLS}            // State: CONTROLS
};

int MainMenu::currentState; /// Current state for the state machine

// Callback functions (needs to be static)
void MainMenu::btnAPress()
{
    currentState = MENU_FSM[currentState][0];
}

void MainMenu::btnBPress()
{
    currentState = MENU_FSM[currentState][1];
}

void MainMenu::btnCPress()
{
    currentState = MENU_FSM[currentState][2];
}

void MainMenu::init()
{
    MainMenu::currentState = SELECT_PLAY;
    input->addBtnPressInterrupt(Input::ButtonA, &btnAPress);
    input->addBtnPressInterrupt(Input::ButtonB, &btnBPress);
    input->addBtnPressInterrupt(Input::ButtonC, &btnCPress);
}

void MainMenu::update(float dt) {} // Does not do anything as program flow is controlled by interrupts, but needs to be defined as it is a virtual function.

void MainMenu::render()
{
    switch (currentState)
    {        
        case SELECT_PLAY:
            lcd->printString(">Play", 10, 1);
            lcd->printString("High Scores", 10, 2);
            lcd->printString("Controls", 10, 3);
        break;
        
        case SELECT_HIGHSCORES:
            lcd->printString("Play", 10, 1);
            lcd->printString(">High Scores", 10, 2);
            lcd->printString("Controls", 10, 3);
        break;
        
        case SELECT_CONTROLS:
            lcd->printString("Play", 10, 1);
            lcd->printString("High Scores", 10, 2);
            lcd->printString(">Controls", 10, 3);
        break;
        
        case HIGHSCORES:
        // 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->printString("Loading...", 10, 2);
            requestStateChange(GAME);
        break;
        
        default:
            error("MainMenu: Invalid internal state");
            
    }
}