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

Committer:
Siriagus
Date:
Sun May 10 09:37:51 2015 +0000
Revision:
15:d5eb13c4c1c6
Parent:
14:b4fed570abaf
Child:
16:caf613d5b85e
Enemy - bullet collison + entities can walk upwards slopes or climb walls with a height smaller than themselves.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Siriagus 5:100d960fc6d5 1 #ifndef GAME_H
Siriagus 5:100d960fc6d5 2 #define GAME_H
Siriagus 5:100d960fc6d5 3
Siriagus 12:8178fad5e660 4 /** @file Game.h
Siriagus 12:8178fad5e660 5 * @author Andreas Garmannslund
Siriagus 12:8178fad5e660 6 */
Siriagus 12:8178fad5e660 7
Siriagus 7:678873947b29 8 #include "State.h"
Siriagus 8:9ac6a428fa26 9 #include "Resources.h" // TODO: Move to State.h ?
Siriagus 9:da608ae65df9 10 #include "Entity.h"
Siriagus 11:adb68da98262 11 #include "map.h"
Siriagus 8:9ac6a428fa26 12 #include <vector>
Siriagus 8:9ac6a428fa26 13
Siriagus 14:b4fed570abaf 14 #define TERMINAL_VELOCITY 3
Siriagus 14:b4fed570abaf 15
Siriagus 12:8178fad5e660 16 /// Simple objects with a position (x,y) and velocity (vx, vy)
Siriagus 8:9ac6a428fa26 17 struct Point
Siriagus 8:9ac6a428fa26 18 {
Siriagus 8:9ac6a428fa26 19 int x;
Siriagus 8:9ac6a428fa26 20 int y;
Siriagus 9:da608ae65df9 21 int vx, vy;
Siriagus 8:9ac6a428fa26 22 };
Siriagus 7:678873947b29 23
Siriagus 15:d5eb13c4c1c6 24 struct Rectangle
Siriagus 15:d5eb13c4c1c6 25 {
Siriagus 15:d5eb13c4c1c6 26 Rectangle(int x, int y, int w, int h) : x(x), y(y), width(w), height(h) {}
Siriagus 15:d5eb13c4c1c6 27 int x;
Siriagus 15:d5eb13c4c1c6 28 int y;
Siriagus 15:d5eb13c4c1c6 29 int width;
Siriagus 15:d5eb13c4c1c6 30 int height;
Siriagus 15:d5eb13c4c1c6 31 };
Siriagus 12:8178fad5e660 32 /// State: Game
Siriagus 5:100d960fc6d5 33 class Game : public State
Siriagus 5:100d960fc6d5 34 {
Siriagus 5:100d960fc6d5 35 public:
Siriagus 12:8178fad5e660 36 /// Creates the Game state
Siriagus 5:100d960fc6d5 37 Game(StateManager* fsm, N5110 *lcd, InputManager* input)
Siriagus 9:da608ae65df9 38 : State(fsm, lcd, input) {init();}
Siriagus 12:8178fad5e660 39
Siriagus 12:8178fad5e660 40 /// Handle input and update logic
Siriagus 7:678873947b29 41 virtual void update(float dt);
Siriagus 12:8178fad5e660 42
Siriagus 12:8178fad5e660 43 /// Draw state to lcd
Siriagus 7:678873947b29 44 virtual void render();
Siriagus 8:9ac6a428fa26 45
Siriagus 8:9ac6a428fa26 46
Siriagus 5:100d960fc6d5 47 private:
Siriagus 13:7ab71c7c311b 48 /// Moves entity in map. If collision occurs, entity can not move further
Siriagus 13:7ab71c7c311b 49 void moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]);
Siriagus 15:d5eb13c4c1c6 50 bool hitTestRect(Rectangle r1, Rectangle r2); /// Returns true if two rectangles overlap
Siriagus 15:d5eb13c4c1c6 51 bool bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]); /// Help function for detecting collision between moving bullet and map.
Siriagus 13:7ab71c7c311b 52
Siriagus 12:8178fad5e660 53 void init(); /// Sets some initial values
Siriagus 12:8178fad5e660 54 Entity player; /// Player object
Siriagus 15:d5eb13c4c1c6 55 Enemy *enemy; /// Enemy object
Siriagus 8:9ac6a428fa26 56
Siriagus 12:8178fad5e660 57 bool releasedBtnB; /// True if button B has been released after being pressed down
Siriagus 15:d5eb13c4c1c6 58 bool releasedBtnC;
Siriagus 15:d5eb13c4c1c6 59 bool paused; // True if the game is paused
Siriagus 15:d5eb13c4c1c6 60
Siriagus 12:8178fad5e660 61
Siriagus 12:8178fad5e660 62 std::vector<Point*> bullets; /// Container for bullets
Siriagus 5:100d960fc6d5 63 };
Siriagus 5:100d960fc6d5 64
Siriagus 5:100d960fc6d5 65 #endif