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.
Diff: MainMenu.h
- Revision:
- 18:709ea375b0df
- Parent:
- 17:d6a3b29cab31
diff -r d6a3b29cab31 -r 709ea375b0df MainMenu.h --- a/MainMenu.h Mon May 11 03:52:18 2015 +0000 +++ b/MainMenu.h Mon May 11 04:40:23 2015 +0000 @@ -7,7 +7,6 @@ */ #include "State.h" -#include "Resources.h" #include "Global.h" #include <string> #include <sstream> @@ -20,20 +19,25 @@ MainMenu(StateManager* fsm, N5110 *lcd, InputManager* input, Sound *sound) : State(fsm, lcd, input, sound) {init();} - virtual void update(float dt); /// Update logic - virtual void render(); /// Draw MainMenu to screen + /// Update logic + virtual void update(float dt); + + /// Draw MainMenu to screen + virtual void render(); private: void init(); - static void btnAPress(); /// Interrupt callback function when button A is pressed - static void btnBPress(); /// Interrupt callback function when button B is pressed - static void btnCPress(); /// Interrupt callback function when button C is pressed + static void btnAPress(); // Interrupt callback function when button A is pressed + static void btnBPress(); // Interrupt callback function when button B is pressed + static void btnCPress(); // Interrupt callback function when button C is pressed // Variables private: /// States for the main menu's internal finite state machine enum MenuState {SELECT_PLAY, SELECT_HIGHSCORES, SELECT_CONTROLS, LOAD_GAME, HIGHSCORES, CONTROLS}; - static int currentState; /// Current state of the internal finite state machine + + /// Current state of the internal finite state machine + static int currentState; /** Transition table for internal fsm * Each row corresponds to a state