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: Game.cpp
- Revision:
- 16:caf613d5b85e
- Parent:
- 15:d5eb13c4c1c6
- Child:
- 17:d6a3b29cab31
diff -r d5eb13c4c1c6 -r caf613d5b85e Game.cpp --- a/Game.cpp Sun May 10 09:37:51 2015 +0000 +++ b/Game.cpp Sun May 10 13:14:33 2015 +0000 @@ -3,7 +3,7 @@ Serial pc(USBTX, USBRX); // TO DELETE - DEBUGGING ONLY void Game::init() -{ +{ paused = false; // Set initial values for the player @@ -11,15 +11,19 @@ player.y = 5; // start y player.width = player.height = 5; // important that this is correct, see size of Image::Player in Resources.h player.onGround = false; - - enemy = new Enemy(75, 3, 6, 5); - enemy->vx = -2; +} + +void Game::spawnEnemy() +{ + Enemy *enemy = new Enemy(75, 3, 5, 5, Enemy::SIMPLE); + enemy->vx = -1; enemy->facingLeft = true; + enemies.push_back(enemy); } // Functions void Game::update(float dt) -{ +{ // Pause button input if (input->read(Input::ButtonC)) { @@ -36,8 +40,9 @@ if (paused) return; - - + if ((rand() % 100) > 93) + spawnEnemy(); + // Handle input, should be its own function switch(input->joystick->getDirection()) { @@ -60,23 +65,11 @@ break; } - // Random movement for enemies - if (enemy->onGround && (rand() % 100) > 97) // 3 % chance - { - // jump - enemy->vy = -3; - enemy->onGround = false; - } - else if ((rand() % 100) > 98) // 2% chance - { - // switch direction - enemy->vx *= -1; - enemy->facingLeft = (enemy->vx < 0); - } + + // MOVE: Random enemies // Gravity player.vy += 1; - enemy->vy += 1; // Check if player is trying to jump. Player can only jump if it's on the ground if (input->read(Input::ButtonA) && player.onGround) @@ -89,32 +82,10 @@ if (player.vy > TERMINAL_VELOCITY) player.vy = TERMINAL_VELOCITY; moveWithCollisionTest(&player, map); - - if (!enemy->dead) - moveWithCollisionTest(enemy, map); - else - { - enemy->y += enemy->vy; - enemy->x += enemy->vx; - } - // else if (enemy->y >= HEIGHT) ; // TODO : delete enemy + moveEnemies(); - // Enemy AI - if (!enemy->dead) - { - int nextRight = enemy->getRight() + 1; // Next position of right edge if enemy moves to the right - for (int i = 0; i < enemy->height; ++i) // Check for all heighs - { - // Check if crashing if moving right or left. Bounds should already be limited by moveWithCollisionTest! - // will also try to climb a slope if it can find one - if ((map[enemy->y + i][nextRight] && map[enemy->y+i-1][nextRight]) || (map[enemy->y + i][enemy->x - 1] && map[enemy->y + i-1][enemy->x - 1])) - { - enemy->vx *= -1; // move in opposite direction - enemy->facingLeft = !enemy->facingLeft; // toggle direction - break; // no further testing required - } - } - } + + // else if (enemy->y >= HEIGHT) ; // TODO : delete enemy // Check if bullet should be fired if (input->read(Input::ButtonB) && releasedBtnB) @@ -160,16 +131,20 @@ // loop through all enemies //bullet // point //enemy // entity - - if (!enemy->dead && bullet->x >= enemy->x && bullet->x <= enemy->getRight() && bullet->y >= enemy->y && bullet->y <= enemy->getBottom()) + for (std::vector<Enemy*>::iterator it = enemies.begin(); it != enemies.end(); ++it) { - col = true; - // break; // todo: make for loop - iterate through all enemies - enemy->vx = bullet->vx / 2; // sends the dead enemy in the same direction as the incoming bullet - enemy->vy = -3; // sends the dead enemy upwards in the air, because of impact + Enemy *enemy = *it; - enemy->dead = true; - // remove enemy - todo: make vector + if (!enemy->dead && bullet->x >= enemy->x && bullet->x <= enemy->getRight() && bullet->y >= enemy->y && bullet->y <= enemy->getBottom()) + { + col = true; + // break; // todo: make for loop - iterate through all enemies + enemy->vx = bullet->vx / 2; // sends the dead enemy in the same direction as the incoming bullet + enemy->vy = -3; // sends the dead enemy upwards in the air, because of impact + + enemy->dead = true; + // remove enemy - todo: make vector + } } } @@ -198,28 +173,12 @@ drawImage(Image::Player, player.x, player.y, false, !player.facingLeft); // Draw enemies - drawImage(Image::Enemy3, enemy->x, enemy->y, false, !enemy->facingLeft, enemy->dead); - - /* - // 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.facingLeft) ? (j-x0) : (player.width - 1 - (j-x0)); - - if (Image::Player[i-y0][xIndex]) - lcd->setPixel(j,i); - } - }*/ - + for (std::vector<Enemy*>::iterator it = enemies.begin(); it != enemies.end(); ++it) + { + Enemy *enemy = *it; + drawImage(Image::EnemySimple, enemy->x, enemy->y, false, !enemy->facingLeft, enemy->dead); + } + // Render bullets for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) { @@ -256,6 +215,11 @@ while(steps--) // While it still have more movement left { collision = false; + + // Wrapping + if (entityRight+1 >= WIDTH) + entityRight = -1;// wants entityRight = -1, so next check is entityRight 0*/ + for (int i = 0; i < entity->height; ++i) // Loop through all vertical points on the right hand side of the entity (y+i) { if (map[y+i][entityRight+1]) // If moving to the right leads to collision for given y+i @@ -280,6 +244,10 @@ ++entityRight; // Move entity one px to the right } + // If wrap didn't work, make sure entity is on the correct side of the map + if (entityRight < 0) + entityRight = WIDTH-1; + entity->x = entityRight - (entity->width - 1); // Update entity's position. Need to set upper-left pixel. } else // moving left @@ -288,9 +256,14 @@ { collision = false; + // Wrap around map + if (x-1 < 0) + x = WIDTH; // causes x-1 in the next check to be WIDTH - 1 - for (int i = 0; i < entity->height; ++i) // Check for all y-positions + // Check for all y-positions + for (int i = 0; i < entity->height; ++i) { + if (map[y+i][x-1]) // If solid block { if (!map[y+i-1][x-1] && entity->onGround) // If slope or close to top of wall (=> can climb by going left). @@ -311,11 +284,12 @@ --x; // Move to the left if no collision is detected } - entity->x = x; + x %= WIDTH; // In case wrapping caused entity to crash with wall on other side, x should be 0 instead of WIDTH (invalid). + + entity->x = x; // update position } // Check collision with map in y-direction - works the same way as the x-axis, except for other axis - x = entity->x; y = entity->y; steps = abs(entity->vy); @@ -326,9 +300,10 @@ while(steps--) // Still movement left { collision = false; + for (int i = 0; i < entity->width; ++i) // Loop through all x-position on lower part of entity - { - if (map[entityBottom+1][x+i]) // If moving the entity one step down for a given (x+i)-position gives a collision + { + if (map[(entityBottom+1) % HEIGHT][x+i]) // If moving the entity one step down for a given (x+i)-position gives a collision { collision = true; break; // No further testing required @@ -348,17 +323,24 @@ } } - entity->y = entityBottom - (entity->height - 1); // Update position when done moving, remember that entity.y refers to upper part of the entity + // Wrapping + y = (entityBottom - (entity->height - 1)); + if (y >= HEIGHT) // if completely outside map + y = -entity->height; // wrap to top of map + + entity->y = y; // (entityBottom - (entity->height - 1)); // Update position when done moving, remember that entity.y refers to upper part of the entity } else // moving up, check collision from top { while(steps--) // Still movement left { collision = false; - + for (int i = 0; i < entity->width; ++i) // Check for all x-positions { - if (map[y-1][x+i]) // If moving upwards gives collision for a given x+i + int y1 = ((y-1) + HEIGHT) % HEIGHT; // In case negative, because of wrapping + + if (map[y1][x+i]) // If moving upwards gives collision for a given x+i { collision = true; // Then we have a collision break; // No further testing needed, skip for loop @@ -374,6 +356,10 @@ --y; // Move entity one step up } + // Wrapping + if (y + (entity->height - 1) < 0) // completely outside map (bottom of entity over top of map) + y = HEIGHT-1 - entity->height - 1; // Sets the altitude. + entity->y = y; // Update vertical position of entity } } @@ -397,4 +383,53 @@ } return false; +} + +void Game::moveEnemies() +{ + for (std::vector<Enemy*>::iterator it = enemies.begin(); it != enemies.end(); ++it) + { + Enemy *enemy = *it; + + // Random movement for enemies + if (enemy->onGround && (rand() % 100) > 97) // 3 % chance + { + // jump + enemy->vy = -3; + enemy->onGround = false; + } + else if ((rand() % 100) > 98) // 2% chance + { + // switch direction + enemy->vx *= -1; + enemy->facingLeft = (enemy->vx < 0); + } + + // Gravity + enemy->vy += 1; + + if (!enemy->dead) + { + moveWithCollisionTest(enemy, map); + + // Enemy AI + int nextRight = enemy->getRight() + 1; // Next position of right edge if enemy moves to the right + nextRight %= WIDTH; // wrapping + for (int i = 0; i < enemy->height; ++i) // Check for all heighs + { + // Check if crashing if moving right or left. Bounds should already be limited by moveWithCollisionTest! + if (map[enemy->y + i][nextRight] || map[enemy->y + i][enemy->x - 1]) + { + enemy->vx *= -1; // move in opposite direction + enemy->facingLeft = !enemy->facingLeft; // toggle direction + break; // no further testing required + } + } + } + else + { + enemy->y += enemy->vy; + enemy->x += enemy->vx; + } + } } \ No newline at end of file