
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.
Revision 9:da608ae65df9, committed 2015-05-03
- Comitter:
- Siriagus
- Date:
- Sun May 03 11:48:42 2015 +0000
- Parent:
- 8:9ac6a428fa26
- Child:
- 10:f2488a0ecab7
- Commit message:
- Player movement + bullets added
Changed in this revision
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Entity.h Sun May 03 11:48:42 2015 +0000 @@ -0,0 +1,18 @@ +#ifndef ENTITY_H +#define ENTITY_H + +class Entity +{ + public: + Entity() {x = y = width = height = vx = vy = 0; goingLeft = true;} + Entity(int x, int y, int w, int h) : x(x), y(y), width(w), height(h) {vx = vy = 0; goingLeft = true;} + + int x, y; + int vx, vy; // Velocity x and y + int width; + int height; + + bool goingLeft; // Direction of entity can be left or right +}; + +#endif \ No newline at end of file
--- a/Game.cpp Sat May 02 00:22:43 2015 +0000 +++ b/Game.cpp Sun May 03 11:48:42 2015 +0000 @@ -2,19 +2,14 @@ Serial pc(USBTX, USBRX); // TO DELETE - DEBUGGING ONLY -bool Game::btnAPressed = false; -bool Game::btnBPressed = false; - -void Game::btnAPress() {btnAPressed = true;} - -void Game::btnBPress() {btnBPressed = true;} - // BUG: Registrer jo bare btn press, må være en bedre måte, men er trøtt nå void Game::init() { - input->addBtnPressInterrupt(input->btnA, &btnAPress); - input->addBtnPressInterrupt(input->btnB, &btnBPress); + // Player + player.x = player.y = 10; + player.width = player.height = 5; + onGround = false; } // Functions @@ -28,12 +23,14 @@ case UP_LEFT: case DOWN_LEFT: player.vx = -2; + player.goingLeft = true; break; case RIGHT: case UP_RIGHT: case DOWN_RIGHT: player.vx = 2; + player.goingLeft = false; break; @@ -50,16 +47,14 @@ } + if (player.y < HEIGHT-10) player.vy += 1; // gravity + else if (player.vy > 0) {player.vy = 0; onGround = true;} + - if (player.y < HEIGHT-10) player.vy += 1; // gravity - else if (player.vy > 0) {player.vy = 0; player.onGround = true;} - - - if (Game::btnAPressed) // && player.onGround) + if (input->read(Input::ButtonA) && onGround) // && player.onGround) { player.vy = -4; - btnAPressed = player.onGround = false; - pc.printf("Her er jeg\n"); + onGround = false; } if (player.vy > 3) player.vy = 3; @@ -68,30 +63,42 @@ player.y += player.vy; // Bullets - TODO: Give the bullets a direction - need to delete them when they go off the screen - if (btnBPressed) + if (input->read(Input::ButtonB) && releasedBtnB) { Point* bullet = new Point; bullet->x = player.x-1; bullet->y = player.y + 2; + bullet->vx = (player.goingLeft) ? -4 : 4; + bullet->vy = 0; bullets.push_back(bullet); - btnBPressed = false; + releasedBtnB = false; } + else if (!input->read(Input::ButtonB)) + releasedBtnB = true; // Loop through bullets and move them - for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) + for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end();) { - (*it)->x -= 4; + (*it)->x += (*it)->vx; + + // Check if outside + int x = (*it)->x; + if (x < 0 || x > WIDTH) + { + delete (*it); + it = bullets.erase(it); // go to next element + } + else + ++it; // go to next element // TODO: Check for collisions // TODO: Go both ways - // TODO: Delete the pointers on erase! } } void Game::render() { - // 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); @@ -103,23 +110,22 @@ { for (int j = x0; j < x1; ++j) { - if (Image::Player[i-y0][j-x0]) + // If player is going right, obtain data from sprite in reverse order => render in reverse + int xIndex = (player.goingLeft) ? (j-x0) : (player.width - 1 - (j-x0)); + + if (Image::Player[i-y0][xIndex]) lcd->setPixel(j,i); } } - // bullets + // Render bullets for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) { int x, y; x = (*it)->x; y = (*it)->y; - if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT) // Boundary check - { lcd->setPixel(x,y); - } - // else // TODO: delete bullet - maybe iterate backwards? } } \ No newline at end of file
--- a/Game.h Sat May 02 00:22:43 2015 +0000 +++ b/Game.h Sun May 03 11:48:42 2015 +0000 @@ -3,26 +3,21 @@ #include "State.h" #include "Resources.h" // TODO: Move to State.h ? +#include "Entity.h" #include <vector> -struct Object -{ - int x, y, width, height; - int vx, vy; - bool onGround; -}; - struct Point { int x; int y; + int vx, vy; }; class Game : public State { public: Game(StateManager* fsm, N5110 *lcd, InputManager* input) - : State(fsm, lcd, input) {player.x = 10; player.y = 10; player.width = 5; player.height = 5; player.vy = 0; player.vx = 0; player.onGround = false; init();} + : State(fsm, lcd, input) {init();} virtual void update(float dt); virtual void render(); @@ -30,13 +25,10 @@ void init(); private: - Object player; + Entity player; + bool onGround; // true if player is on ground - static void btnAPress(); - static void btnBPress(); - static bool btnAPressed; - static bool btnBPressed; - // Buttons interrupts + bool releasedBtnB; std::vector<Point*> bullets; };
--- a/InputManager.cpp Sat May 02 00:22:43 2015 +0000 +++ b/InputManager.cpp Sun May 03 11:48:42 2015 +0000 @@ -28,4 +28,28 @@ void InputManager::addBtnPressInterrupt(PinDetect *btn, void (*func)(void)) { btn->attach_asserted(func); +} + +int InputManager::read(Input::Button button) +{ + int pressed; + switch(button) + { + case Input::ButtonA: + pressed = *btnA; + break; + + case Input::ButtonB: + pressed = *btnB; + break; + + case Input::ButtonC: + pressed = *btnC; + break; + + default: + pressed = 0; + } + + return pressed; } \ No newline at end of file
--- a/InputManager.h Sat May 02 00:22:43 2015 +0000 +++ b/InputManager.h Sun May 03 11:48:42 2015 +0000 @@ -5,6 +5,11 @@ #include "PinDetect.h" #include "Joystick.h" +struct Input +{ + enum Button{ButtonA, ButtonB, ButtonC}; +}; + class InputManager { public: @@ -18,6 +23,7 @@ PinDetect *btnC; void addBtnPressInterrupt(PinDetect *btn, void (*func)(void)); + int read(Input::Button button); // Returns the 1 if the button is currently pressed, otherwise 0. }; #endif