Retro game that let's the player steer a ball through a hole filled maze. Has multiple levels of increasing difficulty.

Dependencies:   LCD_ST7735 MusicEngine RETRO_BallsAndThings mbed

Ball and Holes

In this game I attempted to create somewhat natural movement of the ball by implementing gravity and friction which combined over time determine the speed of the ball. Playing with the settings (aka. the magic numbers) that are spread out all over game.cpp, gives different effects, such as an icy, rough or liquid-like surface.

It took some time to figure out how to post my very first youtube video. Sorry for the shaky recording. Trying to record the video with my phone while playing the game in one hand was quite challenging, but here it is;

The left and right buttons are used to cheat: restart the current or go to the next level. Up and down control the game-tick. During game-play the robot-button shows the accelerator graph and the ship-button mutes the sound.

BTW. If your ball happens to get stuck, tilting the console in the opposite direction will set it free. For sake of argument: these magnetic wall-ends are in the words of Bob Ross "a happy accident". Since there is no specific code for it, others might call it a bug. As it results in more interesting game-play, I didn't attempt to fix it, but left a comment for those who dare to look at the mess I call code.

Committer:
maxint
Date:
Sat Feb 28 16:32:20 2015 +0000
Revision:
7:6e7b789f4060
Parent:
6:e2eead4e53fb
Child:
8:b119501f4ef0
added holes and scoring

Who changed what in which revision?

UserRevisionLine numberNew contents of line
maxint 0:87ab172a74b4 1 #pragma once
maxint 0:87ab172a74b4 2 #include <stdarg.h>
maxint 5:67e75a4f0b52 3 #include <algorithm> // required for min() and max(), see http://www.cplusplus.com/reference/algorithm/
maxint 0:87ab172a74b4 4 #include "mbed.h"
maxint 0:87ab172a74b4 5
maxint 0:87ab172a74b4 6 #include "Color565.h"
maxint 1:c1ee4c699517 7 #include "font_OEM.h"
maxint 0:87ab172a74b4 8 #include "LCD_ST7735.h"
maxint 2:d4de5a5866fe 9 #include "SoundFX.h"
maxint 0:87ab172a74b4 10 #include "Accelerometer.h"
maxint 0:87ab172a74b4 11 #include "Shapes.h"
maxint 0:87ab172a74b4 12 #include "Ball.h"
maxint 6:e2eead4e53fb 13 #include "Wall.h"
maxint 7:6e7b789f4060 14 #include "Hole.h"
maxint 0:87ab172a74b4 15
maxint 0:87ab172a74b4 16
maxint 7:6e7b789f4060 17 #define NUM_WALLS 30
maxint 7:6e7b789f4060 18 #define NUM_HOLES 10
maxint 0:87ab172a74b4 19
maxint 2:d4de5a5866fe 20 class Game
maxint 2:d4de5a5866fe 21 {
maxint 0:87ab172a74b4 22 static const char* LOSE_1;
maxint 0:87ab172a74b4 23 static const char* LOSE_2;
maxint 0:87ab172a74b4 24 static const char* SPLASH_1;
maxint 0:87ab172a74b4 25 static const char* SPLASH_2;
maxint 0:87ab172a74b4 26 static const char* SPLASH_3;
maxint 0:87ab172a74b4 27 //char buf[256];
maxint 0:87ab172a74b4 28
maxint 0:87ab172a74b4 29 //static const int BALL_RADIUS = 3;
maxint 6:e2eead4e53fb 30 static const int BALL_RADIUS = 5;
maxint 7:6e7b789f4060 31 static const int HOLE_RADIUS = 6;
maxint 0:87ab172a74b4 32 static const char I2C_ADDR = 0x1C << 1;
maxint 0:87ab172a74b4 33
maxint 0:87ab172a74b4 34 DigitalIn left;
maxint 0:87ab172a74b4 35 DigitalIn right;
maxint 0:87ab172a74b4 36 DigitalIn down;
maxint 0:87ab172a74b4 37 DigitalIn up;
maxint 0:87ab172a74b4 38 DigitalIn square;
maxint 0:87ab172a74b4 39 DigitalIn circle;
maxint 0:87ab172a74b4 40 DigitalOut led1;
maxint 0:87ab172a74b4 41 DigitalOut led2;
maxint 0:87ab172a74b4 42 AnalogIn ain;
maxint 6:e2eead4e53fb 43 //I2C i2c;
maxint 0:87ab172a74b4 44 LCD_ST7735 disp;
maxint 0:87ab172a74b4 45
maxint 2:d4de5a5866fe 46 SoundFX snd;
maxint 0:87ab172a74b4 47 Accelerometer accel;
maxint 7:6e7b789f4060 48 Timer tWait; // timer used for tickcounts
maxint 0:87ab172a74b4 49
maxint 0:87ab172a74b4 50 Vector vGravity;
maxint 6:e2eead4e53fb 51 Vector vFriction;
maxint 0:87ab172a74b4 52 Ball ball;
maxint 6:e2eead4e53fb 53 Wall aWalls[NUM_WALLS];
maxint 7:6e7b789f4060 54 Hole aHoles[NUM_HOLES];
maxint 0:87ab172a74b4 55
maxint 3:ca8b21da67dc 56 bool mode;
maxint 6:e2eead4e53fb 57 int nTopWall;
maxint 3:ca8b21da67dc 58 int nBalls;
maxint 1:c1ee4c699517 59 int nScore;
maxint 3:ca8b21da67dc 60
maxint 0:87ab172a74b4 61 bool lastUp;
maxint 0:87ab172a74b4 62 bool lastDown;
maxint 3:ca8b21da67dc 63 int nGameTickDelay; // delay during game-tick
maxint 0:87ab172a74b4 64
maxint 0:87ab172a74b4 65 void printDouble(double value, int x, int y);
maxint 0:87ab172a74b4 66
maxint 0:87ab172a74b4 67 void initialize();
maxint 6:e2eead4e53fb 68 Point getGridPos(char *sPos);
maxint 6:e2eead4e53fb 69 void addWall(char *sWall);
maxint 6:e2eead4e53fb 70 void drawWalls();
maxint 7:6e7b789f4060 71 void addHole(char *sHole);
maxint 7:6e7b789f4060 72 void drawHoles();
maxint 0:87ab172a74b4 73
maxint 0:87ab172a74b4 74 void drawString(const char* str, int y);
maxint 6:e2eead4e53fb 75
maxint 6:e2eead4e53fb 76 void setNoBall();
maxint 6:e2eead4e53fb 77 void newBall();
maxint 6:e2eead4e53fb 78 void updateBall();
maxint 6:e2eead4e53fb 79 void redrawBall();
maxint 6:e2eead4e53fb 80 int countBall();
maxint 6:e2eead4e53fb 81 void checkBallCollision();
maxint 6:e2eead4e53fb 82 //void redrawTopWall();
maxint 0:87ab172a74b4 83
maxint 6:e2eead4e53fb 84 void checkTilt();
maxint 0:87ab172a74b4 85 void checkButtons();
maxint 2:d4de5a5866fe 86
maxint 2:d4de5a5866fe 87 //void checkCollision();
maxint 1:c1ee4c699517 88 void printf(int x, int y, const char *szFormat, ...);
maxint 6:e2eead4e53fb 89 //void checkBall();
maxint 7:6e7b789f4060 90 void checkNumBalls();
maxint 0:87ab172a74b4 91
maxint 0:87ab172a74b4 92 public:
maxint 0:87ab172a74b4 93 Game();
maxint 0:87ab172a74b4 94
maxint 0:87ab172a74b4 95 void showSplashScreen();
maxint 0:87ab172a74b4 96 void tick();
maxint 0:87ab172a74b4 97 };