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:
Sun Feb 01 16:21:24 2015 +0000
Revision:
1:c1ee4c699517
Parent:
0:87ab172a74b4
Child:
2:d4de5a5866fe
moved graph to accelerometer class

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 0:87ab172a74b4 3 #include "mbed.h"
maxint 0:87ab172a74b4 4
maxint 0:87ab172a74b4 5 #include "Color565.h"
maxint 1:c1ee4c699517 6 #include "font_OEM.h"
maxint 0:87ab172a74b4 7 #include "LCD_ST7735.h"
maxint 0:87ab172a74b4 8 #include "Accelerometer.h"
maxint 0:87ab172a74b4 9 #include "Shapes.h"
maxint 0:87ab172a74b4 10 #include "Ball.h"
maxint 0:87ab172a74b4 11 #include "Paddle.h"
maxint 0:87ab172a74b4 12
maxint 0:87ab172a74b4 13
maxint 0:87ab172a74b4 14
maxint 0:87ab172a74b4 15
maxint 0:87ab172a74b4 16 class Game {
maxint 0:87ab172a74b4 17 static const char* LOSE_1;
maxint 0:87ab172a74b4 18 static const char* LOSE_2;
maxint 0:87ab172a74b4 19 static const char* SPLASH_1;
maxint 0:87ab172a74b4 20 static const char* SPLASH_2;
maxint 0:87ab172a74b4 21 static const char* SPLASH_3;
maxint 0:87ab172a74b4 22 //char buf[256];
maxint 0:87ab172a74b4 23
maxint 0:87ab172a74b4 24 //static const int BALL_RADIUS = 3;
maxint 0:87ab172a74b4 25 static const int BALL_RADIUS = 6;
maxint 0:87ab172a74b4 26 static const int PADDLE_WIDTH = 38;
maxint 0:87ab172a74b4 27 static const int PADDLE_HEIGHT = 4;
maxint 0:87ab172a74b4 28 static const int PADDLE_SPEED = 4;
maxint 0:87ab172a74b4 29 static const int BOUNCE1_SOUND_TICKS = 1;
maxint 0:87ab172a74b4 30 static const int BOUNCE2_SOUND_TICKS = 2;
maxint 0:87ab172a74b4 31 static const char I2C_ADDR = 0x1C << 1;
maxint 0:87ab172a74b4 32
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 PwmOut pwm;
maxint 0:87ab172a74b4 43 AnalogIn ain;
maxint 0:87ab172a74b4 44 I2C i2c;
maxint 0:87ab172a74b4 45 LCD_ST7735 disp;
maxint 0:87ab172a74b4 46
maxint 0:87ab172a74b4 47 Accelerometer accel;
maxint 0:87ab172a74b4 48 Timer tWait; // timer used for tickcounts
maxint 0:87ab172a74b4 49
maxint 0:87ab172a74b4 50 Vector vGravity;
maxint 0:87ab172a74b4 51 Ball ball;
maxint 0:87ab172a74b4 52 Paddle paddle;
maxint 0:87ab172a74b4 53
maxint 1:c1ee4c699517 54 // int paddleX;
maxint 0:87ab172a74b4 55 int pwmTicksLeft;
maxint 1:c1ee4c699517 56 int nLives;
maxint 1:c1ee4c699517 57 int nScore;
maxint 0:87ab172a74b4 58 bool mode;
maxint 0:87ab172a74b4 59 bool lastUp;
maxint 0:87ab172a74b4 60 bool lastDown;
maxint 0:87ab172a74b4 61
maxint 0:87ab172a74b4 62 void printDouble(double value, int x, int y);
maxint 0:87ab172a74b4 63
maxint 0:87ab172a74b4 64 void initialize();
maxint 0:87ab172a74b4 65 void initializeBall();
maxint 0:87ab172a74b4 66 void initializePaddle();
maxint 0:87ab172a74b4 67
maxint 0:87ab172a74b4 68 void drawString(const char* str, int y);
maxint 0:87ab172a74b4 69
maxint 1:c1ee4c699517 70 /*
maxint 0:87ab172a74b4 71 void clearPaddle();
maxint 0:87ab172a74b4 72 void drawPaddle();
maxint 1:c1ee4c699517 73 */
maxint 0:87ab172a74b4 74 void updatePaddle();
maxint 1:c1ee4c699517 75
maxint 0:87ab172a74b4 76
maxint 0:87ab172a74b4 77 int checkTilt();
maxint 0:87ab172a74b4 78 void checkButtons();
maxint 0:87ab172a74b4 79 void checkCollision();
maxint 0:87ab172a74b4 80 void checkPwm();
maxint 1:c1ee4c699517 81 void printf(int x, int y, const char *szFormat, ...);
maxint 0:87ab172a74b4 82 void checkLives();
maxint 0:87ab172a74b4 83
maxint 0:87ab172a74b4 84 public:
maxint 0:87ab172a74b4 85 Game();
maxint 0:87ab172a74b4 86
maxint 0:87ab172a74b4 87 void showSplashScreen();
maxint 0:87ab172a74b4 88 void tick();
maxint 0:87ab172a74b4 89 };