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:
Wed Feb 04 13:10:36 2015 +0000
Revision:
3:ca8b21da67dc
Parent:
2:d4de5a5866fe
Child:
5:67e75a4f0b52
somehow this version fails. Too much ram usage?

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 2:d4de5a5866fe 8 #include "SoundFX.h"
maxint 0:87ab172a74b4 9 #include "Accelerometer.h"
maxint 0:87ab172a74b4 10 #include "Shapes.h"
maxint 0:87ab172a74b4 11 #include "Ball.h"
maxint 0:87ab172a74b4 12 #include "Paddle.h"
maxint 0:87ab172a74b4 13
maxint 0:87ab172a74b4 14
maxint 2:d4de5a5866fe 15 #define NUM_BALLS 3
maxint 0:87ab172a74b4 16
maxint 2:d4de5a5866fe 17 class Game
maxint 2:d4de5a5866fe 18 {
maxint 0:87ab172a74b4 19 static const char* LOSE_1;
maxint 0:87ab172a74b4 20 static const char* LOSE_2;
maxint 0:87ab172a74b4 21 static const char* SPLASH_1;
maxint 0:87ab172a74b4 22 static const char* SPLASH_2;
maxint 0:87ab172a74b4 23 static const char* SPLASH_3;
maxint 0:87ab172a74b4 24 //char buf[256];
maxint 0:87ab172a74b4 25
maxint 0:87ab172a74b4 26 //static const int BALL_RADIUS = 3;
maxint 0:87ab172a74b4 27 static const int BALL_RADIUS = 6;
maxint 0:87ab172a74b4 28 static const int PADDLE_WIDTH = 38;
maxint 0:87ab172a74b4 29 static const int PADDLE_HEIGHT = 4;
maxint 0:87ab172a74b4 30 static const int PADDLE_SPEED = 4;
maxint 0:87ab172a74b4 31 static const char I2C_ADDR = 0x1C << 1;
maxint 0:87ab172a74b4 32
maxint 0:87ab172a74b4 33 DigitalIn left;
maxint 0:87ab172a74b4 34 DigitalIn right;
maxint 0:87ab172a74b4 35 DigitalIn down;
maxint 0:87ab172a74b4 36 DigitalIn up;
maxint 0:87ab172a74b4 37 DigitalIn square;
maxint 0:87ab172a74b4 38 DigitalIn circle;
maxint 0:87ab172a74b4 39 DigitalOut led1;
maxint 0:87ab172a74b4 40 DigitalOut led2;
maxint 0:87ab172a74b4 41 AnalogIn ain;
maxint 0:87ab172a74b4 42 I2C i2c;
maxint 0:87ab172a74b4 43 LCD_ST7735 disp;
maxint 0:87ab172a74b4 44
maxint 2:d4de5a5866fe 45 SoundFX snd;
maxint 0:87ab172a74b4 46 Accelerometer accel;
maxint 0:87ab172a74b4 47 Timer tWait; // timer used for tickcounts
maxint 0:87ab172a74b4 48
maxint 0:87ab172a74b4 49 Vector vGravity;
maxint 0:87ab172a74b4 50 Ball ball;
maxint 0:87ab172a74b4 51 Paddle paddle;
maxint 2:d4de5a5866fe 52 Ball aBalls[NUM_BALLS];
maxint 0:87ab172a74b4 53
maxint 3:ca8b21da67dc 54 bool mode;
maxint 3:ca8b21da67dc 55 int nBalls;
maxint 1:c1ee4c699517 56 int nScore;
maxint 3:ca8b21da67dc 57 bool fDrawPaddle;
maxint 3:ca8b21da67dc 58
maxint 3:ca8b21da67dc 59 int nTopWall;
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 0:87ab172a74b4 68
maxint 0:87ab172a74b4 69 void drawString(const char* str, int y);
maxint 0:87ab172a74b4 70
maxint 2:d4de5a5866fe 71
maxint 2:d4de5a5866fe 72 void initializePaddle();
maxint 2:d4de5a5866fe 73 void updatePaddle();
maxint 3:ca8b21da67dc 74 void redrawPaddle();
maxint 1:c1ee4c699517 75 /*
maxint 0:87ab172a74b4 76 void clearPaddle();
maxint 0:87ab172a74b4 77 void drawPaddle();
maxint 1:c1ee4c699517 78 */
maxint 2:d4de5a5866fe 79 //void initializeBall();
maxint 2:d4de5a5866fe 80 //void initializeBalls();
maxint 2:d4de5a5866fe 81 void setNoBalls();
maxint 2:d4de5a5866fe 82 void newBall();
maxint 2:d4de5a5866fe 83 void updateBalls();
maxint 2:d4de5a5866fe 84 void redrawBalls();
maxint 2:d4de5a5866fe 85 int countBalls();
maxint 2:d4de5a5866fe 86 void checkBallsCollision();
maxint 0:87ab172a74b4 87
maxint 0:87ab172a74b4 88 int checkTilt();
maxint 0:87ab172a74b4 89 void checkButtons();
maxint 2:d4de5a5866fe 90
maxint 2:d4de5a5866fe 91 void checkPaddle();
maxint 2:d4de5a5866fe 92 //void checkCollision();
maxint 1:c1ee4c699517 93 void printf(int x, int y, const char *szFormat, ...);
maxint 3:ca8b21da67dc 94 void checkBalls();
maxint 0:87ab172a74b4 95
maxint 0:87ab172a74b4 96 public:
maxint 0:87ab172a74b4 97 Game();
maxint 0:87ab172a74b4 98
maxint 0:87ab172a74b4 99 void showSplashScreen();
maxint 0:87ab172a74b4 100 void tick();
maxint 0:87ab172a74b4 101 };