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 11:40:39 2015 +0000
Revision:
6:e2eead4e53fb
Parent:
5:67e75a4f0b52
Child:
7:6e7b789f4060
Added walls to maze

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 0:87ab172a74b4 14
maxint 0:87ab172a74b4 15
maxint 6:e2eead4e53fb 16 #define NUM_WALLS 20
maxint 0:87ab172a74b4 17
maxint 2:d4de5a5866fe 18 class Game
maxint 2:d4de5a5866fe 19 {
maxint 0:87ab172a74b4 20 static const char* LOSE_1;
maxint 0:87ab172a74b4 21 static const char* LOSE_2;
maxint 0:87ab172a74b4 22 static const char* SPLASH_1;
maxint 0:87ab172a74b4 23 static const char* SPLASH_2;
maxint 0:87ab172a74b4 24 static const char* SPLASH_3;
maxint 0:87ab172a74b4 25 //char buf[256];
maxint 0:87ab172a74b4 26
maxint 0:87ab172a74b4 27 //static const int BALL_RADIUS = 3;
maxint 6:e2eead4e53fb 28 static const int BALL_RADIUS = 5;
maxint 0:87ab172a74b4 29 static const char I2C_ADDR = 0x1C << 1;
maxint 0:87ab172a74b4 30
maxint 0:87ab172a74b4 31 DigitalIn left;
maxint 0:87ab172a74b4 32 DigitalIn right;
maxint 0:87ab172a74b4 33 DigitalIn down;
maxint 0:87ab172a74b4 34 DigitalIn up;
maxint 0:87ab172a74b4 35 DigitalIn square;
maxint 0:87ab172a74b4 36 DigitalIn circle;
maxint 0:87ab172a74b4 37 DigitalOut led1;
maxint 0:87ab172a74b4 38 DigitalOut led2;
maxint 0:87ab172a74b4 39 AnalogIn ain;
maxint 6:e2eead4e53fb 40 //I2C i2c;
maxint 0:87ab172a74b4 41 LCD_ST7735 disp;
maxint 0:87ab172a74b4 42
maxint 2:d4de5a5866fe 43 SoundFX snd;
maxint 0:87ab172a74b4 44 Accelerometer accel;
maxint 5:67e75a4f0b52 45 // Timer tWait; // timer used for tickcounts
maxint 0:87ab172a74b4 46
maxint 0:87ab172a74b4 47 Vector vGravity;
maxint 6:e2eead4e53fb 48 Vector vFriction;
maxint 0:87ab172a74b4 49 Ball ball;
maxint 6:e2eead4e53fb 50 Wall aWalls[NUM_WALLS];
maxint 0:87ab172a74b4 51
maxint 3:ca8b21da67dc 52 bool mode;
maxint 6:e2eead4e53fb 53 int nTopWall;
maxint 3:ca8b21da67dc 54 int nBalls;
maxint 1:c1ee4c699517 55 int nScore;
maxint 3:ca8b21da67dc 56
maxint 0:87ab172a74b4 57 bool lastUp;
maxint 0:87ab172a74b4 58 bool lastDown;
maxint 3:ca8b21da67dc 59 int nGameTickDelay; // delay during game-tick
maxint 0:87ab172a74b4 60
maxint 0:87ab172a74b4 61 void printDouble(double value, int x, int y);
maxint 0:87ab172a74b4 62
maxint 0:87ab172a74b4 63 void initialize();
maxint 6:e2eead4e53fb 64 Point getGridPos(char *sPos);
maxint 6:e2eead4e53fb 65 void addWall(char *sWall);
maxint 6:e2eead4e53fb 66 void drawWalls();
maxint 0:87ab172a74b4 67
maxint 0:87ab172a74b4 68 void drawString(const char* str, int y);
maxint 6:e2eead4e53fb 69
maxint 6:e2eead4e53fb 70 void setNoBall();
maxint 6:e2eead4e53fb 71 void newBall();
maxint 6:e2eead4e53fb 72 void updateBall();
maxint 6:e2eead4e53fb 73 void redrawBall();
maxint 6:e2eead4e53fb 74 int countBall();
maxint 6:e2eead4e53fb 75 void checkBallCollision();
maxint 6:e2eead4e53fb 76 //void redrawTopWall();
maxint 0:87ab172a74b4 77
maxint 6:e2eead4e53fb 78 void checkTilt();
maxint 0:87ab172a74b4 79 void checkButtons();
maxint 2:d4de5a5866fe 80
maxint 2:d4de5a5866fe 81 //void checkCollision();
maxint 1:c1ee4c699517 82 void printf(int x, int y, const char *szFormat, ...);
maxint 6:e2eead4e53fb 83 //void checkBall();
maxint 0:87ab172a74b4 84
maxint 0:87ab172a74b4 85 public:
maxint 0:87ab172a74b4 86 Game();
maxint 0:87ab172a74b4 87
maxint 0:87ab172a74b4 88 void showSplashScreen();
maxint 0:87ab172a74b4 89 void tick();
maxint 0:87ab172a74b4 90 };