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.

Files at this revision

API Documentation at this revision

Comitter:
maxint
Date:
Mon Mar 02 10:16:55 2015 +0000
Parent:
10:1d75861242f7
Commit message:
more clean-up

Changed in this revision

Game.cpp Show annotated file Show diff for this revision Revisions of this file
Game.h Show annotated file Show diff for this revision Revisions of this file
LCD_ST7735.lib Show annotated file Show diff for this revision Revisions of this file
RETRO_BallsAndThings.lib Show annotated file Show diff for this revision Revisions of this file
--- a/Game.cpp	Sun Mar 01 13:16:19 2015 +0000
+++ b/Game.cpp	Mon Mar 02 10:16:55 2015 +0000
@@ -36,7 +36,7 @@
     
     this->nGameTickDelay=25;    // game tickdelay can be adjusted using up/down
 
-    nTopWall=8;
+    nTopWall=8; // room for display of game stats such as the score
     for(int i=0; i<NUM_WALLS; i++)
         aWalls[i]=Wall(&(this->disp));
     for(int i=0; i<NUM_HOLES; i++)
@@ -55,22 +55,16 @@
 
 void Game::initialize()
 {
-//    disp.clearScreen();
-//    snd.reset();
     nBalls = 4;
     nScore = 0;
     
     tWait.start();      // start the timer
 
-    //char sWalls[]="W010010A0";
     for(int i=0; i<NUM_WALLS; i++)
-    {
         aWalls[i]=Wall(&(disp));
-    }
     
     initLevel();
 
-//    setNoBall();     // reset all balls
     newBall();     // start first ball
     snd.play("T240 L16 O5 D E F");
 }
@@ -100,7 +94,7 @@
             break;
         case 1:
             addWalls(szLevel1);
-            addHoles("9111 0312 9412 4612 5612 ");
+            addHoles("6411 0312 9412 4612 5612 ");
             break;
         case 2:
             addWalls(szLevel1);
@@ -177,11 +171,7 @@
             int y2=sWall[3]-'0';
             aWalls[i].setRect(Rectangle(x1*16,y1*16,x2*16+1,y2*16+1));
             aWalls[i].fActive=true;
-            //printf(0, 0, "W: %d,%d - %d,%d", x1, y1, x2, y2);            
             break;
-
-            //aWalls[i].draw();
-            //snd.beepShort();
         }
     }
 }
@@ -203,7 +193,6 @@
         if(aWalls[i].fActive)
         {
             aWalls[i].draw();
-            //snd.beepShort();
         }
 }
 
@@ -227,11 +216,7 @@
             if(c==2) aHoles[i].setColor(Color565::Gray);
             if(c==3) aHoles[i].setColor(Color565::Red);
             aHoles[i].fActive=true;
-            //printf(0, 0, "H: %d,%d - %d,%d", x1, y1, r, c);            
             break;
-
-            //aWalls[i].draw();
-            //snd.beepShort();
         }
     }
 }
@@ -253,30 +238,13 @@
         if(aHoles[i].fActive)
         {
             aHoles[i].draw();
-            //snd.beepShort();
         }
 }
 
-
-
-void Game::setNoBall()
-{   // make sure no balls are active
-/*    for(int i=0; i<NUM_BALLS; i++)
-        this->aBalls[i].fActive=false;
-*/
-}
-
 void Game::newBall()
 {   // add a ball to the game
     Point ptBall=getGridPos("01");
     ball.initialize(ptBall.getX(), ptBall.getY(), Game::BALL_RADIUS, Color565::White);
-    //float ftRandX=rand() % 2 ? 1 : -1;
-    //float ftRandY=rand() % 2 ? 1 : -1;
-    //this->aBalls[i].setSpeed(ftRandX, ftRandY);
-//    float ftRandX=((rand() % 20) - 10)/5.0;     // left/right at random speed
-//    float ftRandY=((rand() % 10) - 10)/5.0;     // up at random speed
-//    ball.vSpeed.set(ftRandX, ftRandY);
-    //this->aBalls[i].fActive=true;
 }
 
 void Game::updateBall()
@@ -299,22 +267,6 @@
     ball.redraw();                    // update the ball position 
 }
 
-int Game::countBall()
-{
-    int nResult=0;
-/*
-    for(int i=0; i<NUM_BALLS; i++)
-    {
-        if(this->aBalls[i].fActive)
-            nResult++;
-    }
-*/
-    return(nResult);
-}
-
-
-
-
 
 void Game::tick()
 {  
@@ -361,23 +313,13 @@
 void Game::checkTilt()
 {    // move the gravity direction and weight by tilting the board
     double x, y, z;
-    //int nStart=this->tWait.read_ms();
     this->accel.getXYZ(x, y, z);
 
     vGravity=Vector(x,y);
+    
+    // don't let the tilt generate too much gravity
     while(vGravity.getSize()>0.5)
         vGravity.multiply(Vector(0.9, 0.9));
-//    vGravity=vGravity.getNormalized();
-    
-    //printDouble((double)this->tWait.read_ms()-nStart, 10, 10);
-/*
-printDouble(x, 0, 0);
-char buf[256];
-sprintf(buf,"tilt:%0.1f", x);
-this->drawString(buf, DisplayN18::HEIGHT / 2 - DisplayN18::CHAR_HEIGHT / 2 + 4*DisplayN18::CHAR_HEIGHT ); 
-*/
-
-    //return(Vector(0,0));
 }
 
 void Game::checkButtons()
@@ -387,7 +329,6 @@
         wait_ms(250);   // el-cheapo deboounce
         this->mode = !this->mode;
         
-        //this->disp.clear();
         this->disp.clearScreen();
         
         if (!this->mode)
@@ -472,45 +413,27 @@
     this->drawString(Game::SPLASH_3, HEIGHT / 2 + CHAR_HEIGHT / 2 + 2*CHAR_HEIGHT); 
 
     while (this->circle.read())
-    {
-//checkTilt();
-//printf(00, 120, "tilt: %.2f, %.2f  ", vGravity.x, vGravity.y);
-
         wait_ms(1);
-    }
     wait_ms(250);   // el-cheapo deboounce
 
-    //this->disp.clearScreen();
     this->initialize();     // start a new game
 }
 
 void Game::checkBallCollision()
 {
-    Rectangle rTop=Rectangle(0, -10, WIDTH, this->nTopWall);                // Rectangle(0, 0, WIDTH, 1);       // top wall
-    Rectangle rBottom=Rectangle(0, HEIGHT, WIDTH, HEIGHT+10);  // Rectangle(0, HEIGHT, WIDTH, HEIGHT);       // bottom gap
-    Rectangle rLeft=Rectangle(-10, 0, 0, HEIGHT);              // Rectangle(0, 0, 0, HEIGHT);       // left wall
-    Rectangle rRight=Rectangle(WIDTH, 0, WIDTH+10, HEIGHT);       // Rectangle(WIDTH, 0, WIDTH, HEIGHT);       // right wall
+    Rectangle rTop=Rectangle(0, -10, WIDTH, this->nTopWall);       // top wall
+    Rectangle rBottom=Rectangle(0, HEIGHT, WIDTH, HEIGHT+10);      // bottom wall
+    Rectangle rLeft=Rectangle(-10, 0, 0, HEIGHT);                  // left wall
+    Rectangle rRight=Rectangle(WIDTH, 0, WIDTH+10, HEIGHT);        // right wall
 
-    if(ball.collides(rTop) && ball.vSpeed.isUp())      // top wall
-    {
+    if(ball.collides(rTop) && ball.vSpeed.isUp())                 // top wall
         ball.vSpeed.y=0;
-        //this->snd.beepShort();
-    }
-    if(ball.collides(rRight) && ball.vSpeed.isRight())      // right wall
-    {
+    if(ball.collides(rRight) && ball.vSpeed.isRight())            // right wall
         ball.vSpeed.x=0;
-        //this->snd.beepShort();
-    }
-    if(ball.collides(rLeft) && ball.vSpeed.isLeft())      // left wall
-    {
+    if(ball.collides(rLeft) && ball.vSpeed.isLeft())              // left wall
         ball.vSpeed.x=0;
-        //this->snd.beepShort();
-    }
-    if(ball.collides(rBottom) && ball.vSpeed.isDown())      // bottom wall
-    {
+    if(ball.collides(rBottom) && ball.vSpeed.isDown())            // bottom wall
         ball.vSpeed.y=0;
-        //this->snd.beepShort();
-    }
 
     for(int i=0; i<NUM_WALLS; i++)      // check maze walls
     {
@@ -532,7 +455,10 @@
                         snd.play("T240 L128 O4 A");
                     ball.Bounce(Vector(-0.1,1));
                 }
-                //ball.vSpeed.multiply(Vector(0,0));
+                // TODO: the ball can stick to the end of wall.
+                // To fix, the above code should compare the position of the ball relative to the wall, not just the speed and wall-orientation
+                // Although this is a bug, its causes some interesting game-play, so leave it in for now
+                // Magnetic walls are fun!
                 
                 aWalls[i].draw();
             }
@@ -547,13 +473,11 @@
             Circle cHole=aHoles[i].getCirc();
             if(ball.collides(cHole))
             {
-                //snd.play("T240 L128 O5 C");
                 if(aHoles[i].hasGoneIn(ball.getBoundingCircle()))
                 {
-                    //snd.play("T240 L128 O5 C");
                     ball.fActive=false;
                     if(i==0)
-                    {   // TODO: for now first hole is target hole
+                    {   // TODO: for now first hole array is assumed to be the target hole
                         nScore++;
                         snd.play("T240 L16 O5 CDEFG");
                     }
@@ -567,13 +491,10 @@
                     wait_ms(500);
 
                     newBall();     // start a new ball
-
                 }                                    
             }
         }
     }
-    
-    
 }
 
 
--- a/Game.h	Sun Mar 01 13:16:19 2015 +0000
+++ b/Game.h	Mon Mar 02 10:16:55 2015 +0000
@@ -24,9 +24,7 @@
     static const char* SPLASH_1;
     static const char* SPLASH_2;
     static const char* SPLASH_3;
-    //char buf[256];
     
-    //static const int BALL_RADIUS = 3;
     static const int BALL_RADIUS = 5;
     static const int HOLE_RADIUS = 6;
     static const char I2C_ADDR = 0x1C << 1;
@@ -40,7 +38,6 @@
     DigitalOut led1;
     DigitalOut led2;
     AnalogIn ain;
-    //I2C i2c;
     LCD_ST7735 disp;
 
     SoundFX snd;
@@ -76,20 +73,15 @@
     
     void drawString(const char* str, int y);
 
-    void setNoBall();
     void newBall();
     void updateBall();
     void redrawBall();
-    int countBall();
     void checkBallCollision();
-    //void redrawTopWall();
     
     void checkTilt();
     void checkButtons();
 
-    //void checkCollision();
     void printf(int x, int y, const char *szFormat, ...);
-    //void checkBall();
     void checkNumBalls();
     
     public:
--- a/LCD_ST7735.lib	Sun Mar 01 13:16:19 2015 +0000
+++ b/LCD_ST7735.lib	Mon Mar 02 10:16:55 2015 +0000
@@ -1,1 +1,1 @@
-http://mbed.org/users/taylorza/code/LCD_ST7735/#c94d0a2c2ba0
+http://mbed.org/users/taylorza/code/LCD_ST7735/#516f15979b53
--- a/RETRO_BallsAndThings.lib	Sun Mar 01 13:16:19 2015 +0000
+++ b/RETRO_BallsAndThings.lib	Mon Mar 02 10:16:55 2015 +0000
@@ -1,1 +1,1 @@
-http://developer.mbed.org/users/maxint/code/RETRO_BallsAndThings/#5fd14e840fa8
+http://developer.mbed.org/users/maxint/code/RETRO_BallsAndThings/#19dd2a538cbe