Platform game written for the GHI/OutrageousCircuits RETRO game device. Navigate the caves collecting all the pickups and avoiding the creatures and haunted mine carts that patrol the caves. Oh and remember to watch out for the poisonous plants... This game demonstrates the ability to have multiple animated sprites where the sprites can overlap the background environment. See how the player moves past the fence and climbs the wall in the 3rd screen.

Dependencies:   mbed

Revision:
9:34008d8b1cdf
Child:
15:5d3f65500736
diff -r ad5164d57f0d -r 34008d8b1cdf RetroGameEngine/Game.cpp
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/RetroGameEngine/Game.cpp	Sun Jan 11 02:53:03 2015 +0000
@@ -0,0 +1,94 @@
+#include "GameEngine.h"
+
+#include "SoundBlock.h"
+#include "SoundChannel.h"
+#include "OneBitSound.h"
+
+static OneBitSound g_sound(P0_18);
+static Timer g_frameTimer;
+
+LCD_ST7735 Game::Surface(
+    P0_19,
+    P0_20,
+    P0_7,
+    P0_21,
+    P0_22,
+    P1_15,
+    P0_2,
+    LCD_ST7735::RGB);
+    
+Game *Game::Instance = NULL;
+    
+void Game::playEffect(uint8_t channel, const SoundBlock *effect, uint8_t count)
+{
+    g_sound.play(channel, effect, count);         
+}
+    
+Game::Game() :
+    _pScene(NULL),
+    _pNextScene(NULL),
+    _lives(3),
+    _score(0)
+{
+    Game::Instance = this; 
+}
+
+void Game::run()
+{ 
+    g_frameTimer.start();
+    int timeAccumulator = 0;
+    int lastFrameTime = g_frameTimer.read_us();    
+    
+    while(true)
+    {   
+        int timestamp = g_frameTimer.read_us();        
+        int elapsedTime = timestamp - lastFrameTime;
+        lastFrameTime = timestamp;
+        
+        g_sound.update(elapsedTime);
+        
+        timeAccumulator += elapsedTime;
+        if (timeAccumulator >= (32000 - _speedAdjust))
+        {
+            update();
+            draw();
+            if (_pNextScene != NULL)
+            {
+                _pScene = _pNextScene;
+                _pNextScene = NULL;
+            }
+            timeAccumulator -= (32000 - _speedAdjust);
+        }
+        else
+        {
+            wait_us(1);
+        }        
+    }
+}
+
+void Game::die()
+{
+    if (_lives > 1)
+    {
+        --_lives;
+        if (_pScene != NULL) _pScene->restartScreen();
+    }
+    else
+    {
+        _lives = 0;         
+    }
+}
+
+void Game::update()
+{
+    if (_pScene != NULL) _pScene->update();
+}
+
+void Game::draw()
+{
+    if (_pScene != NULL) _pScene->draw();    
+}
+
+
+
+