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:
Thu Feb 05 14:41:21 2015 +0000
Revision:
5:67e75a4f0b52
Parent:
3:ca8b21da67dc
Child:
6:e2eead4e53fb
added MusicEngine for more tunes

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 0:87ab172a74b4 13 #include "Paddle.h"
maxint 0:87ab172a74b4 14
maxint 0:87ab172a74b4 15
maxint 2:d4de5a5866fe 16 #define NUM_BALLS 3
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 0:87ab172a74b4 28 static const int BALL_RADIUS = 6;
maxint 0:87ab172a74b4 29 static const int PADDLE_WIDTH = 38;
maxint 0:87ab172a74b4 30 static const int PADDLE_HEIGHT = 4;
maxint 0:87ab172a74b4 31 static const int PADDLE_SPEED = 4;
maxint 0:87ab172a74b4 32 static const char I2C_ADDR = 0x1C << 1;
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 AnalogIn ain;
maxint 0:87ab172a74b4 43 I2C i2c;
maxint 0:87ab172a74b4 44 LCD_ST7735 disp;
maxint 0:87ab172a74b4 45
maxint 2:d4de5a5866fe 46 SoundFX snd;
maxint 0:87ab172a74b4 47 Accelerometer accel;
maxint 5:67e75a4f0b52 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 2:d4de5a5866fe 53 Ball aBalls[NUM_BALLS];
maxint 0:87ab172a74b4 54
maxint 3:ca8b21da67dc 55 bool mode;
maxint 3:ca8b21da67dc 56 int nBalls;
maxint 1:c1ee4c699517 57 int nScore;
maxint 3:ca8b21da67dc 58 bool fDrawPaddle;
maxint 5:67e75a4f0b52 59 bool fDrawTopWall;
maxint 3:ca8b21da67dc 60
maxint 3:ca8b21da67dc 61 int nTopWall;
maxint 3:ca8b21da67dc 62
maxint 0:87ab172a74b4 63 bool lastUp;
maxint 0:87ab172a74b4 64 bool lastDown;
maxint 3:ca8b21da67dc 65 int nGameTickDelay; // delay during game-tick
maxint 0:87ab172a74b4 66
maxint 0:87ab172a74b4 67 void printDouble(double value, int x, int y);
maxint 0:87ab172a74b4 68
maxint 0:87ab172a74b4 69 void initialize();
maxint 0:87ab172a74b4 70
maxint 0:87ab172a74b4 71 void drawString(const char* str, int y);
maxint 0:87ab172a74b4 72
maxint 2:d4de5a5866fe 73
maxint 2:d4de5a5866fe 74 void initializePaddle();
maxint 2:d4de5a5866fe 75 void updatePaddle();
maxint 3:ca8b21da67dc 76 void redrawPaddle();
maxint 1:c1ee4c699517 77 /*
maxint 0:87ab172a74b4 78 void clearPaddle();
maxint 0:87ab172a74b4 79 void drawPaddle();
maxint 1:c1ee4c699517 80 */
maxint 2:d4de5a5866fe 81 //void initializeBall();
maxint 2:d4de5a5866fe 82 //void initializeBalls();
maxint 2:d4de5a5866fe 83 void setNoBalls();
maxint 2:d4de5a5866fe 84 void newBall();
maxint 2:d4de5a5866fe 85 void updateBalls();
maxint 2:d4de5a5866fe 86 void redrawBalls();
maxint 2:d4de5a5866fe 87 int countBalls();
maxint 2:d4de5a5866fe 88 void checkBallsCollision();
maxint 5:67e75a4f0b52 89 void redrawTopWall();
maxint 0:87ab172a74b4 90
maxint 0:87ab172a74b4 91 int checkTilt();
maxint 0:87ab172a74b4 92 void checkButtons();
maxint 2:d4de5a5866fe 93
maxint 2:d4de5a5866fe 94 void checkPaddle();
maxint 2:d4de5a5866fe 95 //void checkCollision();
maxint 1:c1ee4c699517 96 void printf(int x, int y, const char *szFormat, ...);
maxint 3:ca8b21da67dc 97 void checkBalls();
maxint 0:87ab172a74b4 98
maxint 0:87ab172a74b4 99 public:
maxint 0:87ab172a74b4 100 Game();
maxint 0:87ab172a74b4 101
maxint 0:87ab172a74b4 102 void showSplashScreen();
maxint 0:87ab172a74b4 103 void tick();
maxint 0:87ab172a74b4 104 };