Difference between revisions of "F24: Survival Dodge"

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(Design & Implementation)
(Implementation)
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=== Implementation ===
 
=== Implementation ===
This section includes implementation, but again, not the details, just the high level. For example, you can list the steps it takes to communicate over a sensor, or the steps needed to write a page of memory onto SPI Flash. You can include sub-sections for each of your component implementation.
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== '''Game Logic''' ==
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=== Game States ===
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*1. Start Up
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*2. Game Running
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*3. Game Over
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=== Player Task===
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Game state: start up
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*1. Display start up screen once per starting
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*2. Reset game parameters
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Game state: game running
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*1. Display player and health bar on screen
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*2. Capture and move player location by switch signals
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*3. Check health and switch to game over state when player's health reaches zero
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*4. Check collision
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Game state: game over
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*1. Display game over screen
  
 
== Testing & Technical Challenges ==
 
== Testing & Technical Challenges ==

Revision as of 23:32, 19 December 2024

Grading Criteria

  • How well is Software & Hardware Design described?
  • How well can this report be used to reproduce this project?
  • Code Quality
  • Overall Report Quality:
    • Software Block Diagrams
    • Hardware Block Diagrams
      Schematic Quality
    • Quality of technical challenges and solutions adopted.

Project Title

Survival Dodge

Abstract

Survival Dodge is a classic arcade-style game focused on quick reflexes and survival, reminiscent of retro gaming experiences. This project aims to recreate the intense and fast-paced gameplay using the SJ-2 board and an LED matrix display. In this game, players control a character (or an object) that must dodge incoming obstacles from multiple directions, with the speed and frequency of obstacles increasing over time. The objective is to survive as long as possible, setting high scores based on survival time. Players will use buttons or a joystick to maneuver, with core implementation focusing on responsive controls, real-time collision detection, and adaptive difficulty for sustained challenge.

Objectives & Introduction

Show list of your objectives. This section includes the high level details of your project. You can write about the various sensors or peripherals you used to get your project completed.

Team Members & Responsibilities

  • Uday Kumar Reddy Pesala
  • Chandra Sekhar Naidu Gorle
  • Adi Siva Prasad Reddy Korivi

Schedule

Week# Date Task Status
1 10/14
2 10/21
  • To assign roles and responsibilities to each team member.
  • To decide the structure of the team and divide the project into different modules.
  • To finalize the deadlines and deliverables for the project.
  • Assigned roles and responsibilities to each member.
  • Created a test plan with tasks, deadlines and deliverables assigned to it.
3 10/28
  • To start designing the Master module which will take inputs from different players, take a decision and sends it to LED Matrix display.
  • Divided the project into different modules like Master, Player, Wireless, LED Display and Testing.
  • Started designing the Master module to take inputs from Players.
4 11/04
  • To understand the connections, read the datasheet for RGB LED Matrix.
  • Made a basic layout, pin connections, power requirements for 64x64 RGB LED Matrix.
5 11/11
  • Adding logic to test LED Matrix Functionality.
6 11/18
  • To test the Player and Master modules.
  • To understand addressing mode, latching, and clock functionality for RGB LED Matrix.
7 11/25
  • Adding Start page, end page and player score for the game.
8 12/02
  • To send and receive data between Player and Master.
  • To write the logic to glow a particular LED on the display matrix.
9 12/09
  • To implement RGB LED Matrix tasks and APIs for the Master module.
  • To integrate the layout of the application (UI, border, car design, obstacle design) to Master Module.
  • To generate random obstacles, score logic and implement other game functionalities (eg: game over scenario).
10 12/16
  • To keep moving the display down continuously for the obstacles.
  • To test the overall functionality of the project.
11 12/18
  • To Integration of all modules and end to end testing.
  • To fix bugs and optimize the code.
12 12/18
  • Adding extra functionalities and extra features for the project.
  • Test the extra features with overall project requirement.

Parts List & Cost

Give a simple list of the cost of your project broken down by components. Do not write long stories here.

Design & Implementation

LED Matrix Display:

The 64 x 64 LED matrix comprises 4,096 pixels, each equipped with three channels for the colors red, green, and blue. The matrix uses a 5:32 decoder to address every two rows simultaneously, resulting in two distinct sections: the upper half includes rows 0 to 31, and the lower half consists of rows 32 to 64. To activate each LED, the corresponding RGB pins must be set to HIGH and fed into a 64-bit shift register that aligns with the matrix's 64 columns. The upper half of the display is managed by the RGB pins labeled R1, G1, and B1, while the lower half is controlled by R2, G2, and B2.

Momentary Press Buttons

We utilized Weideer 16mm Push buttons sourced from Amazon for user input. These buttons offered a tactile response and a specific degree of switch travel, with each button featuring two terminals. We wired one terminal of each button to three distinct GPIO pins on the SJ2 Board for input signal reception. The other terminal was connected to the 3.3V Vcc of the SJ2. To avoid any floating inputs when the buttons were not active, we activated pull-down resistors in the software for these switches.

Buttons.jpg



Hardware Design

Discuss your hardware design here. Show detailed schematics, and the interface here.

Hardware Interface

In this section, you can describe how your hardware communicates, such as which BUSes used. You can discuss your driver implementation here, such that the Software Design section is isolated to talk about high level workings rather than inner working of your project.

Software Design

Show your software design. For example, if you are designing an MP3 Player, show the tasks that you are using, and what they are doing at a high level. Do not show the details of the code. For example, do not show exact code, but you may show psuedocode and fragments of code. Keep in mind that you are showing DESIGN of your software, not the inner workings of it.

Implementation

Game Logic

Game States

  • 1. Start Up
  • 2. Game Running
  • 3. Game Over

Player Task

Game state: start up

  • 1. Display start up screen once per starting
  • 2. Reset game parameters

Game state: game running

  • 1. Display player and health bar on screen
  • 2. Capture and move player location by switch signals
  • 3. Check health and switch to game over state when player's health reaches zero
  • 4. Check collision

Game state: game over

  • 1. Display game over screen

Testing & Technical Challenges

Describe the challenges of your project. What advise would you give yourself or someone else if your project can be started from scratch again? Make a smooth transition to testing section and described what it took to test your project.

Include sub-sections that list out a problem and solution, such as:

<Bug/issue name>

Discuss the issue and resolution.

Conclusion

Conclude your project here. You can recap your testing and problems. You should address the "so what" part here to indicate what you ultimately learnt from this project. How has this project increased your knowledge?

Project Video

Upload a video of your project and post the link here.

Project Source Code

References

Acknowledgement

Any acknowledgement that you may wish to provide can be included here.

References Used

List any references used in project.

Appendix

You can list the references you used.