F24: Survival Dodge
Contents
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
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Team Members & Responsibilities
- Uday Kumar Reddy Pesala
- Chandra Sekhar Naidu Gorle
- Adi Siva Prasad Reddy Korivi
Schedule
Week# | Date | Task | Status |
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1 | 10/14 |
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2 | 10/21 |
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3 | 10/28 |
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4 | 11/04 |
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5 | 11/11 |
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6 | 11/18 |
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7 | 11/25 |
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8 | 12/02 |
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9 | 12/09 |
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10 | 12/16 |
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11 | 12/18 |
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12 | 12/18 |
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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 contains a total of 4096 pixels, with each pixel having 3 channels for red, green, and blue colors. Each group of 32 rows of the display is addressable by using a 5:32 decoder, where each 5-bit address actually selects 2 rows of the 64 x 64 display at a time. Therefore, the display can be considered to be split in two halves -- the upper display containing rows 0 to 31, and the lower half display comprised of rows 32 through 64. To turn each LED on, a HIGH must be asserted on the respective RGB pins and clocked into the respective bit of the 64-bit shift registers, where each bit position is relative to the 64 columns of the display. Since the display is split into two halves, pins R1, G1, and B2 control the color output for the upper display while pins R2, G2, and B2 control the output for the lower half of the matrix.
Momentary Press Buttons
For user input we used Weideer 16mm Push buttons that we found on Amazon. The buttons were tactile and had a amount of switch travel. Each button had two terminals. We connected one terminal of each button to three different GPIO pins on the SJ2 Board to receive input signals. The other terminal was connected to the 3.3V Vcc on the SJ2. Therefore, we enabled pull-down resistors in software for the switches to have no floating input when inactive.
Hardware Design
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Hardware Interface
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Software Design
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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.
Testing & Technical Challenges
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Include sub-sections that list out a problem and solution, such as:
<Bug/issue name>
Discuss the issue and resolution.
Conclusion
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Project Video
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Project Source Code
References
Acknowledgement
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References Used
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Appendix
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