This task get the latest values from the matrix buffer and is used to display a frame of the game on the LED Matrix display. The ninth task has the highest priority which is used to refresh the display. Seven of these tasks are dedicated to updating the matrix buffer of size 32圆4 which is just a two-dimensional array holding the R2, G2, B2 and R1, G1, B1 values. Our approach to the software design involved the use of eight different tasks for the various moving elements of our gameplay. Power Supply: 5V regulated power input, 4A max.Module thickness: 14.66mm (without magnet), 26.55mm (with magnet).Pixel resolution: 64 pixels (W) x 64 (H) pixels.The LAT (latch) signal marks the end of a row of data.The following are its technical specifications: OE (output enable) switches the LEDs off when transitioning from one row to the next. Each time the clock goes high, a bit of data is clocked in for the current row. R1,G1,B1 control the colors of the upper half of the LED Matrix and R2,G2,B2 control the lower half the matrix.The CLK signal is used to indicate the arrival of a bit of data. It uses 5 data lines (A,B,C,D,E) which is used for row selection of LED Matrix. The main component in our hardware design is the 64圆4 LED Matrix. The hardware design in this project involved an LED Matrix, MP3 Audio Decoder, SJTwo Board along with its on-board accelerometer. Add sound effects using UART Serial MP3 player.4) Spaceship's bullets and enemies' bullets (The bullets should cancel out each other).3) Spaceship and enemies' bullets (Reduce health of spaceship).2) Spaceship's bullets and enemies (Kill enemies).Move the enemies towards space ship and generate enemy bullets.Randomizer to generate enemies at random locations at end of the screen.Use Accelerometer as input controls for spaceship instead of buttons.Generate projectiles from the spaceship on user input.Display the spaceship and control its movement using input buttons.Reading the 64圆4 LED-Matrix datasheet.Delegation of tasks to each team member.Downloading All the Software and Document(Datasheet) required for designing and field testing.Discuss what kind of components would be needed for our design.Discuss the various challenges that might come up with during the design phase and report it as top questions.Create our own Wiki page of Space Impact.Game Design (Title Screen and Game over screen). Lower level Game Logic (Score counter & Health bar, Accelerometer input, Player and enemy movements).Higher level Game Logic (Randomizer for enemy generation and Collision Detection). Score Counter and Energy Counter to be displayed at the top and updated in real time as the game progresses.Interrupt to be generated on press of button to start game/fire bullets.Ship to Ship (Extra damage to energy bar).Enemy bullet to ship (Damage to ship and decrements energy bar).Bullet to Enemy (Clears enemy and increments score).Tasks that can move the spacecraft and detect collisions between:.Randomizer to generate random locations for enemies.Coding simple to use display functions for displaying spacecraft, bullets, enemies at any given position.Interfacing the RGB LED Matrix with SJTwo Microcontroller.We intended to design an embedded system whose sole purpose is to run an arcade game with just an RGB LED Matrix and a microcontroller. The objective of the game is to survive as long as possible acquiring as many points as he or she can.Įxample Link: Objectives & Introduction Introduction: The game starts on the press of the button and ends when the players runs out of health by taking too many hits. The player shoots the obstacles with bullets by pressing a button clearing a path for him or herself. These obstacles are generated randomly and appear from the right-hand side of the screen. The game involves a user controlling a spaceship through an accelerometer, guiding the spaceship across many enemy spacecraft and obstacles. Taking damage from the enemy will reduce the health of the spaceship and zero health will lead to the game over screen. The player will also have the ability to fire back at the incoming enemies. Our objective is to design a game in which a player is prompted to protect a spaceship from incoming missiles by moving the ship up and down. Space Impact is a classic game from the days of the Nokia era.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |