Lupeng Fan lf2447 Yichen zhu yz2582 Di Y ang - - PowerPoint PPT Presentation

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Lupeng Fan lf2447 Yichen zhu yz2582 Di Y ang dy2266 Yinshen Wang yw2561 1.Game Introduction 2.Game Architecture and Implementation 3.Hardware S tructure and Implementation 4.S oftware S tructure and Implementation


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SLIDE 1

Lupeng Fan lf2447 Yichen zhu yz2582 Di Y ang dy2266 Yinshen Wang yw2561

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SLIDE 2

1.Game Introduction 2.Game Architecture and Implementation 3.Hardware S tructure and Implementation 4.S

  • ftware S

tructure and Implementation 5.Lesson Learned and Advice for Future work

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SLIDE 3

Bat t le cit y game on S

  • ckit board

Inspired by t he classic t ank game –

bat t le cit y

Rules of t he game

for winning t he game:

  • - shot off all t he enemy t anks

for losing t he game:

  • - Enemy t anks are not wiped off aft er reborn t wo t imes
  • - homebase is damaged no mat t er who shoot it .
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SLIDE 4
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SLIDE 5

VGA display

  • -VGA controller
  • -VGA map
  • -VGA display

Audio

  • - I2C Bus Controller
  • -Audio Codec Controller
  • -Audio Data Controller
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SLIDE 6

VGA display

Image processing and st oring

  • -All images t hat are st ored int o t he ROM can be

cat egorized int o t hree sizes: 0.25KB, 1KB and 64KB.

  • -Image cat egories:

Background, t ank, welcome and game over screen and Display Effect s.

  • -All images are loaded from t he ROM and t he

posit ion of displaying is sent from soft ware.

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SLIDE 7

VGA display

VGA cont roller

  • -different t ypes of sprit es have different locat ions

and mot ions and t hey should be displayed on t he screen at t he same t ime.

  • -VGA cont roller is designed t o cont rol t he display of

different sprit es, including order, locat ion, direct ion and changing map.

  • -Wit h VGA cont roller, it is easier for us t o add or

delet e or move t he sprit es by soft ware.

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SLIDE 8

Audio

  • - 11.2896 MHz Audio Module Working frequency (Table

30 from audio codec dat asheet )

* Creat ing a 11.2896MHz clock generat or by

Megawizard

  • - Two-t rack 16 bit 44.1KHz sampling rat e audio effect s

*S

t ored in on-chip memory

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SLIDE 9

Audio

I2C Cont roller

  • - Configure t he ent ire audio syst em like left and

right channel playing and recording

  • - R2 & R3: 0dB volume amplificat ion for bot h

channel

  • - R8: 44.1KHz S

ampling Rat e

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SLIDE 10

Audio

Audio Codec Cont roller

  • - Divide 11.2896MHz Working frequency t o 44.1KHz

Dat a reading rat e (S ampling Rat e)

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SLIDE 11

Audio

Audio Dat a Cont roller

  • -Reading left and right channel dat a separat ely

left channel dat a right channel dat a

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Global Bullet moving Bullet map Tank moving Tank map Gamecontroller Explosion

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SLIDE 13

Global

Record all macro definitions for the whole proj ect

Gamecontroller

Record all keycodes information for different

button on the j oysticker.

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SLIDE 14

Tank moving and tank map

  • - Generating our tanks and moving them

according to information from j oysticker.

  • - Generating enemy tanks and moving them

according to random information.

  • - Judge whether the bullet meet a brick or not
  • - Judge whether tank meets obstacles or not
  • - If a bullet meet part of the brick, update the

map so that tank can move over that place.

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SLIDE 15

Bullet moving and bullet map

  • - Generating the bullet according to the

direction of tank

  • - Judge whether the bullet meet a tank or not
  • - Judge whether two bullets meet or not
  • - If a bullet meet part of the brick, update the

map

Explosion

If a tank is shot off, beginning the two steps of explosion

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SLIDE 16

Design architecture of hardware and software

for the FPGA board to run the whole proj ect.

Use Qsys to help with hardware design. Resources allocation when designing the

hardware due to the limited resources on the board.