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MIT 6 111 - Study Guide

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Need for Speed: Hacker’s TrailFan YangRich ChanCalvin ChungOutline Objectives Overview Modules Testing Division of Labor Timeline Possible ExtensionsObjectives Racing game with unique features: Users can create the racing track. Control the car with an “air wheel”.Overview 3 Main Components: Input: Interprets camera and mouse signals Logic Changes state depending on Input Output Displays game stateBlock DiagramMouse module The mouse module interfaces to a mouse connected to the labkit’s PS/2 port.  This allows users to create their own racing tracks by moving the cursor of the mouse.  At every positive edge of the clock the module receives data input from the mouse and provides the map module with the x-y coordinates of the mouse cursor.Hand-finder & Hand-logic Modules The user controls the direction and the acceleration of his car by moving an “air wheel”. To detect the motion of the wheel, the user will wear colored gloves and steer the wheel in front of a camera. Hand locations are determined by center-of-mass algorithm.  Height of wheel  acceleration of the car Angle of the wheel  rotation of the carGame Module Interprets user inputs sent from the input module (accelerate/decelerate, turn, etc.) Continuously computes new vehicle states from previous values (velocity, position). Keeps track of game state (laps, times, etc.)Collision Module Given the car position and angle, check for whether the car has collided with the track. For each point that the sprite will occupy, check if both the corresponding pixel on the map is filled.Map module Stores map using 512k*36 BRAM  Edit Mode: Loads empty map on reset. Creates a circular blob for each mouse position sent in from the mouse module. Real-time map display through graphics module. Play Mode: Displays map through graphics module. Sends in color of particular pixel to collision module per request. Need dual-port to read and write at the same time.Sprite Module Stores car sprite in module. Interacts with collision module (Play Mode): Rotates sprite based on car rotation angle from collision module to check if particular coordinate given by collision module is within car boundaries. Interacts with graphics module (Play Mode): creates sprite based on car position and rotation angle.Graphics Module Produces video output Edit Mode: Displays map real-time as track is being drawn Play Mode: Displays map from map module. Receives car position and car rotation angle from game module to create car sprite through sprite module. Displays car sprite on map.Testing Modules are tested individually before the system is tested as a whole We can simulate the input for each module and observe their outputsDivision of LaborInitial Division Input modules : Fan Yang Control modules : Rich Chan Output modules : Calvin Chung After the prototype is done and each part is tested, we’ll start working together in making the game better as a whole.Timeline 11/28. Basic working prototype. 12/02. Refine prototype. 12/05. Extensions added. 12/07. Project wrap-up. 12/10. Finish project report.Possible Extensions Adding multiplayer support (1 v 1 games) Adding interesting behaviors when the car crashes into the track boundaries. Adding audio


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MIT 6 111 - Study Guide

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