Squash Yourself…Presented bySumit KhatodAzadeh MoiniWill FotschIntroductionThe purpose of our project is to create a two player interactive racquetball game.This project was motivated by Nintendo Wii’s innovative approach towards making gaming more realisticWe wanted to create a game that we could appreciate and enjoy playing ourselves. Since sports are something of interest to us and we find using a real paddle more interactive than pressing buttons; we thought this would be fun.Division of LaborThere are three main componentsUser Controls (Sumit Khatod)Game Logic(Azadeh Moini)Video and Audio Output (Will Fotsch)User InputsGame LogicOutputUser InterfaceSummaryThe users uses a ping-pong racquet with an LED placed in the center to play the gameBoth movements and swings are registered by a camera that tracks the movement of the LEDsUsers can change paddle size using buttons and a switch to select which paddle is being changedWhy not accelerometers?Video ProcessingThe camera sends out a YCrCb.Using modules provided by the 6.111 staff modified to convert the camera input into RGB, the camera input is stored as a 18 bit color data in a ZBTThe data is then processed in a video processing unit to detect:Location center of mass of LEDAcceleration change in location of led over last few framesDirection of the swingchange in location of led over last few framesGame LogicGame PhysicsDetermines:Paddle locationBall movementCollision detection (ball & paddle; ball & ground)Current hitterBall heatPaddle power and ball speedBall movement with respect to angleScorekeeperWhether point awarded or point over:Based on hitter, server, and groundballTracks points:Based on point and server“Rally” for one-playerChanges server:Based on previous server and point overOutputsDisplayOn The ScreenCourtBall with appropriate size according to the Game PhysicsPaddle(s) with appropriate size and coordinates according to the Game PhysicsScoreboardPlayer 1 Score, Player 2 ScoreRally Score (Hits per point)Ball HeatFrame Buffer will store the display on ZBT MemoryAudioAudio clips will be added to make the game more fun and interactiveAudio clips forServer Change (Player 1 or Player 2)HitEnd of a PointEnd of a GamePower Hits Audio clips will be stored into BRAMThe samples will be stored using the microphone and selecting the correct BRAM through 3 switches on the FPGA. A button will be used to indicate record mode.BRAM will be split up into 6 different sound bytes on 32K x 8 BRAMsProject RoadmapPhase 1 – Thanksgiving breakBasic ball and paddle movements with court graphicsPhase 2 – December 2ndFull one player modeMajor enhancements to the graphics (scoreboard)Ball heat and acceleration calculationsPhase 3 – December 9thTwo player gameSound effectsAdded graphic
View Full Document