1 / 9

Owais Ibrahim Akram Mohsin Murad

PONG GAME. Owais Ibrahim Akram Mohsin Murad. PONG GAME. InTRODUCTION. ONE OF THE BASIC ATTARI GAMES. THE PONG GAME CONSISTS OF A BALL RANDOMLY BOUNCING ON THE SCREEN. A PADDLE AT THE BASE ENABLES THE USER TO MAKE THE BALL BOUNCE BACK UP. PONG GAME. requirements.

lolita
Download Presentation

Owais Ibrahim Akram Mohsin Murad

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. PONG GAME Owais Ibrahim Akram Mohsin Murad

  2. PONG GAME InTRODUCTION • ONE OF THE BASIC ATTARI GAMES. • THE PONG GAME CONSISTS OF A BALL RANDOMLY BOUNCING ON THE SCREEN. • A PADDLE AT THE BASE ENABLES THE USER TO MAKE THE BALL BOUNCE BACK UP.

  3. PONG GAME requirements • MULTISYNC VGA MONITOR SUPPORTING 640X480 RESOLUTION. • XILINX SPARTAN-3 FPGA KIT. • TWO ONBOARD PUSH BUTTONS TO CONTROL PADDLE MOVEMENT. • 50MHZ OSCILLATOR. vga_h_sync , vga_v_sync , vga_R , vga_G , vga_B PUSH BUTTONS quadA , quadB

  4. PONG GAME dRIVING The Vga monitor A VGA MONITOR REQUIRES 5 SIGNALS TO DISPLAY A PICTURE: • R,G & B (THE RED, GREEN AND BLUE SIGNALS). • HS & VS (THE HORIZONTAL AND VERTICAL SYNCRONIZATION).

  5. PONG GAME MODULES USED • GENERATING R,G & B SIGNALS. • CLOCK DIVIDER. • VIDEO GENERATOR • DRAWING THE PADDLE • DRAWING THE BALL

  6. PONG GAME DRAWING THE PADDLE • TWO ONBOARD PUSH BUTTONS FOR MOVING THE PADDLE LEFT OR RIGHT. • 50HZ CLOCK REQUIRED FOR SCANNING THE PUSH BUTTONS. • 6 CLOCK DIVIDER MODULES EACH DIVIDING THE CLOCK BY 10 (50MHZ/1000000HZ=50HZ). • IF quadA IS PRESSED THEN PaddlePosition = PaddlePosition – 1; • IF quadB IS PRESSED THEN PaddlePosition = PaddlePosition + 1; • PaddlePosition = PaddlePosition +/- 25; FOR FASTER MOVEMENT.

  7. PONG GAME DRAWING THE BALL • 16X16 PIXELS SQUARE. • RANDOM COLLISIONS. • 4 “HOT SPOT” PIXEL, ONE IN THE MIDDLE OF EACH SIDE OF THE BALL. • IF THE BALL DRAWS ITS “HOTSPOT” AT THE SAME TIME THE PADDLE OR BORDER DRAWS ITSELF, WE SAY THERE IS A COLLISION ON THAT SIDE.

  8. PONG GAME pROBLEMS eNCOUNTERED • THE ORIGINAL CODE USED NON PS/2 MOUSE FOR PADDLE MOVEMENT. • CD4093 IC WASN’T AVAILABLE. • THE PADDLE WAS UNCONTROLLABLE WHEN WE USED TWO PUSH BUTTONS AND 50MHZ CLOCK. • RESTRICTED MOVEMENT OF PADDLE. The original setup used Pluto fpga board with 25MHz internal crystal and a modified mouse to control the paddle movement

  9. THANK YOU

More Related