Beat Gunner: A Rhythm-Based Shooting Game

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1 Beat Gunner: A Rhythm-Based Shooting Game by TungShen Chew, Stephanie Cheng and An Li Final Project Presentation 1

2 Overview The player fires at two moving targets on the screen using a light gun. The background music is supplied by an analog audio source (ipod, CD player, etc.). The game detects music beats in real time and displays them as scrolling lines on top of the screen. You earn more points by scoring hits in time with the beat of the music! Final Project Presentation 2

3 Mockup of Game Screen Scrolling beat indicator bars 600 Targets Score Score counter x600 pixel SVGA screen Final Project Presentation 3

4 Game Mechanics: Hit Detection When the player pulls the trigger: 1. The game sets the whole screen to black 2. The observed light level of the gun is recorded 3. A white box is drawn at the location of a target 4. The game checks if the observed light level has increased 5. Steps 3 and 4 are repeated for each target Trigger hit! 1. Set to black 3. Draw white box Repeat per target Final Project Presentation 4

5 Game Mechanics: Beat Detection Proposed beat detection algorithm: 1. Low-Pass Filter at 100Hz 2. Compare signal to a threshold at 90% of the highest observed peak within a moving window 3. If signal is higher than this threshold, set beat detect to TRUE for 20ms Original Signal After Low Pass Filter Threshold and carry over Final Project Presentation 5

6 Game Mechanics: Scoring Player receives a much higher score for hitting a target during a beat. If player does not hit the target during the beat, the score received depends on proximity to the nearest beat. Score depends on proximity to now line Final Project Presentation 6

7 Block Diagram Final Project Presentation 7

8 Module Description: Music Delays music playback by 3 seconds to display 3 seconds of incoming beats. Stores 3 seconds of music at 12-bit, 24kHz. Down-samples music to 200Hz sample rate before performing beat detection. Stores 4 seconds of beat detection data in Shift Register module. 3 seconds of beat data to allow player to anticipate beats 1 second post-beat data Final Project Presentation 8

9 Module Description: Monster Logic Keeps track of XY-position of each target Calculates score based on beat data in Shift Register Monsters change speed & direction on the beat Final Project Presentation 9

10 Module Description: Video Displays SVGA video: 800x600 pixels, 60Hz Performs hit detection and notifies Monster Logic module of hits and misses Draws monster, beat lines and score counter Score Final Project Presentation 10

11 Module Description: Gun Contains phototransistor inside the barrel to detect light levels of any object it is pointed at Contains solenoid to simulate recoil Long, reflective barrel allows phototransistor to be extremely directional Final Project Presentation 11

12 Timeline Week of Nov 16 Beat Detection functional Shift Register completed Monster physics completed Video display functional Week of Nov 23 Playback delay completed Gun basic functionality completed Monster beat behavior completed System ready for integration Hit detection functional Week of Nov 30 Score calculation and display completed Gun additional features completed Upgraded sprites Week of Dec 7 Report Writeup Final Project Presentation 12

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