Obstacle Dodger. Nick Raptakis James Luther ELE 408/409 Final Project Professor Bin Li. Project Description:
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1 Nick Raptakis James Luther ELE 408/409 Final Project Professor Bin Li Obstacle Dodger Project Description: Our team created an arcade style game to dodge falling objects using the DE1 SoC board. The player s character is a small pad that must move left or right in order to dodge the falling objects. The player uses the DE1 SoC board to move left or right, and the player s character will follow these movements as reflected on the screen of their laptop or desktop computer. For every obstacle that is dodged, the player s score will increase by 1 point. The score is displayed at the top of the screen, changing every time the player makes it passed another round of falling objects. Once the player loses, the final score is displayed on the screen for the player to see how well they did during the round. Project Goals/Design: Our overall goal was to create an enjoyable game, where people can test their skills and have fun at the same time. In order to achieve this, we thought of a fun game
2 that requires easy access for everyone and can be taught to someone quickly. In terms of gameplay, our goal was to create randomly falling objects that a player must dodge using different movements. The player can move left or right to move to an open area on the board in order to dodge the falling objects. For every object dodged, we would keep track of the score and add 1 point to the players total score, displayed at the top of the board. The movement of the player s character would be controlled using the DE1 SoC board, while the game itself is displayed on a laptop or desktop computer. In order for this to work, the player s movement of the DE1 SoC board would have to connect perfectly with the game displayed on the computer. Functions/Implementation: As previously stated, the player uses the DE1 SoC board to control the movement of their character, while the game itself is displayed on a computer. In order to accomplish this, we had to strictly use the x-axis tilt on the board. The game itself was created using Unity s game engine, which was extremely useful to us. The game engine helped us organize all of the pieces to our game and created a platform for us to work off of when getting started. Through the use of a basic template, we were able to build off of these tools and create our game almost exactly how we wanted it to work.
3 Although we used C# to program the game on the desktop, we used the C programming language in order to control the players movement on the DE1 SoC board. Networking: For the networking aspect of our project, we used the C puts command to upload the necessary values to an HTML server. In order to pull this information from HTML, the game has to use the C# programming language. The game parses text from the HTML server in order to use the G Sensor X value. This is then used in order to allow the player to make movements. Future Goals: Some of our future goals revolve around graphics and sounds, rather than specific gameplay implementations. One idea we have is to add different colors to the objects, and have them fall at different rates. In addition to this, we would have different colored pads at the bottom of the screen that the player can move onto in order to make it easier to avoid the falling objects. Although the game will be more difficult if the objects fall at a random pace (rather than all at once), the addition of color to the objects, as well as colored pads, will help counter this difficulty for the player. Another couple of other additions to the sound and graphics that we had in mind involved the player s character. As of now right, the player is simply just a white brick (similar to the falling objects). One goal is to customize the look of the player s character, and to either use a customizable picture or object that the user can choose from. In addition to sound features, one goal is to add background music to the game, including sounds if the player wins/loses. To take it one step further, we could possibly add sounds to the objects when they fall.
4 Another goal that is more revolved around the gameplay involves increasing the difficulty at higher levels. Our goal would be to add objects that can fall from the sides of the board, in addition to the objects that fall from the top. In order to achieve our goal, we would need to implement a jump function, this way the player can jump over the objects when they appear on the side of the screen. This would only be implemented if the player survives long enough, since dodging objects from all directions would be very difficult. Procedure: Move the bubbleleveldemo.cgi to the /var/www/cgi-bin folder on the DE1 SoC board using the scp command Verify the information is posting by visiting (using the board s IP address) Open the Obstacle Dodger project in Unity In the Assets folder, open ObstacleDodger/Scripts/getText.cs
5 In the first line of the class gettext, there is a public string named WebsiteWithTextURL with a web address using an IP Address in the style mentioned above Replace the current IP address with your board s IP address Save and exit Go to File, Build Settings Ensure that the Scenes in Build include Menu, Splash, Game (in that order) Ensure the platform selected is PC, Mac, Linux Standalone and the correct Target Platform and Architecture is selected Click Build and Run If the game does not run, go to the folder where the project is located to find the.exe file Click Play in the configuration window Click anywhere in the window to start when you are ready to begin playing the game Tilt the board on the x-axis to move the player left or right When you lose, your score will be displayed on the screen, as well as your high score Click anywhere if you wish to play again Resources: The template we used for this project is called Brick Dodge. This can be found in the Unity Asset store and is a free to download template.
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