Lab 4 VGA Display MINI-PACMAN

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1 Lab 4 VGA Display MINI-PACMAN Design and implement a digital circuit capable of displaying predefined patterns on the screen of a VGA monitor, and provide the basic components for the Mini-Pacman game, defined below. Your circuit must generate all control and data signals driving the VGA output of the Basys3 board. Please refer to the lecture slides for information about the meaning and timing of VGA control signals. Here are the three game characters and the Jewel. Pacman Shadow Inky Diamond Pacman in Yellow, Shadow in Red, Inky in Blue and Diamond in Magenta color. Task 1: Displaying the maze (Points: 25%) Display the maze (in Blue color). You can adjust the width and (x, y) coordinates of the lines and rectangle in order to obtain the image shown in the figure below.

2 Task 2: Displaying Diamonds in four corners (Points: 10%) Extend Task 1 by adding four Diamonds (in Magenta color). Task 3: Display and create movement of character Inky (Points: 15%) Extend Task 2 by displaying the character Inky and adding the capability of its movement as shown in figure below.

3 Task 4: Display and create movement of character Shadow (Points: 15%) Extend Task 3 by displaying the character Shadow and adding the capability of its movement as shown in figure below. Shadow and Inky should not collide with each other. Task 5: Introduce Pacman (Points: 25%) Extend Task 4 by introducing Pacman. The movement of Pacman should be controlled by four push buttons (BTNU for Up, BTND for Down, BTNL for Left and BTNR for Right movement). Pacman should keep moving in one direction until any other button is pressed. It should stop when it hits the boundary, and must not cross the boundary. The goal of the Pacman is to get all four Diamonds without collision with any of the Ghost character (Shadow or Inky).

4 Task 6: Displaying score and number of lives left on VGA display (Points: 10%) Extend Task 5 by displaying the total score after eating Diamonds. Each Diamond carries 200 points. Whenever Pacman eats any of the Diamonds, the count on the VGA display should increment and display the total score. Pacman should have three lives initially. Every collision with Shadow or Inky should result in loss of one life. The count of remaining lives should also be updated on the VGA display. After three such collisions, the game will be over. When Pacman eats all four diamonds, this event should pause the game, and YOU WON should be displayed on the VGA display. Otherwise, if pacman encounters three collisions with either Shadow or Inky, GAME OVER should be displayed on your VGA display. Score: 00 Lives: 03 Final view after winning J YOU WON

5 Bonus Task: (Points: 25%) Extend the game with the following capabilities: 1. Add one more game level, and introduce a new ghost character called Flicker. Flicker You can decide the path for Flicker s movement by yourself. Also increase the number of Diamonds to six. You can decide their placement on your own. 2. Controlling the speed of the new character: Use switch 0 to select the step size to change speed of Flicker (in both horizontal and vertical direction). One step should be equal to 4 pixels, which should allow the user to change the step size between 4 and 8 pixels in both x and y direction (position 0 means step size = 4, 1 means step size = 8). 3. Limit the time available to eat each next jewel to make the game more challenging. In your new version of the game with 2 levels, Pacman should still have 3 lives in all. Deliverables: 1. For all tasks, determine the following properties: a. Number of CLB slices b. Number of LUTs c. WNS after synthesis [ns] d. WNS after implementation [ns] 2. Synthesize, implement and load your design into Basys3 board to verify the functionality described in your VHDL code. 3. Submit VHDL source codes for all modules required by the game along with the XDC file.

6 Important Dates Hands-on Sessions and Introductions to the Experiment Demonstration and Deliverables Due for Schedule A Demonstration and Deliverables Due for Schedule B (-8 point penalty for not attempting Lab 7; no penalty for Lab 4) Tuesday Section 03/20/ /27/ /03/2018 Wednesday Section 03/28/ /04/2018 Friday Section 03/23/ /30/ /06/ /10/ /11/ /13/ /17/ /18/ /20/2018

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