CSSE2010 / CSSE7201 Project


CSSE2010 / CSSE7201 Project, Semester 1, 2019 1
The University of Queensland
School of Information Technology and Electrical Engineering
Semester 1, 2019
CSSE2010 / CSSE7201
PROJECT
(with clarifications in red on pages 4 to 8 added 29 May 2019)
Due: 7:50pm Friday May 31, 2019
Weighting: 20% (100 marks)
Objective
As part of the assessment for this course, you are required to undertake a project which will test
you against some of the more practical learning objectives of the course. The project will enable
you to demonstrate your understanding of
C programming
C programming for the AVR
The Atmel Studio environment.
You are required to modify a program in order to implement additional features. The program is
a simple version of Asteroids. The AVR ATmega324A microcontroller runs the program and
receives input from a number of sources and outputs a display to an LED display board, with
additional information being output to a serial terminal and – to be implemented as part of this
project – a seven segment display and other LEDs.
The version of Asteroids provided to you will implement very basic functionality – it will present
a fixed asteroid field, allow the base station to move only in one direction, and allow projectiles
to be fired, but not detect when they hit asteroids. You can add features such as scoring, detecting
hits, appropriate movement of the base station, increasing the speed of play, sound effects, etc.
The different features have different levels of difficulty and will be worth different numbers of
marks.
Don’t Panic!
You have been provided with approximately 2000 lines of code to start with – many of which are
comments. Whilst this code may seem confusing, you don’t need to understand all of it. The code
provided does a lot of the hard work for you, e.g., interacting with the serial port and the LED
display. To start with, you should read the header (.h) files provided along with game.c and

CSSE7201作业代做、代做Electrical Engineering作业、代做C++程序设计作业、C++课程作业代做
project.c. You may need to look at the AVR C Library documentation to understand some of the
functions used.
Academic Merit, Plagiarism, Collusion and Other Misconduct
You should read and understand the statement on academic merit, plagiarism, collusion and other
misconduct contained within the course profile and the document referenced in that course profile.
You must not show your code to or share your code with any other student under any
circumstances. You must not post your code to public discussion forums or save your code
in publicly accessible repositories. You must not look at or copy code from any other student.
All submitted files will be subject to electronic plagiarism detection and misconduct
proceedings will be instituted against students where plagiarism or collusion is suspected.
The electronic plagiarism detection can detect similarities in code structure even if comments,
variable names, formatting etc. are modified. If you copy code, you will be caught.
CSSE2010 / CSSE7201 Project, Semester 1, 2019 2
Grading Note
As described in the course profile, if you do not score at least 15% on this project (before any late
penalty) then your course grade will be capped at a 3 (i.e. you will fail the course). If you do not
obtain at least 50% on this project (before any late penalty), then your course grade will be capped
at a 5. Your project mark (after any late penalty) will count 20% towards your final course grade.
Resubmissions prior to grade finalization are possible to meet the 15% requirement in order to
pass the course, but a late penalty will be applied to the mark for final grade calculation purposes.
Program Description
The program you will be provided with has several C files which contain groups of related
functions. The files provided are described below. The corresponding .h files (except for project.c)
list the functions that are intended to be accessible from other files. You may modify any of the
provided files. You must submit ALL files used to build your project, even if you have not
modified some provided files. Many files make assumptions about which AVR ports are used to
connect to various IO devices. You are encouraged not to change these.
project.c – this is the main file that contains the event loop and examples of how timebased
events are implemented. You should read and understand this file.
game.h/game.c – this file contains the implementation of the operations (e.g. movements)
in the game. You should read this file and understand what representation is used for the
game. You will need to modify this file to add required functionality.
buttons.h/buttons.c – this contains the code which deals with the IO board push buttons.
It sets up pin change interrupts on those pins and records rising edges (buttons being
pushed).
ledmatrix.h/ledmatrix.c – this contains functions which give easier access to the services
provided by the LED matrix. It makes use of the SPI routines implemented in spi.c
pixel_colour.h – this file contains definitions of some useful colours
score.h/score.c – a module for keeping track of and adding to the score. This module is
not used in the provided code.
scrolling_char_display.h/scrolling_char_display.c – this contains code which provides
a scrolling message display on the LED matrix board.
serialio.h/serialio.c – this file is responsible for handling serial input and output using
interrupts. It also maps the C standard IO routines (e.g. printf() and fgetc()) to use the serial
interface so you are able to use printf() etc for debugging purposes if you wish. You should
not need to look in this file, but you may be interested in how it works and the buffer sizes
used for input and output (and what happens when the buffers fill up).
spi.h/spi.c – this file encapsulates all SPI communication. Note that by default, all SPI
communication uses busy waiting – the “send” routine returns only when the data is sent.
If you need the CPU cycles for other activities, you may wish to consider converting this
to interrupt based IO, similar to the way that serial IO is handled.
terminalio.h/terminalio.c – this encapsulates the sending of various escape sequences
which enable some control over terminal appearance and text placement – you can call
these functions (declared in terminalio.h) instead of remembering various escape
sequences. Additional information about terminal IO will be provided on the course
Blackboard site.
timer0.h/timer0.c – sets up a timer that is used to generate an interrupt every millisecond
and update a global time value.
CSSE2010 / CSSE7201 Project, Semester 1, 2019 3
Terminology
The figure below illustrates the terminology used in the game and the initial positions of the
asteroids, and a projectile after it has been fired from the base station.
Initial Operation
The provided program responds to the following inputs:
Rising edge on the button connected to pin B3
Serial input character ‘L’ or ‘l’ (lower case L)
Serial input escape sequence corresponding to the cursor-left key
All of these move the base station left by one position.
The program also responds to:
Rising edge on the button connected to pin B2
Serial input character ‘ ’ (i.e. space)
Serial input escape sequence corresponding to the cursor-up key
All of these cause a projectile to be fired from the base station (provided there aren’t too many
projectiles in flight already).
The program also responds to:
Rising edge on the button connected to pin B0
Serial input character ‘R’ or ‘r’
Serial input escape sequence corresponding to the cursor-right key
All of these are intended to move the base station right by one position but currently move the
base station left by one position.
Code is present to detect the following, but no actions are taken on these inputs:
Rising edge on button connected to pin B1
Serial input escape sequences corresponding to the cursor down key
Serial input characters ‘p’ and ‘P’ (intended to be the pause/unpause key)
CSSE2010 / CSSE7201 Project, Semester 1, 2019 4
Program Features
Marks will be awarded for features as described below. Part marks will be awarded if part of the
specified functionality is met. Marks are awarded only on demonstrated functionality in the final
submission – no marks are awarded for attempting to implement the functionality, no matter how
much effort has gone into it, unless the feature can be demonstrated. You may implement higherlevel
features without implementing all lower level features if you like (subject to prerequisite
requirements). The number of marks is not an indication of difficulty. It is much easier to earn
the first 50% of marks than the second 50%.
You may modify any of the code provided and use any of the code from learning lab sessions
and/or posted on the course Blackboard site. For some of the easier features, the description below
tells you which code to modify or there may be comments in the code which help you.
Minimum Performance (Level 0 – Pass/Fail)
Your program must have at least the features present in the code supplied to you, i.e., it must build
and run and show an asteroid field, allow the base station to be moved and allow projectiles to be
fired. No marks can be earned for other features unless this requirement is met, i.e., your project
mark will be zero.
Splash Screen (Level 1 – 4 marks)
Modify the program so that when it starts (i.e. the AVR microcontroller is reset) it scrolls a
message to the LED display that includes your student number. You should also change the
message output to the serial terminal to include your name and student number. Do this by
modifying the function splash_screen() in file project.c.
Move Base Station Right (Level 1 – 4 marks)
The provided program only moves the base station to the left (in response to the buttons and
keypresses described above). You must complete the move_base() function in file game.c in
order to enable the base station to be moved to the right also.
Base Station Limits (Level 1 – 6 marks)
The provided program allows the base station to move off the display. You must modify the
move_base() function in game.c in order to prevent this. (The turret should be permitted to
move to the edge columns – i.e. the edge of the base station is off the display, but the base station
is able to fire projectiles up any of the columns.)
Hit Detection (Level 1 – 10 marks)
Modify the program so that it detects when a projectile hits an asteroid and removes both the
projectile and the asteroid from the game field. You will need to modify the
advance_projectiles() function in the file game.c and make use of other functions in
game.c.
Note that hits may include those at point blank range, i.e. an asteroid is immediately above the
turret – and the projectile may not even be visible in this case.
Replacement Asteroids (Level 1 – 10 marks)
(This assumes that you have implemented “Hit Detection” above and are removing asteroids when
hit.) Modify the program so that any asteroid removed is replaced by a new asteroid in a random
position, not already occupied and not in the lowest three rows. Consult the code in
initialise_game() in game.c for ideas on how to randomly place asteroids. (If “Falling
Asteroids” is implemented (see below) then replacement asteroids should appear in a random
column in the top row – not already occupied by an asteroid or projectile.)
CSSE2010 / CSSE7201 Project, Semester 1, 2019 5
The number of asteroids in the game (20) should not reduce, but if the top row if full, it is
permissible to either add a replacement asteroid in the second row (or third if the second row is
also full) or wait until there is space in the top row (e.g. after one or more asteroids in the top row
descends).
If the game is over, then asteroids do not need to be replaced.
Scoring #1 (Level 1 – 10 marks)
(This assumes that you have implemented “Hit Detection” above.) Add a scoring method to the
program so that 1 is added to the score each time a projectile hits an asteroid. You should make
use of the function add_to_score(uint16_t value) declared in score.h. You should call
this function (with an appropriate argument) from any other function where you want to increase
the score. If a .c file does not already include score.h, you may need to #include it. You must also
add code to display the score (to the serial terminal in a fixed position) and update the score display
only when it changes. The displayed score must be right-aligned – i.e. the right-most digit in the
score must be in a fixed position. (The score need not be on the right-hand edge of the terminal
display – it just must be right-aligned within a given field position – i.e. the least significant digit
must always be in the same location.) A score of 0 must be displayed when the game starts. Add
appropriate text (e.g. “Score:”) to the terminal display so it is clear where the score is being
displayed. If game-over is possible (see functionality below) then the score must remain displayed
on game-over (until a new game commences when the score should be reset).
Scoring #2 (Level 1 – 10 marks)
(Assumes that Scoring #1 is implemented.) Display the score on the seven-segment display. The
score should start at 0. For scores from 0 to 9 inclusive the left seven segment digit should be
blank. If scores greater than 99 are possible in your game then make a reasonable assumption
about what should be displayed. (This is unlikely to be tested.) No display flickering should be
apparent. Both digits (when displayed) should be of equal brightness.
The score can be maintained on the seven-segment display when the game is over, or the display
can be blanked. (Note that the score must remain displayed on the terminal display – as per
Scoring #1 above.)
No “ghosting” should be evident, i.e. the value of one digit showing faintly on the other.
Falling Asteroids (Level 2 – 6 marks)
Add a feature so that the asteroids descend down the display (e.g. every half a second, all the
asteroids are moved down by one position). Asteroids should be removed when they reach the
bottom. Removed asteroids should be replaced by a new asteroid in the top row (in a random
column not already occupied). You may need to vary the speed of projectiles to ensure a playable
game. The base station should always remain visible.
Base Station Hit Detection (Level 2 – 6 marks)
(Assumes that “Falling Asteroids” are implemented as well as “Scoring #1”.) Modify the program
so that collisions between falling asteroids and the base station are detected (and the asteroid
removed) and some action is taken e.g. game over or score reduced or the number of lives is
reduced (see below). (If you implement a score reduction rather than reducing the number of lives
then you must deal with the possibility of the current score being zero, e.g., “game over”.) On
game-over, the score must remain displayed on the terminal display (at least) and the game must
be able to be restarted by pushing a button on the IO board. If the game is not over upon a “hit”
then the removed asteroid should be replaced at the top as described in “Falling Asteroids”.
CSSE2010 / CSSE7201 Project, Semester 1, 2019 6
Note that the base station moving into an asteroid should be treated the same as the asteroid hitting
the base station.
Multiple Lives – Health Bar (Level 2 – 6 marks)
(Requires that “Falling Asteroids” and “Base Station Hit Detection” are implemented.) Modify
the program to support multiple lives, i.e., a life is lost every time the base station is hit by an
asteroid. There are four lives initially. If all lives are lost then the game is over (and the same
game-over requirement as described in “Base Station Hit Detection” applies). The number of lives
remaining must be indicated using 4 LEDs as a “health bar” (L5, L4, L3 and L2 on the IO Board
– which are green, red, orange and green respectively). When one life is lost, a green LED should
be switched off. When the second is lost, the other green LED is switched off. When the third is
lost, the orange LED is switched off (leaving only the red). When the last life is lost, all four LEDs
should be off. The number of lives remaining must also be shown on the terminal display. Note
that the connection to the 4 LEDs must be able to be made with a single 4-wire jumper cable from
4 adjacent IO pins on the AVR microcontroller board.
Acceleration (Level 2 – 6 marks)
(Requires implementation of “Scoring #1” and “Falling Asteroids”.) Make the game speed up as
the score gets higher. This can be gradual or in steps (e.g. as certain scores are reached). (Do not
speed up play too quickly. An average player should be able to play your game for at least 90
seconds, but the speed-up must be noticeable within 45 seconds.)
Game Pause (Level 2 – 6 marks)
Modify the program so that if the ‘p’ or ‘P’ key on the serial terminal is pressed then the game
will pause. When the button is pressed again, the game recommences. (All other button/key
presses/inputs should be discarded whilst the game is paused – i.e. will not affect the movement
of the base station or projectile firing when the game is unpaused.) The asteroid/projectile
movement rate must be unaffected – e.g. if the pause happens 450ms before an asteroid movement
is due, then the asteroid should not move until 450ms after the game is resumed, not immediately
upon resume. The check for this key press is implemented in the supplied code, but does nothing.
EEPROM Storage of High Score Leader Board (Level 3 – 5 marks)
Implement storage of a leader board (top 5 scores and associated names) in EEPROM so that
values are preserved when the power is off. If a player achieves a top-5 score then they should be
prompted (via serial terminal) for their name. The score and name must be stored in EEPROM
and must be displayed on the serial terminal on program startup and at each game-over – in
decreasing order of score. If there are fewer than 5 high scores then only show those that have
been saved so far. (You must handle the situation of the EEPROM initially containing data other
than that written by your program. You will need to use a “signature” value to indicate whether
your program has initialized the EEPROM for use.) Name entry must be resilient to arbitrary
responses (i.e. invalid characters / escape sequences / button presses etc. should not cause
unexpected behaviour). The only characters supported must be letters, spaces and the backspace
(Ctrl-H) and delete (Ctrl-? – ASCII 127) keys (with both of the latter having the effect of a
backspace). Name entry is terminated by the return/enter key. Names up to 12 characters long
must be supported.
Sound Effects (Level 3 – 5 marks)
Add sound effects to the program which are to be output using the piezo buzzer. Different sound
effects (tones or combinations or tones) should be implemented for at least four events. (At least
two of these must be sequences of tones for full marks.) For example, choose four of:
Base station moving
Projectile being fired
Projectile hitting asteroid
CSSE2010 / CSSE7201 Project, Semester 1, 2019 7
Base station hit by asteroid
game start-up
constant background tune
Do not make the tones too annoying! Switch 7 on the IOboard must be used to toggle sound on
and off (1 is on, 0 is off). You must specify which AVR pin this switch is connected to and which
AVR pin the piezo buzzer must be connected to. (The piezo buzzer will be connected from there
to ground.) Your feature summary form must indicate which events have different sound effects.
Sounds must be tones (not clicks) in the range 20Hz to 5kHz. Sound effects must not interfere
with game play, e.g. the speed of play should be the same whether sound effects are on or off.
Sound must turn off if the game is paused.
A “sequence of tones” can be just two tones long if desired (or can be longer).
Joystick (Level 3 – 5 marks)
Add support to use the joystick to move the base station left and right (by moving the joystick left
and right) and to fire projectiles (by moving the joystick up or down). This must include support
for auto-repeat – if the joystick is held in one position then, after a short delay, the code should
act as if the joystick was repeatedly moved in that direction. Your movement must be reasonable
– e.g. do not immediately jump or appear to immediately jump to one side if the joystick is held
to that side. Your base station must be shown to move through all positions and be able to be
stopped at that position if the joystick is released. Be sure to specify which AVR pins the U/D and
L/R outputs on the joystick are connected to. Be aware that different joysticks may have different
min/max/resting output voltages and you should allow for this in your implementation – your code
will be marked with a different joystick to the one you test with.
Variable movement speed (where the speed of movement depends on the position of the joystick)
is permissible but need not be implemented.
It can be assumed that the joystick is in its resting position when the game is started.
It is permissible to use the U/D joystick direction as moving the base station left/right, etc. (as this
may make more sense with the orientation of your joystick and display). Make sure this is noted
on your feature summary form.
Game Display on Terminal Screen (Level 3 – 5 marks)
Display a copy of the LED matrix display on the serial terminal using block graphics and
characters of various colours – possibly different colours to those used on the LED matrix. This
should allow the game to be played either by looking at the LED matrix or at the serial terminal.
(The serial terminal display must keep up with the LED matrix display, i.e. must be no more than
about 100ms behind the LED matrix display.) The baud rate must remain at 19200. You can
assume that the terminal display will be at least 80 columns in width and 24 rows in height (i.e.
the default size in PuTTY). You will need to draw an appropriate border to indicate the game
field.
The speed of game play must not be adversely affected by the presence of this feature.
The orientation of the game display should match that in the figure on page 3 of this specification,
i.e. the left cursor key moves the base station left, etc.
Note that the number of asteroids in the game should not be altered from that in the supplied code
(20).
CSSE2010 / CSSE7201 Project, Semester 1, 2019 8
Visual Effects on the LED display (Level 3 – 5 marks)
Implement visual effects on the LED display – i.e. multi-pixel animations in response to at least
two events, e.g. an explosion effect when a projectile hits an asteroid. Select two of the following
events:
projectile hitting asteroid
asteroid hitting base station
game over
Changing colours on existing game elements (e.g. base station) is not sufficient. The animation
should extend to pixels beyond those used for the game elements – but not interfere with the
display after the animation is finished. Note that scrolling a message on the display (e.g. on game
over) does not count as a multi-pixel animation. The two animations should be different – e.g. it
is not appropriate to use the same explosion animation when a projectile hits an asteroid as is used
for an asteroid hitting the base station.
Visual effects do not need to be shown on the terminal display (but can be if desired).
Variable Speed Asteroids (Level 3 – 5 marks)
(Requires “Falling Asteroids”.) Implement asteroids which move at different speeds, i.e., some
descend faster than others (but each asteroid descends at a constant rate which is randomly chosen
when the asteroid appears). It must not be possible for a faster asteroid to pass through a slower
one. If a faster asteroid (or group of asteroids) “catches up” with a slower one then it will slow
down to the speed of the asteroid ahead of it and occupy the position immediately behind it. This
functionality must be able to be demonstrated in normal game play.
If a limited fixed number of speeds is used (i.e. the random selection is from a small set of fixed
speed values as opposed to a random value in a wider number range) then there must be at least
three different speeds evident.
Asteroids must be shown to move through every pixel position – they should not jump two or
three pixels at a time.
Although “constant rate” is specified here, it is acceptable for the speed to increase as a result of
your “acceleration” functionality, e.g. as the score increases.
Assessment of Program Improvements
The program improvements will be worth the number of marks shown above. You will be awarded
marks for each feature up to the maximum mark for that feature. Part marks will be awarded for
a feature if only some part of the feature has been implemented or if there are bugs/problems with
your implementation (which may include issues such as incorrect data direction registers). Your
additions to the game must not negatively impact the playability or visual appearance of the game.
Note also that the features you implement must appropriately work together, for example, if you
implement game pausing then sound effects should pause.
Features are shown grouped in their levels of approximate difficulty (level 1, level 2, and level 3).
Some degree of choice exists at level 3, but the number of marks to be awarded here is capped,
i.e., you can’t gain more than 20 marks for advanced features even if you successfully add all the
suggested advanced features. You can’t receive more than 100 marks for the project as a whole.
CSSE2010 / CSSE7201 Project, Semester 1, 2019 9
Submission Details
The due date for the project is 7:50pm Friday 31 May 2019. The project must be submitted via
Blackboard. You must electronically submit a single .zip file containing ONLY the following:
All of the C source files (.c and .h) necessary to build the project (including any that were
provided to you – even if you haven’t changed them);
Your final .hex file (suitable for downloading to the ATmega324A AVR microcontroller
program memory); and
? A PDF feature summary form (see below).
Do not submit .rar or other archive formats – the single file you submit must be a zip format file.
All files must be at the top level within the zip file – do not use folders/directories or other zip/rar
files inside the zip file.
If you make more than one submission, each submission must be complete – the single zip file
must contain the feature summary form and the hex file and all source files needed to build your
work. We will only mark your last submission and we will consider your submission time (for
late penalty purposes) to be the time of submission of your last submission.
The feature summary form is on the last page of this document. A separate electronically-fillable
PDF form will be provided to you also. This form can be used to specify which features you have
implemented and how to connect the ATmega324A to peripherals so that your work can be
marked. If you have not specified that you have implemented a particular feature, we will not test
for it. Failure to submit the feature summary with your files may mean some of your features are
missed during marking (and we will NOT remark your submission). You can electronically
complete this form or you can print, complete and scan the form. Whichever method you choose,
you must submit a PDF file with your other files.
Assessment Process
Your project will be assessed during the revision period (the week beginning Monday 3 June
2019). You have the option of being present when this assessment is taking place, but whether
you are present or not should not affect your mark (provided you have submitted an accurate
feature summary form). Arrangements for the assessment process will be publicised closer to the
time.
Incomplete or Invalid Code
If your submission is missing files (i.e. won’t compile and/or link due to missing files) then we
will substitute the original files as provided to you. No penalty will apply for this, but obviously
no changes you made to missing files will be considered in marking.
If your submission does not compile and/or link in Atmel Studio 7 for other reasons, then the
marker will make reasonable attempts to get your code to compile and link by fixing a small
number of simple syntax errors and/or commenting out code which does not compile. A penalty
of between 10% and 50% of your mark will apply depending on the number of corrections
required. If it is not possible for the marker to get your submission to compile and/or link by
these methods then you will receive 0 for the project (and will have to resubmit if you wish to
have a chance of passing the course). A minimum 10% penalty will apply, even if only one
character needs to be fixed.
CSSE2010 / CSSE7201 Project, Semester 1, 2019 10
Compilation Warnings
If there are compilation warnings when building your code (in Atmel Studio 7, with default
compiler warning options) then a mark deduction will apply – 1 mark penalty per warning up
to a maximum of 10 marks. To check for warnings, rebuild ALL of your source code (choose
“Rebuild Solution” from the “Build” menu in Atmel Studio) and check for warnings in the “Error
List” tab. Note that the code supplied to you has one compilation warning – the
remove_asteroid() function in game.c is defined but not used. You should remove this
function if you do not use it in your submission to avoid this warning.
Late Submissions
Late submission will result in a penalty of 10% plus 10% per calendar day or part thereof,
i.e. a submission less than one day late (i.e. submitted by 7:50pm Saturday 1 June, 2019) will be
penalised 20%, less than two days late 30% and so on. (The penalty is a percentage of the mark
you earn (after any of the other penalties described above), not of the total available marks.)
Requests for extensions should be made via the process described in the course profile (before the
due date) and be accompanied by documentary evidence of extenuating circumstances (e.g.
medical certificate). The application of any late penalty will be based on your latest submission
time.
Notification of Results
Students will be notified of their results at the time of project marking (if they are present) or later
via Blackboard’s “My Grades”.
The University of Queensland – School of Information Technology and Electrical Engineering
Semester 1, 2019 – CSSE2010 / CSSE7201 Project – Feature Summary
Student Number Family Name Given Names
An electronic version of this form will be provided. You must complete the form and include it (as a PDF) in your
submission. You must specify which IO devices you’ve used and how they are connected to your ATmega324A.
Port Pin 7 Pin 6 Pin 5 Pin 4 Pin 3 Pin 2 Pin 1 Pin 0
B SPI connection to LED matrix Button B3 Button B2 Button B1 Button B0
(Anything you want the marker to consider or know?)
Penalties: (code compilation, incorrect submission files, etc. Does not include late penalty)
Final Mark: (excluding any late penalty which will be calculated separately)

 

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