CSSE2010/CSSE7201 VR Project
CSSE2010/CSSE7201 Semester 2 2024VR Project
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CSSE2010/CSSE7201 AVR ProjectSemester 2, 2024 - Version 1.01 (06/10/2024)Due: 4:00pm, Friday 25th October
Weighting: 20% (100 marks)Clarifications and changes since the initial release of the project specification are in red.ObjectiveAs part of the assessment for this course, you are required to undertake an AVR project which wilest you against some of the more practical learning objectives of the course, namely your Cprogramming skills applied to the ATmega324A microcontroller.You are required to modify a program to implement additional features. The program is a basicemplate of the game “Sokoban” (described in detail on page 3) and has very asic functionality. Itwill present a start screen upon launch, respond to push button presses or a terminal input “s”/“S” tostart the game, then display the first level which contains a map of game objects and a flashing playericon. You can add features such as moving the player, game logic, pausing, audio etc. The various
features have different levels of difficulty and will each contribute a certain number of marks.Don’t PanicWhile this is a long project specification, there’s not actually that much code to write! You’ve beenprovided with approximately 2000 lines of code to start with! You are not expected to fully understandll of the provided code, and several intro/getting started videos are available on Blackboard, whichontains a demonstration of some of the expected functionality to be implemented and walks throughsetting the project up with the provided base code, as well as how to submit.
Note
The requirements in this document take priority over anything shown in the feature
demonstration videosAcademic Integrity
You should read and understand the statement on academic merit, plagiarism, collusion and other
AVR ProjectYou 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 forums or save yourcode in publicly accessible repositories, even after the completion of this course. You must not look at or copy code from any other student. All submitted files may be subject to electronic plagiarism detection and the electronic plagiarism detection can detect similarities
in code structure even if comments, variable names, formatting etc. are modified. Your submissionwill be compared against the submissions of all other students, including submissions
from previous semesters and 20 submissions generated by 5 different large language models (generative AIs). Furthermore, a random sample of 50 submissions will be spot checkedand manually reviewed for academic integrity by the staff team. Formal misconduct proceedings
will be instituted against students where plagiarism or collusion is suspected. Grading Note
As described in the course profile, if you do not score at least 10% on this AVR project (before anypenalty) then your course grade will be capped at a 3 (i.e., you will fail the course). If you do notobtain at least 50% on this AVR project (before any penalty), then your course grade will be cappedat a 5. Your AVR project mark (after any penalty) will count 20% towards your final course grade.
This project has 17 features, broken into three tiers, and marks are distributed as follows:
Available Marks
Max Mark
Tier A
54
50
Tier B
34
30
Tier C
24
20
112100This means if you implement all features of tier A and score full marks for each feature, you willreceive 54 marks, however it will be capped at 50 when thegrade of your project is calculated. Thisalso means that you do not need to score full marks for each feature to be able to achieve 100% forthe project.Code Style andRestrictionsThere is no restriction on your code, as long as your code compiles with Microchip Studio installed on the lab computers. No marks are awarded nor deducted in the marking criteria forcode style, however you are advised to follow a good code style for your own benefit and to make iteasier for course staff to assist you. You may freely create and add .c/.h files, as well as includadditional header files (eg: string.h, ctype.h) from the C Standard Library to any source file using
#include.
You may use any C language feature (e.g., switch statements, structures, pointers), provided that they
are C99 compliant and supported by the GCC compiler used by Microchip Studio.CSSE2010/CSSE7201 Semester 2 2024
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Provided Code
You have been provided with some base code as a starting point for this project. You should import
the base code files into a project, and you will be working on adding features to the provided base
code. There is a documentation of the base code on Blackboard which you should read prior to
implementing the features and refer to while working on the project. A setting up video on Blackboard
shows how to create a new project and get the base code up and running.
Note
When you create a new project in Microchip Studio, a main.c file will automatically
be created, containing an empty main() function. project.c also contains a main()
function, but Microchip Studio will preferentially look for the main() function in the
main.c file, if it exists. Please ensure that you delete the main.c file so that
Microchip Studio will look for the main() function in project.c.
Sokoban Description
This AVR project involves creating a replica of the classic game
“Sokoban”. Sokoban is a classic puzzle video game in which the
player pushes boxes around in a warehouse, aiming to get them to
designated storage locations.
There are 4 main object types in a game of Sokoban – player, wall,
box and target. The player and boxes are movable, while walls and
targets are not. In the original game, the player may push a box
in 4 directions – left, right, up and down, provided that there is no wall or other boxes behind the
box. 2 boxes cannot be pushed together. The player can move to empty or target squares, but not to
walls or boxes (boxes can be pushed, but player and box can never coexist on the same square). The
level is complete when all boxes have been pushed onto the targets by the player. The number of boxes
is always equal to the number of targets.
Note
You may play the Sokoban game online at https://sokoban.info/ to gain a better
understanding of the game. Please note however the version of Sokoban described in
this project specification has differences compared to online version, and you must
implement the game according to this specification.
For this AVR implementation, the warehouse is represented using the 16x8 LED matrix:
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Legend:
Player (flashing)
Wall
Box
Target
Box on target
(black/empty)
Figure 1: Snapshot of a sample game, showing all game objects in action.
The flashing player icon is rendered in this document as , meaning that particular pixel of the LED
matrix flashes between dark green and black. Likewise, means a pixel which flashes between dark
green and red (i.e., player on a target).
Initial Operation
The provided program has very limited functionality. It will display a start screen (see Figure 2) which
detects the rising edge on the push buttons B0, B1, B2 and B3, as well as the input terminal character
“s”/“S”. Pressing any of these will start a game of Sokoban and take you to the initial game board as
illustrated in Figure 3.
LED Matrix
Terminal
Figure 2: Start screen on the LED matrix (scrolling) and on the terminal.
Once started, the provided program is capable of detecting a rising edge on the push button B0, but
no action when the button is pressed (this will need to be implemented as part of the Move Player
with Push Buttons feature).
Figure 3: Initial game board after starting the game.CSSE2010/CSSE7201 Semester 2 2024
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Terminal Layout
The terminal used for marking will have 80 columns and 24 rows, and you are advised to keep this in
mind when implementing the project. During gameplay, a message area one row in height is defined
on the terminal, for displaying messages.
Figure 4: Recommended in-game terminal layout.
Wiring Advice
When completing this AVR project, you will need to make additional connections to the ATmega324A
microcontroller to implement particular features. To do this, you will need to choose which pins to
make these connections to. There are multiple ways to do this, so the exact wiring configuration will
be left up to you, and you must communicate this using your submitted feature summary
form (on Blackboard).
Hint
Before implementing any features, read through them all, and consider what
peripherals each feature requires and any pin limitations this imposes. If you do not
do this, you may find yourself in a situation where the pins that must be used for a
peripheral for a later feature are already connected to another peripheral, requiring
you to rewire your breadboard and update your code before you can use the new
peripheral.
Some connections are defined for you in the provided base code and are shown in grey in the following
table.
Wiring Table
Port
Pin 7
Pin 6
Pin 5
Pin 4
Pin 3
Pin 2
Pin 1
Pin 0
A
B
SPI connection to LED matrix
Button B3
Button B2
Button B1
Button B0
C
D
Serial RX
Serial TX
Baud rate: 19200CSSE2010/CSSE7201 Semester 2 2024
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Program Features
Marks will be awarded for features as described below. Part marks will be awarded if part of the
specified functionality is demonstrated. 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, if there is no evidence of functionality when the program is run. You
may implement higher-tier features without implementing all lower-tier features if you like (subject to
prerequisite requirements). The number of marks is not an indication of difficulty. Marks may be
deducted if features interact negatively with one another or affect gameplay experience.
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.
Minimum Performance
Minimum Performance
Pass/Fail
Your program must have at least the features present in the code supplied to you, i.e., it must build
on Microchip Studio and run, show the start screen, and display the initial game when a push button
or “s”/“S” is pressed. No marks can be earned for other features unless this requirement is met, i.e.,
your AVR project mark will be zero.
Start Screen
Start Screen
Tier A: 4 marks
Modify the program so that when it starts (i.e., the AVR microcontroller is reset) it outputs your
name and student number to the serial terminal, in the indicated location (remove the placeholder
text, including the chevrons <>). Do this by modifying the function start_screen in file project.c.
Move Player with Push Buttons
Move Player with Push Buttons
Tier A: 6 marks
The provided program does not allow moving the player. Modify the program so that when push
button B0 (connected to port B pin 0) is pressed, the player moves right. Similarly, pressing push
button B1 (connected to port B pin 1) should move the player down, push button B2 (connected to
port B pin 2) should move the player up, and push button B3 (connected to port B pin 3) should
move the player left.
If the player would be moved off the LED matrix display, it must wrap around to the other side of the
display. For example, if the player is on the far-right side of the LED matrix, then pressing B0 must
move the player to the far-left side of the LED matrix (same is true for up/down). Whenever the
player is moved, the flashing cycle of the player icon must be reset, such that the player icon instantly
displays dark green and remains dark green for 200ms. The player should move when the button is
pressed; no behaviour is expected when the button is released, nor if the button is held down.
If the player is moved onto a target, the target must flash between dark green and red ( ). When the
player is moved off the target, the target must revert to displaying solid red. You do not have to
consider moving onto walls or boxes until the later Game Logic – Walls and Game Logic – Boxes
features, respectively.CSSE2010/CSSE7201 Semester 2 2024
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Hint
The function play_game in project.c calls move_player(0, 1) in game.c when
push button B0 is pressed. The move_player function is currently empty; start by
filling it in according to the comments provided.
Move Player with Terminal Input
Move Player with Terminal Input
Tier A: 6 marks
The provided program does not register any terminal inputs once the game has started. Modify the
program so that pressing “w”/“W” moves the player up, and “a”/“A”, “s”/“S”, and “d”/“D” move the
player left, down, and right, respectively, in a similar manner to the previous task. Note that both the
lowercase and uppercase versions of each letter must execute these movements as described. Also, note
that the inbuilt serial functionality handles keyboard inputs that are held down for you.
Just like in the previous task, the player must wrap around the edges, and the flashing must be reset
whenever the player moves. Holding down a key will usually send multiple instances of that key to the
terminal. Unlike the push buttons, this means holding down a key will result in the player repeatedly
moving, which is fine and to be expected.
Hint
On the start screen, the game can be started by pressing “s”/“S”; look at the function
start_screen() to get an idea of how to read serial inputs from the terminal.
Game Logic – Walls
Game Logic – Walls
Tier A: 6 marks
Requires Move Player with Push Buttons or Move Player with Terminal.
When the player attempts to move onto a wall, nothing should happen, and a message must be printed
to the message area of the terminal telling the player that they’ve hit a wall. Below is an example of
moving to the right onto a wall.
Before
Action
After
Display
→
Terminal: “d”/”D”
Buttons: B0
Message [Previous Message]
I've hit the wall.*1
Figure 5: Example of player moving to the right and hitting a wall. This is only one example; you
must consider the player hitting walls after moving up, left and down as well.
Given how often people run into walls, the message displayed must be randomly chosen from at least
three different messages. You may decide on the messages to use; however, they must clearly indicate
that the player has hit a wall, and the order in which the messages are displayed must be non
deterministic (random).
As with the player movements, if the player is on the far-right side of the LED matrix, and there is a
wall on the far-left side of the LED matrix, and the player moves to the right, they would hit the wall
on the far-left side, and the move would be considered invalid. The same goes for all the other edges.CSSE2010/CSSE7201 Semester 2 2024
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Before
Action
After
Display
→
Terminal: “d”/”D”
Buttons: B0
Message [Previous Message]
I've hit the wall.*1
Figure 6: Example of player moving to the right and hitting a wall after wrapping around. This is
only one example; you must consider hitting walls after wrapping around in other directions too.
A valid move is defined as a move that changes the player’s location, and whenever a valid move is
made, the message area of the terminal must be cleared.
Hint
The C Standard Library includes a function rand() for returning pseudo-random
numbers. The numbers returned by the rand() function are deterministic (i.e. the
first time you call it each time you start your program, it’ll always give you the same
number), unless you seed the random number generator with a custom, pseudo-random
seed. The random number generator can be seeded by calling the function srand(),
with the appropriate seed as argument. Current time is often used by programmers as
the random seed, and you are recommended to do so as well. You should only seed
the random number generator once.
Hint
You will not be able to use the time() function for retrieving the current time, because
it does not work by default on the AVR. You should instead search for functions given
to you in the base code.
Hint
The time when, for example, initialise_hardware(), is called is always the same
(e.g., 40 milliseconds after the microcontroller is reset), as it always takes a specific
number of instructions to arrive at that particular line of code. The time when the
player presses “s”/“S” or a push button to start the game on the other hand is
completely dependent on the player - a good source of randomness.
* 1 Does not have to be this exact message and must be one out of 3 random messages that carries the
same meaning.
Game Logic – Boxes
Game Logic – Boxes
Tier A: 8 marks
Requires Move Player with Push Buttons or Move Player with Terminal.
When the player attempts to move onto a box:
- If there is nothing behind the box the player is trying to move onto, the box must be pushed
by one square in the direction of the player's move, and the player must also be moved one
square in the same direction, such that the player icon ends up at the original location of the
box. If there was a message displayed in the message area of the terminal, it must be cleared.CSSE2010/CSSE7201 Semester 2 2024
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Before
Action
After
Display
→
Terminal: “d”/”D”
Buttons: B0
Message [Previous Message]
[No Message]
Figure 7: Example of player moving the box to the right. This is only one example; you must
consider the player moving boxes in other directions too.
- If there is a wall behind the box they are trying to move onto, nothing should happen, and the
player must be notified via a message in the message area of the terminal saying that a box
cannot be pushed onto the wall.
Before
Action
After
Display
→
Terminal: “d”/”D”
Buttons: B0
Message [Previous Message]
Cannot push box onto wall.*2
Figure 8: Example of player moving a box to the right onto a wall. This is only one example;
you must consider the player moving boxes onto walls in other directions too.
- If there is another box behind the box they are trying to move onto, nothing should happen,
and the player must be notified via a message in the message area of the terminal saying that
a box cannot be stacked on top of another box.
Before
Action
After
Display
→
Terminal: “d”/”D”
Buttons: B0
Message [Previous Message]
Cannot stack boxes. *2
Figure 9: Example of player moving a box to the right onto another box. This is only one
example; you must consider the player moving boxes onto boxes in other directions too.
When a box is moved onto a target square, that square must be rendered bright green, and a message
indicating that a box has been moved onto a target must be displayed in the message area of the
terminal. Boxes can also be pushed off target squares, and in that case, the target square must revert
back to red. However, since the player would be on top of the target square immediately following the
move, it should flash between dark green and red. If the player then moves the player icon off the
target square, it should revert back to displaying solid red.CSSE2010/CSSE7201 Semester 2 2024
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Before
Action
After
Display
→
Terminal: “d”/”D”
Buttons: B0
Message [Previous Message]
Box moved onto target. *2
Before
Action
After
Display
→
Terminal: “d”/”D”
Buttons: B0
Message [Previous Message]
[No Message]
Before
Action
After
Display
←
Terminal: “a”/”A”
Buttons: B3
Message [Previous Message]
[No Message]
Figure 10: Example of player pushing a box onto and of
-
f a target square.
As with the previous features, wrapping around the edges must be considered, meaning that if a box
is at the far-left side and there’s nothing on the far-right side, and the player pushes that box further
to the left, it would show up on the far-right side. Messages printed after invalid moves must also be
cleared whenever a valid move is made, as before.
*2
Does not have to be this exact message; you can come up with your own.
Level Time
Level Time
Tier A: 4 marks
Keep track of the amount of time the player has spent on the level by displaying the number of seconds
elapsed since the start of the level on the terminal. The amount of time elapsed must be displayed in
seconds and must not overflow (i.e., back to 0 or become negative) during a reasonable gameplay.
When the level starts, the level time must be 0 (seconds), and it should increment to 1 after a whole
second has passed. This feature must not spam the terminal.
Note
Terminal spamming happens when you send more data than needed. For example, you
only need to update the time once per second, however if you update it 5 times per
second with the same value, that is considered as terminal spamming and marks will
be deducted.CSSE2010/CSSE7201 Semester 2 2024
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Seven-Segment Display Step Count
Seven-Segment Display Step Count
Tier A: 6 marks
Requires Move Player with Push Buttons or Move Player with Terminal.
Dependencies
Reason
Max Mark if Not
Implemented
Game Logic – Walls or
Game Logic – Boxes
Needed for verifying that invalid
moves do not cause the step count
to increase.
5
Keep track of the number of steps that the player has taken since the beginning of the level and display
the last two decimal digits of that count on the seven-segment display. When a level starts, the step
count must be 0 and should increment by one whenever a valid move is made. When the step count
reaches 99, it should overflow back to 0 on the seven-segment display when another valid move is made.
If the value to be displayed on the seven-segment display is a single-digit number (i.e., 0-9), it must
be displayed on the right digit and the left digit could either be turned off or display 0.
→
→
→
→
Figure 11: Seven-segment display overf
-
lowing correctly.
The step count must not overflow at any other number.
→
→
→
→
Figure 12: Seven-segment display overf
-
lowing incorrectly.
Both digits of the seven-segment display must be on at the same time, without flickering or ghosting,
and the display must be appropriately bright. The seven-segment display must be off (display nothing)
at the start screen and should display the step count only during a game (and in the future, at level
victory).
Hint
Check out the Lab 15 tasks and Lab 13 Task 2 for how to display 2 digits
simultaneously on the seven-segment display. You may copy code from lab exercise
solutions.CSSE2010/CSSE7201 Semester 2 2024
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Terminal Game Display
Terminal Game Display
Tier A: 6 marks
Dependencies
Reason
Max Mark if Not
Implemented
Move Player with Push Buttons or
Move Player with Terminal
Used for testing.
4.5
Game Logic – Boxes
Used for testing.
5
Display a copy of the LED matrix display on the terminal (may be displayed at any reasonable location
but see Terminal Layout section and Figure 4 for recommendations) using block characters (e.g.,
spaces) of various colours.
Hint
Normally, a space looks like a solid black character, because it has a black background
and no foreground. If you set the background colour to something else, for example
red, then a space would look solid red. You can set background colour to, for example,
red by including terminalio.h and calling set_display_attribute(BG_RED).
This should allow the game to be played either by looking at the LED matrix or at the terminal. The
game display on the terminal must be in sync with the LED matrix display (i.e., no apparent difference
between the displays), with the exception that the play icon does not have to flash (it can if you want
to; but extra marks will not be awarded). The speed of the gameplay must not be adversely affected
by the presence of this feature (it is okay if the very start of a game lags a bit due to having to paint
the entire map), and this feature must not spam the terminal.
The colours displayed on the LED matrix must match the colours displayed on the terminal, with the
exception that you may substitute colours that are used by the game but not defined in the terminal
I/O code (dark green and orange) with other colours of your choice (e.g., blue, magenta, cyan). Please
document the colours you have used in your feature summary.
Note
Since the LED matrix pixels are square/round while terminal characters are not, it is
fine for the terminal display of the game to look vertically squashed. You may improve
the aesthetics of the terminal game display by using multiple characters for one pixel;
however, that is not required.
Level Victory
Level Victory
Tier A: 8 marks
Requires Game Logic – Boxes.
Dependencies
Reason
Max Mark if Not
Implemented
Seven-Segment Display Step Count
Used for testing.
7
Level Time
Used for testing.
7CSSE2010/CSSE7201 Semester 2 2024
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When all targets have boxes on them, the game is over and the player wins. Implement logic to detect
game over.
Hint
Do this in the is_game_over() function of game.c. Return true if game over is
detected, otherwise return false. The base code will break out of the event loop and
return from the play_game() function if game over is detected, and you will be
dropped into the handle_game_over() function of project.c, for the next part of
this feature.
Upon game over, the player must be notified on the terminal that they have completed the level and
be shown the number of steps and the amount of time in seconds (rounded down to the nearest second)
they took. In addition, a score should be displayed. The score is calculated by:
Score = max(200 – S, 0) × 20 + max(1200 – T, 0)
where S is the number of steps it took the player to complete the level (the actual number, not just
the last two digits displayed on the seven-segment display), T is the time in seconds (rounded down
to the nearest second) it took, and max is a function which returns the largest of its two parameters.
The player must be able to restart the current level (at this stage, there is only one level) by entering
“r”/“R” at the terminal or exit back to the start screen by entering “e”/“E”. You do not have to indicate
these on the terminal, but you may do so if you wish (the base code prints it by default).
When the level is restarted, all game objects (boxes, player) and states (step count, level time) must
be reset. When the game is exited, the player should be returned to the start screen, and it must be
possible to start a new game by pressing “s”/“S” or any of the push buttons.
When the level is complete, the LED matrix should show the last box being on top of the last target
(i.e., all target squares being bright green and no orange boxes left), and the player icon should be
hidden.
Figure 13: LED matrix display after solving level 1 (the only level at this stage).
If the Seven-Segment Display Step Count feature is implemented, the step count must remain displayed
and include the final move which triggered the level victory. If the Level Time feature is implemented,
the level time must stop incrementing on the terminal.CSSE2010/CSSE7201 Semester 2 2024
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If the Terminal Game Display feature is implemented, after game over, the terminal game display does
not have to be in sync with the LED matrix anymore and can be removed from the terminal to make
room for displaying the level statistics.
Game Pause
Game Pause
Tier B: 6 marks
Dependencies
Reason
Max Mark if Not
Implemented
Move Player with Push Buttons
Used for testing.
5
Move Player with Terminal
Used for testing.
5.5
Level Time
Used for testing.
5
Seven-Segment Display Step Count
Used for testing.
5
When the “p”/“P” key is pressed during a game (excluding the start screen or game over screen), the
game should pause and remain so until “p”/“P” is pressed again, and a message indicating that the
game is paused must be displayed on the terminal (not in the message area). While paused, (at this
stage), all inputs other than “p”/“P” should be ignored (this includes button presses too). In addition,
the player icon should stop flashing while paused, but when resumed, its progress through its flash
cycle should continue. For example, if the game is paused 120ms after the player icon flashed on, then
it should flash off 80ms after the game is resumed. It should neither flash off immediately after
unpausing nor reset its cycle so that it flashes off 200ms after resuming.
Hint
is very short, so it can be rather difficult to test. What you could do is holddown the “p”/“P” key, and see if the icon flashes at half the normal rate. By holding
down the “p”/“P” key, the terminal app repeatedly tells the game to pause and resume,which causes the game to be running at 50% of the time and to be paused for theother 50%. Since it runs 50% of the time, if done correctly, everything should be half
as fast (including the level time, if implemented)If the Level Time feature is implemented, the time displayed on the terminal must stop incrementingimmediately when paused and resume incrementing when the game is unpaused. If the game is paused13.5 seconds after starting the level, then the level time on the terminal should remain 13 until 0.5seconds after the game is resumed, when it becomes 14.If the Seven-Segment Display Step Count feature is implemented, both digits must still be displayedsimultaneously when the game is paused.
Level Two
Level Two
Tier B: 6 marks
Requires Level Victory.
Extend the Level Victory feature to advance to the next level when the “n”/“N” key is pressed after
game over. For example, after finishing level 1, the player should be able to start level 2 by pressing CSSE2010/CSSE7201 Semester 2 2024AVR Project
15“n”/“N”. You must also allow level 2 to be started directly from the start screen, by entering thenumber “2” at the terminal, for ease of testing.The secondlevel must have the following initial layout:Figure 14: Initial level 2 layout. This level should behave exactly like the first level. If you have implemented the level restart part of
the Level Victory feature, restarting the level after solving level 2 must restart level 2 (rather thanrestarting level 1).If there is more than one level (i.e., you implement this feature), then the current level (e.g., level 1
or level 2) which the player is playing must be indicated on the terminal.You may decide on what to do if the player chooses to advance to the next level when the very lastlevel (i.e., this level) is finished, however your decision must be reasonable. Crashing the game will notbe accepted as a solution.
Level Solution
←↑←↓←←←↓←↓↓→↑↓↓↓→←←←←↑↑←↑←←←↑↑→↓↓↓↓←←
Sound Effects
Sound Effects
Tier B: 6 marks
Dependencies
Reason
Max Mark if Not
Implemented
Game PausUsed for testing.5.5
Add sound effects to the program which are to be output using the piezo buzzer. Different soundeffects (tones or combinations of tones) should be implemented for at least three events. At least oneof them must be a sequence of at least 4 different tones. For example, choose three of the followingevents:
- Player being moved
- Invalid move
- Box pushed
- Box moved onto target
- Game startup
- Game over
- Background musicCSSE2010/CSSE7201 Semester 2 2024
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Note
Do not make the sounds too annoying! We do not want to go deaf after marking 500
or so AVR projects :).Pressing the “q”/“Q” key on the terminal should toggle the mute state of the game, the game must beunmuted by default when the AVR microcontroller is powered on (i.e., when you press the reset buttonon the AVR). After the microcontroller is powered on, the mute state of the game should only bychangeable by pressing the “q”/“Q” key - this means starting anew level or restarting a level shouldnot cause the game to be unmuted if it is currently muted. If background music is to be implemented,
it can either be played only during gameplay, or be played at all times (i.e., at start screen and game
over too). You can either choose to have the “q”/“Q” key for toggling sound effects on/off work at all
times (i.e., during gameplay and start screen/game victory), or only during gameplay, however yourchoice must be reasonable. For example, if you implement the background music sound effect, anddecide to have background music playing at the start screen too, then you should be able to alsomute/unmute with the “q”“Q” key at the start screen.Your feature summary form must indicate which events have different sound effects and specify which pin the piezo buzzer is to be connected to. Sounds must be tones (not c代 写CSSE2010/CSSE7201 VR Project licks)in the range 20Hz to 5kHz. Sound effects must not interfere withgameplay, e.g., the speed of playmust be the same whether sound effects are on or off.f the Game Pause feature is implemented, no sound should play while the game is paused, howeverplaying sounds must resume where they were left off when unpaused. You may choose to implement
sound effects for more than 3 events, however no extra marks will be awarded.
Visual Effects
Visual Effects
Tier B: 6 marks
Dependencies
Reason
Max Mark if Not
Implemented
Game Logic – Boxes
Animation requires the player tobe able to move boxes.2Game PauseUsed for testing.
5Make the target squares flash between red and black at the rate of once per second (red for 500msblack for 500ms). The flash should work exactly like the player icon, except being slower. When a box
is on top of a target, it should remain solid green. When the player icon is on top of a target, it shouldstill flash between dark green and red, at the rate of 200ms for each colour, like before.
When a box is pushed onto a target, display an animation that highlights the location of the target.The animation must be at least 500ms long, and all game inputs must still work while the animationplays. If a second box is moved onto a second target while the animation is playing, you could either CSSE2010/CSSE7201 Semester 2 2024
AVR Project17finish the playing animation prematurely and start playing the new animation, or you could makethem overlap. If the box is moved off the target while he animation isplaying, the animation mustfinish prematurely. It is optional to display the animation for pushing the last box onto the last target.Visual effects do not have to be reflected on the terminal if the Terminal Game Display feature ismplemented (you can if you wish, but no extra marks are awarded). Visual effects must pause if theGame Pause feature is implemented and the player pauses the game, and resume when the playerresumes the game.
Hint
The flashing player icon implemented for you in the base code is a form of animation,
check out how it handles waits in a non-blocking fashion. Any use of _delay_ms() or
_delay_us() results in the inability to respond to inputs while waiting/animating.
Move Player with JoystickMove Player with JoystickTier B: 10 marks
Dependencies
ReasonMax Mark if Not
Implemented Seven-Segment Display Step CountNeeded for verifying that each
diagonal move count as 2 steps.
9Game Logic – Walls andGame Logic – BoxesSome marks are allocated to theinteraction with these features.8The joystick can also be used to move the player. Extend your existing code to make it possible tocontrol the player movements using the 2-axis joystick. The joystick must be able to move the player
in 8 directions – up, down, left, right, north-east (↗), north-west (↖), south-east (↘) and south-west
(↙). The horizontal and vertical movements must behave exactly like moving the player with the pushbuttons or terminal.The diagonal moves are, however, slightly more complicated. A diagonal move is 2 steps in a singlemove, with the first one being an intermediate step (described later) not displayed to the player. Theplayer must perceive the player icon as being moved diagonally in a single move, and the step countshould increment by 2. When a diagonal move is made, if the target location contains:
- Wall – treat it as an invalid move and display the corresponding message. The message caneither be randomly picked out of 3 different ones like the Game Logic – Walls feature, or itcan be a single hard coded message.
- Box – treat it as an invalid move and display a message saying that boxes cannot be pusheddiagonally.
- Nothing or target – take 2 steps, one horizontal and one vertical, such that after the steps, theplayer lands at the target location. There are two ways of achieving this – horizontal stepfollowed by a vertical step, vertical step followed by a horizontal step. Below is an example for
moving in the north-east direction:Before
Action Intermediate AfterCommentCSSE2010/CSSE7201 Semester 2 2024
AVR Project
18
↗
Northeast
Horizontal then vertical.
Vertical then horizontal.Figure 15: Moving northwest when there is nothing on the target square. This is only one diagonal direction; you must consider the other ones too. It is up to you which way to go, provided that there are no obstacles (boxes or walls) alongthe way. If there are obstacles along the way, adjacent to the original player location in thevertical or horizontal direction, you must make the move such that the player does not end uppassing through the wall or pushing the box.
Before
Action Intermediate After
Comment
↗NortheastCan only move vertically thenhorizontally.Can only move horizontallythen vertically.
Figure 16: Moving northwest when there is an obstacle on one side. This is only one diagonal direction; you must consider the other ones too, and boxes are also considered as obstacles. If there are obstacles on either side preventing you from moving the player to the target locationin either direction, then nothing should happen and the move must be treated as an invalidmove, with a message stating that the diagonal move cannot be made printed to the messagearea of the terminal.
BeforeAction Intermediate Aftere 18: High level representation of possible actions and their associated move history and undocapacity. Each move here is represented with an arrow. The actions listed here are just examples, you are required to handle all possible player moves and undos.
Hint
In the above table, each move is represented with an arrow, however when you areimplementing this feature, keeping track of the move direction alone may notbeenough, as moves may cause boxes to change location. Consider that you have justmoved the player to the right, and your map looks like this:CSSE2010/CSSE7201 Semester 2 2024
AVR Project
20Do you know the location of the box before the move? If the player undoes the move,where should the box be? Should the box be shifted to the left with the player, orshould its location remain unchanged?
Now, if you have also kept track of whether the box was pushed, then you can saythat if the box was pushed by the move, then the box should be shifted to the leftalong with the player, otherwise the box’s location should remain unchanged.When a move is undone, everything changed as the result of the move must be also be undone.Everything on the LED matrix, seven-segment display and terminal must revert to what they have
looked like before the move was made, with the exception of the level time and the message area ofthe terminal, which should remain unchanged and be cleared, respectively.
- The player should go back to its last location (i.e., the location before the move was madewhen a move is undone. It does not matter if the flash cycle is reset or not.
- If the Game Logic – Boxes feature is implemented, and the move being undone causedmovement of boxes, the box moved should go back to its last location (i.e., the location beforethe move was made).If the Seven-Segment Display Step Count feature is implemented, the step count should bedecremented by one when a move is undone. If the current step count is200 and the displayis 00, after undoing the last move, the step count should become 199 and the number 99 shouldbe displayed on the seven-segment display.
- If the Move Player with Joystick feature is implemented, you can either chose to have thediagonal moves being treated as 1 move and be undone completely at once (i.e., take up 1 slotin the move history, decrease step count by 2), or have each diagonal move count as 2 movesand require 2 separate undos to fully undo (i.e., take up 2 slots in the move history, and theplayer would end up at the intermediate location if they choose to only undo once, and decreasestep count by 1 per undo).The undo capacity is indicated by the LEDs L0 to L5. If the undo capacity is 0, none of those LEDsshould be lit, likewise, if the undo capacity is 6, all of them should be lit. When the undo capacitydecreases, the leftmost lit LED should turn off. When undo capacity increases, the rightmost unlitre 19: Undo capacities and their associated LED displays.
If the player attempts to undo a move when the undo capacity is 0, nothing should happen. You may
optionally display a message in the message area of the terminal, however that is not required.
Redo MovesRedo MovesTier C: 8 marksRequires Undo Moves.
Dependencies
Reason
Max Mark if Not
Implemented Game Logic – BoxesUsed for testing.7Seven-Segment Display Step Count
7Terminal Game DisplayUsed for testing.
7.5Move Player with JoystickUsed for testing.7
Make it possible for the player to redo up to all of the recently undone moves, provided that the playerhas not made new valid moves since the last undo. Each time“y”/“Y” is pressed, the last undone moveis redone. Redone moves must also be undoable. The LEDs must still display the undo capacity.
Hint This redo feature combined with the undo feature works exactly like the undo/redo of
when a move is redone, everything changed by undoing the move must be
redone, with the exception of the level time and the message area of the terminal, which should again
remain unchanged and be cleared, respectively.If the player has not undone any moves yet, or if valid moves have been made since the last undo,nothing should happen, and you may optionally display a message in the message area.Like the undo feature, you should keep track of the undone moves, and the latest undone movshouldbe redone first. The remembered undone moves should be discarded whenever a valid move is madeby the player (via the push buttons, terminal or joystick). You may also find keeping track of a redocapacity useful, however unlike the undo capacity, it does not need to be displayed anywhere. Thetable below contains a few examples.CSSE2010/CSSE7201 Semester 2 20247.5
Extend the Game Pause feature to be able to exit back to the start screen when the game is paused,
and optionally save the current game progress. When the game is paused, pressing the “x”/“X” key
must allow the player to exit back to the start screen without having to complete the level. When the
“x”/“X” key is pressed, the game pause message on the terminal is replaced with a question asking ifthe player would like to save the current game progress. If the player responds with “y”/“Y”, then the CSSE2010/CSSE7201 Semester 2 2024AVR Project23
current game progress is saved and the player is returned to the start screen. If the player respondswith “n”/“N”, then the player is returned to the start screen immediately and the current game progress
is discarded. Other responses are ignored.
If the game progress is to be saved, and a previous progress save exists, the previous progress save is
discarded and replaced with the new progress save. On the start screen, if a progress save is present,
a message indicating so must be displayed, and the player must be able to restore the progress saveby entering “r”/“R”. Once the progress save is restored, it is deleted. The player should also be able todelete the progress save by entering “d”/“D” at the start screen (which must cause the message sayingthere’s a progress save present to be removed).hen a progress save is restored, the entire state of the game before the progress save was made is
restored. If the Level Time feature is implemented, the level time must be restored too, however youare only expected to be able to remember the level time in terms ofseconds. For example, if theprogress save was made 13.5 seconds into the game, then when the progress is restored, the timedisplayed on the terminal should be 13, and it could either be incremented to 14 after 500ms, or 1
second.The player icon flash cycle does not need to be remembered. You are not expected to remember or
restore the message in the message area of the terminal. If the Undo Moves or Redo Moves feature isimplemented, it does not matter if undos and redos are remembered. If the Visual Effects feature isimplemented, and the progress is saved while an animation is playing, the animation does not need tobe remembered. If the Sound Effects feature is implemented,whether sounds are on and the currentsound playing does not need to be remembered.Progress saves should be stored on the EEPROM (Electrically Erasable Programmable Read-Only
emory) of your AVR microcontroller, rather than in the RAM (Random Access Memory), which
allows them to survive resets and power cycles. You must handle the situation of the EEPROM initiallycontaining data other than that written by your program. You may need to use a “signature” value to
indicate whether your program has initialized the EEPROM for use – it must not say progress save
exists if none was saved from your program.
Note
The EEPROM aspect of this feature goes beyond the content that is taught in thelabs. You will be expected to gain the necessary knowledge to complete thisfeatureyourself by consulting the datasheet (pages 32 to 36). Course staff will onlyprovide limited assistance.Assessment of Feature ImplementationThe program improvements will be worth the number of marks shown above. You will be awardedmarks for each feature up to the maximum mark for that feature. Partmarks will be awarded for afeature 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 alsothat the features you implement must appropriately work together.CSSE2010/CSSE7201 Semester 2 2024AVR Project24
Submission DetailsThe deadline for the project is 4:00pm AEST Friday 25 October 2024. The project must be submittedvia 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 wereprovided to you – even if you haven’t changed them);
- A PDF feature summary form (separate document provided on Blackboard).
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 archive – do not have folders/directories within thearchive.If you make more than one submission, each submission must be complete – the single .zip file mustcontain the feature summary form, and all source files needed to build your work. We will only markyour last submission, and we will consider your submission time (for late penalty purposes) to be thetime of submission of your last submission.It is the responsibility of the student to ensure that their submission is correctly uploaded to theBlackboard submission portal with all of the files they intend to submit. This can be ensured bydownloading your ZIP file after submission is made, un-zipping the submission to check all files arecorrectly included and checking whether you are able to compile the project successfully.An electronically fillable PDF feature summary form will be provided onBlackboard. This form can
be used to specify which features you have implemented and how to connect the ATmega324A toother devices so that your work can be marked. If you have notspecified 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 your submission will NOT be remarked). You can electronically complete this form or youcan print, complete and scan the form. Whichever method you choose, you must submit a PDF filewith your other files. If you have any assumptions or comments to convey to the marker, include theseon the feature summary form.Incomplete or Invalid CodeIf 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 no changes you
made to the missing files will be considered in marking.If your submission does not compile and/or link in Microchip Studio for other reasons, then the markerwill make reasonable attempts to get your code to compile and link by fixing a small number of simplesyntax errors and/or commenting out code which does nocompile. A penalty of between 10% and50% 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 0for the project (and will have to resubmit if you wish to have a chance of passing the course). Aminimum 10% penalty will apply, even if only one character needs to be fixed.CSSE2010/CSSE7201 Semester 2 2024
AVR Project
25Compilation WarningsIf there are compilation warnings when building your code (in Microchip Studio, with default compiler
warning options) then a 0.5-mark penalty per warning up to a maximum of 5 marks will apply. Tocheck for warnings, rebuild ALL of your source code (choose “Rebuild Solution” from the “Build” menuin Microchip Studio) and check for warnings in the “Error List” tab.
Note PlatformIO may not report all the warnings that Microchip Studio does, and thedeductions will be calculated based on the number of warnings reported by MicrochipStudio. All students are advised to test compile their code using Microchip Studioinstalled on the lab computers.
General DeductionsIf there are problems in your submitted project that do not fit into any of the above feature categories,then some marks may be deducted for these problems. This could include problems such as generallag, errors introduced to the original program etc. The number of marks deducted will depend on the
severity of the issuesLate SubmissionA penalty of 10% of the maximum possible mark will be deducted per 24 hours from the timesubmission is due for up to 7 days. After 7 days, you will receive a mark of 0.