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Motion Controlled Fighting Game

1. Description

The Motion Controlled Punching Game is a “Rock Em Sock Em” style punching game. A player contests against a CPU player. The punching characters are displayed on a VGA screen with the input from a camera in the corner of the screen. The player inputs are received by motion tracking of colored patches attached to the arm and outside palm of the user. The scoring system determines the distance between the two patches to determine the extension of the arm, and scales the damage according to the extension. The greater the extension the more damage is done. A PMOD Camera is used to obtain visual input from the user. The camera operates at 320x240 pixels and its input is processed by an IP to track motion.

Hardware System (file is huge feel free to click in!): alt text

The see further output of the system, please view this video.

2. How to Use

We have included software, hardware, and the algorithm we intended to implement in MATLAB in the /src folder. If you wish to properly build the main system:

  1. Navitage to /src/game_repo/cam_vga_full_test and open dm_test.xpr with Vivado
  2. Generate bitstream with Vivado and export to SDK
  3. Within the SDK there could be multiple test projects, open up test1 and the associated support package (test1_bsd).

3. Repository Structure

The repository is structured with source code located in /src/ folder and documents located in /docs/ folder. The file sturcture under /docs/ is flat with all documents being placed in one folder. Important locations are located in:
Main Hardware System
Software Directory (helloworld.c)
Delta_Calc IP
ov7670_top IP

4. Authors

Group members:

  • Syed Talal Ashraf
  • Syed Muhammad Adnan Karim
  • Yao Sun

5. Acknowledgements

Parts of the OV7670_top module was derived from Professor Chow's sample code (not included here)

The code for communication between the OV7670 pmod camera and the Xilinx VDMA IP Core is a derivative of a VHDL code found here: Code The only changes made are the output format of the 32bit piece of data from RGBA (8:8:8:8) to RGB444

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