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| 1 | +%!TEX program = lualatex |
| 2 | + |
| 3 | +\documentclass[fleqn]{beamer} |
| 4 | +\usetheme{metropolis} |
| 5 | +\usepackage{graphicx} |
| 6 | +\usepackage{comment} |
| 7 | +\usepackage{color} |
| 8 | +\usepackage{algpseudocode,algorithm} |
| 9 | +\usepackage{minted} |
| 10 | +\usepackage{listings} |
| 11 | +\usepackage{fontspec} |
| 12 | +\usepackage{polyglossia} |
| 13 | +\setmainlanguage{german} |
| 14 | +\usepackage[super]{nth} |
| 15 | +\title{Spielekonsole B} |
| 16 | +\date{\today} |
| 17 | +\author{Robert Schütz, Daniela Kilian, Stefan Müller} |
| 18 | +\subtitle{Fortgeschrittenenpraktikum SS 2017} |
| 19 | + |
| 20 | + |
| 21 | +\begin{document} |
| 22 | + \maketitle |
| 23 | + |
| 24 | + \begin{frame}{Die Crew} |
| 25 | + \setbeamertemplate{section in toc}[sections numbered] |
| 26 | + \begin{center} |
| 27 | + \includegraphics[width=10cm]{Bilder/wir.jpg} |
| 28 | + \end{center} |
| 29 | + \begin{minipage}{0.3\textwidth} |
| 30 | + \centering Stefan Müller |
| 31 | + \end{minipage} |
| 32 | + \begin{minipage}{0.3\textwidth} |
| 33 | + \centering Daniela Kilian |
| 34 | + \end{minipage} |
| 35 | + \begin{minipage}{0.3\textwidth} |
| 36 | + \centering Robert Schütz |
| 37 | + \end{minipage} |
| 38 | + \end{frame} |
| 39 | + \section{Spielidee} |
| 40 | + \begin{frame}{Das Spiel: Metro HD} |
| 41 | + \begin{center} |
| 42 | + \includegraphics[width=10cm]{Bilder/splash.png} |
| 43 | + \end{center} |
| 44 | + \end{frame} |
| 45 | + |
| 46 | + \begin{frame}{Spielaufbau: Schritt 1} |
| 47 | + \begin{center} |
| 48 | + \includegraphics[width=9cm]{Bilder/world2.png} |
| 49 | + |
| 50 | + \large \textbf{Kämpfe gegen verschiedene Monster!} |
| 51 | + \end{center} |
| 52 | + \end{frame} |
| 53 | + \begin{frame}{Spielaufbau: Schritt 2} |
| 54 | + \begin{center} |
| 55 | + \includegraphics[width=9cm]{Bilder/world3.png} |
| 56 | + |
| 57 | + \large \textbf{Entdecke aufregende Level!} |
| 58 | + \end{center} |
| 59 | + \end{frame} |
| 60 | + \begin{frame}{Spielaufbau: Schritt 3} |
| 61 | + \begin{center} |
| 62 | + \includegraphics[width=9cm]{Bilder/world4.png} |
| 63 | + |
| 64 | + \large \textbf{Bereite dich auf einen anstrengenden Kampf vor!} |
| 65 | + \end{center} |
| 66 | + \end{frame} |
| 67 | + \begin{frame}{Spielaufbau: Schritt 4} |
| 68 | + \begin{center} |
| 69 | + \includegraphics[width=9cm]{Bilder/world6.png} |
| 70 | + |
| 71 | + \large \textbf{Stelle dich gefährlichen Endbossen!} |
| 72 | + \end{center} |
| 73 | + \end{frame} |
| 74 | + \begin{frame}{Spielaufbau: Schritt 5} |
| 75 | + \begin{center} |
| 76 | + \includegraphics[width=9cm]{Bilder/world5.png} |
| 77 | + |
| 78 | + \large \textbf{Verdiene dir mächtige Power-Ups!} |
| 79 | + \end{center} |
| 80 | + \end{frame} |
| 81 | + |
| 82 | + \section{Spielumsetzung} |
| 83 | + |
| 84 | + \begin{frame}[fragile]{Zeichen: Sprites} |
| 85 | + Das Display zeichnet immer vier Pixel untereinander auf einmal. |
| 86 | + Ein Python-Skript vereinfacht das Zeichnen: |
| 87 | + |
| 88 | + \begin{minipage}{0.2\textwidth} |
| 89 | + \includegraphics[width=\textwidth]{Bilder/little.png} |
| 90 | + \end{minipage} |
| 91 | + \begin{minipage}{0.15\textwidth} |
| 92 | + \centering\huge$\longrightarrow$ |
| 93 | + \end{minipage} |
| 94 | + \begin{minipage}{0.6\textwidth} |
| 95 | + \small |
| 96 | + \begin{lstlisting}[language=C] |
| 97 | +const PROGMEM uint8_t little[16] = { |
| 98 | + 0b00000100, 0b00010100, |
| 99 | + 0b10010000, 0b10000000, |
| 100 | + 0b10000000, 0b10010000, |
| 101 | + 0b00010100, 0b00000100, |
| 102 | + 0b00000000, 0b00001000, |
| 103 | + 0b11111010, 0b01111001, |
| 104 | + 0b01111001, 0b11111010, |
| 105 | + 0b00001000, 0b00000000 |
| 106 | +}; |
| 107 | + \end{lstlisting} |
| 108 | + \end{minipage} |
| 109 | + \end{frame} |
| 110 | + |
| 111 | + \begin{frame}[fragile]{Zeichnen: Display} |
| 112 | + Idee: Window-Funktionalität des Displays benutzen |
| 113 | + |
| 114 | + \includegraphics[width=11cm]{Bilder/windowcommands.png} |
| 115 | + |
| 116 | + \begin{minted}[fontsize=\tiny]{C} |
| 117 | +void drawsprite(uint8_t x, uint8_t y, uint8_t width, uint8_t height, uint8_t* sprite) |
| 118 | +{ |
| 119 | + enable_window(x, y, width, height); |
| 120 | + for (uint16_t i = 0; i < width * height; ++i) |
| 121 | + sendbyte(pgm_read_byte_near(sprite + i), 1); |
| 122 | + disable_window(); |
| 123 | +} |
| 124 | + \end{minted} |
| 125 | + $\Rightarrow$ Schneller als \mintinline{C}{page()} |
| 126 | + \end{frame} |
| 127 | + |
| 128 | + \begin{frame}[fragile]{Zeichnen: Pixelweise} |
| 129 | + \begin{minted}[fontsize=\tiny]{C} |
| 130 | +void drawsprite_px(uint8_t x, uint8_t y, uint8_t width, uint8_t height, uint8_t* sprite) |
| 131 | +{ |
| 132 | + uint8_t offset = 2 * (y % 4); |
| 133 | + if (offset == 0) |
| 134 | + { |
| 135 | + drawsprite(x, y / 4, width, height / 4, sprite); |
| 136 | + } |
| 137 | + else |
| 138 | + { |
| 139 | + enable_window(x, y / 4, width, height / 4 + 1); |
| 140 | + uint16_t i = 0; |
| 141 | + for (; i < width; ++i) |
| 142 | + sendbyte(pgm_read_byte_near(sprite + i) << offset, 1); |
| 143 | + for (; i < height / 4 * width; ++i) |
| 144 | + sendbyte(pgm_read_byte_near(sprite + i) << offset | |
| 145 | + pgm_read_byte_near(sprite + i - width) >> (8 - offset), 1); |
| 146 | + for (; i < (height / 4 + 1) * width; ++i) |
| 147 | + sendbyte(pgm_read_byte_near(sprite + i - width) >> (8 - offset), 1); |
| 148 | + disable_window(); |
| 149 | + } |
| 150 | +} |
| 151 | + \end{minted} |
| 152 | + \end{frame} |
| 153 | + |
| 154 | + \begin{frame}[fragile]{\mintinline{C}{struct Character}} |
| 155 | +Alle beweglichen Objekte werden als \mintinline{C}{Character} repräsentiert. |
| 156 | +\begin{minted}[fontsize=\tiny]{C} |
| 157 | +struct Character |
| 158 | +{ |
| 159 | + uint8_t x; |
| 160 | + uint8_t y; |
| 161 | + enum {LOOK_MONSTER_MEMU, LOOK_PROTAGONIST, LOOK_FIREBALL, ...} look; |
| 162 | + uint8_t lookstate; // to e.g. store whether the wings are turned upwards or downwards |
| 163 | + uint32_t lastlookstatechg; |
| 164 | + uint8_t width; // in pixels |
| 165 | + uint8_t height; // in pixels |
| 166 | + enum {DIRECTION_LEFT, DIRECTION_RIGHT} direction; |
| 167 | + enum {DIRECTION_UP, DIRECTION_DOWN} verticaldirection; |
| 168 | + int8_t jumpstate; |
| 169 | + uint8_t initial_health; |
| 170 | + int8_t health; |
| 171 | + uint8_t damage; |
| 172 | + uint8_t jumpheight; |
| 173 | + enum {FOLLOW_PROTAGONIST, BACK_AND_FORTH, ...} movement; |
| 174 | + uint8_t x_pace; |
| 175 | + uint8_t y_pace; |
| 176 | +}; |
| 177 | +\end{minted} |
| 178 | +\end{frame} |
| 179 | + |
| 180 | + \begin{frame}[fragile]{Spielablauf} |
| 181 | + \begin{minted}[fontsize=\tiny]{C} |
| 182 | +while(1) |
| 183 | +{ |
| 184 | + if (nextmoveevent < getMsTimer()) |
| 185 | + { |
| 186 | + if (B_RIGHT) |
| 187 | + { |
| 188 | + moveright(protagonist); |
| 189 | + nextmoveevent = getMsTimer() + 50; |
| 190 | + } |
| 191 | + ... |
| 192 | + } |
| 193 | + if (projectile->movement == HIDDEN |
| 194 | + && num_rockets > 0 |
| 195 | + && nextshootevent < getMsTimer() |
| 196 | + && B_A) |
| 197 | + { |
| 198 | + projectile->movement = PROJECTILE; |
| 199 | + draw(projectile); |
| 200 | + num_rockets--; |
| 201 | + eeprom_write_byte(&num_rockets_stored, num_rockets); |
| 202 | + nextshootevent = getMsTimer() + 500; |
| 203 | + } |
| 204 | + if (monster->movement != HIDDEN && collision(protagonist, monster)) |
| 205 | + { |
| 206 | + takingdamage(monster->damage); |
| 207 | + } |
| 208 | + ... |
| 209 | +} |
| 210 | + \end{minted} |
| 211 | + \end{frame} |
| 212 | + |
| 213 | + \begin{frame}[fragile]{Zufällige Plattformen} |
| 214 | + \begin{minted}[fontsize=\tiny]{C} |
| 215 | +srandom(level_seed + level_pos); |
| 216 | +platforms_13 = random(); |
| 217 | +platforms_19 = random(); |
| 218 | +platforms_24 = random(); |
| 219 | +nofloor = random(); |
| 220 | + |
| 221 | +bool obstacle(uint8_t x, uint8_t y) |
| 222 | +{ |
| 223 | + if (y >= 19 * 4 && y < 20 * 4) |
| 224 | + return !(platforms_19 & (3l << (x / PLATFORM_WIDTH * 2))); |
| 225 | + else if (y >= 13 * 4 && y < 14 * 4) |
| 226 | + return !(platforms_13 & (3l << (x / PLATFORM_WIDTH * 2))); |
| 227 | + else if (y >= 24 * 4 && y < 25 * 4) |
| 228 | + return !(platforms_24 & (3l << (x / 16 * 2))); |
| 229 | + else if (y >= FLOOR_Y && y < FLOOR_Y + 4) |
| 230 | + return nofloor & (3l << x / 16 * 2); |
| 231 | + else |
| 232 | + return false; |
| 233 | +} |
| 234 | + \end{minted} |
| 235 | + Die \mintinline{C}{obstacle()} Funktion dient dazu, herauszufinden, ob an einer gegebenen Stelle eine Plattform ist. |
| 236 | + \end{frame} |
| 237 | + |
| 238 | + \begin{frame}{Tiefensuche: Schritt 1} |
| 239 | + \begin{center} |
| 240 | + \includegraphics[width=11cm]{Bilder/dfs1.png} |
| 241 | + \end{center} |
| 242 | + \end{frame} |
| 243 | + |
| 244 | + \begin{frame}{Tiefensuche: Schritt 2} |
| 245 | + \begin{center} |
| 246 | + \includegraphics[width=11cm]{Bilder/dfs2.png} |
| 247 | + \end{center} |
| 248 | + \end{frame} |
| 249 | + |
| 250 | + \begin{frame}{Tiefensuche: Schritt 3} |
| 251 | + \begin{center} |
| 252 | + \includegraphics[width=11cm]{Bilder/dfs3.png} |
| 253 | + \end{center} |
| 254 | + \end{frame} |
| 255 | + |
| 256 | + \begin{frame}{Tiefensuche: Schritt 4} |
| 257 | + \begin{center} |
| 258 | + \includegraphics[width=11cm]{Bilder/dfs4.png} |
| 259 | + \end{center} |
| 260 | + \end{frame} |
| 261 | + \begin{frame}{Tiefensuche: Schritt 5} |
| 262 | + \begin{center} |
| 263 | + \includegraphics[width=11cm]{Bilder/dfs5.png} |
| 264 | + \end{center} |
| 265 | + \end{frame} |
| 266 | + \begin{frame}{Tiefensuche: Schritt 6} |
| 267 | + \begin{center} |
| 268 | + \includegraphics[width=11cm]{Bilder/dfs6.png} |
| 269 | + \end{center} |
| 270 | + \end{frame} |
| 271 | + \begin{frame}{Tiefensuche: Letzter Schritt} |
| 272 | + \begin{center} |
| 273 | + \includegraphics[width=11cm]{Bilder/dfs7.png} |
| 274 | + \end{center} |
| 275 | + \end{frame} |
| 276 | + |
| 277 | + \section{Sound} |
| 278 | + \begin{frame}{Timer} |
| 279 | + Wir verwenden zwei Timer: |
| 280 | + \begin{itemize} |
| 281 | + \item Timer1 |
| 282 | + \begin{itemize} |
| 283 | + \item Frequenz: 62\,500 Hz |
| 284 | + \item Toggelt Pin B1 |
| 285 | + \item Pulsweite bestimmt „Ausschlag“ der Welle |
| 286 | + |
| 287 | + \end{itemize} |
| 288 | + \end{itemize} |
| 289 | + \begin{center} |
| 290 | + \includegraphics[width=8cm]{Bilder/pwm} |
| 291 | + \end{center} |
| 292 | + \end{frame} |
| 293 | + |
| 294 | + \begin{frame}{Timer} |
| 295 | + \begin{itemize} |
| 296 | + \item Timer2 |
| 297 | + \begin{itemize} |
| 298 | + \item Frequenz des Interrupts: 15\,625 Hz |
| 299 | + \item Dient zur Zeitmessung |
| 300 | + \item Legt den aktuellen Ausschlag fest: |
| 301 | + |
| 302 | + Für einen Ton mit 440 Hz wird bei jedem Aufruf des Interrupts die Pulsweite (max.\ 255) um |
| 303 | + \[255 / (15625/440) \approx 7,18\] |
| 304 | + erhöht. |
| 305 | + Für eine höhere Genauigkeit werden \mintinline{C}{uint16_t}s verwendet. |
| 306 | + \end{itemize} |
| 307 | + \end{itemize} |
| 308 | + |
| 309 | + \end{frame} |
| 310 | + |
| 311 | + \begin{frame}[fragile]{MIDI einlesen} |
| 312 | + \begin{center} |
| 313 | + \includegraphics[height=2cm]{Bilder/noten.png} |
| 314 | + |
| 315 | + \huge$\downarrow$ |
| 316 | + |
| 317 | + \begin{minted}[fontsize=\small]{C} |
| 318 | +const Event boss4[] PROGMEM = { |
| 319 | + { { .track = 0, .increment = 615, .delay = 0 } }, |
| 320 | + { { .track = 1, .increment = 307, .delay = 0 } }, |
| 321 | + { { .track = 2, .increment = 2463, .delay = 2812 } }, |
| 322 | + { { .track = 2, .increment = 1231, .delay = 2812 } }, |
| 323 | + { { .track = 0, .increment = 1231, .delay = 0 } }, |
| 324 | + ..., |
| 325 | + STOP |
| 326 | +}; |
| 327 | + \end{minted} |
| 328 | + \end{center} |
| 329 | + \end{frame} |
| 330 | + |
| 331 | +\section{Probleme und Verbesserungen} |
| 332 | + \begin{frame}{Aufgetretene Probleme} |
| 333 | + \begin{itemize} |
| 334 | + \item Problem: Speicherplatzmangel |
| 335 | + \end{itemize} |
| 336 | + \begin{center} |
| 337 | + \includegraphics[width=7cm]{Bilder/speicherplatz.png} |
| 338 | + \end{center} |
| 339 | + \begin{itemize} |
| 340 | + \item Lösung: Ablegen der Sprites im PROGMEM und |
| 341 | + effiziente Aufspaltung von großen Bildern |
| 342 | + \end{itemize} |
| 343 | + \begin{center} |
| 344 | + % \includegraphics[height=2cm]{Bilder/splashleft.png} |
| 345 | + % \includegraphics[height=3cm]{Bilder/splashcenter.png} |
| 346 | + % \includegraphics[height=2cm]{Bilder/splashright.png} |
| 347 | + \includegraphics[width=6cm, height=3cm]{Bilder/splashspeicher.png} |
| 348 | + \end{center} |
| 349 | + \end{frame} |
| 350 | + |
| 351 | + |
| 352 | + \begin{frame}{Mögliche Verbesserungen} |
| 353 | + Hardware |
| 354 | + \begin{itemize} |
| 355 | + \item Tiefpass einbauen |
| 356 | + \item Farbdisplay |
| 357 | + \end{itemize} |
| 358 | + |
| 359 | + Software |
| 360 | + \begin{itemize} |
| 361 | + \item (Noch) Effizientere Implementierung |
| 362 | + \item Highscore hinzufügen |
| 363 | + \item Spiel weiter ausbauen: |
| 364 | + \begin{itemize} |
| 365 | + \item Neue Monster, Endbosse und Power-Ups |
| 366 | + \item Weitere Waffen |
| 367 | + \item Geheimwege |
| 368 | + \end{itemize} |
| 369 | + |
| 370 | + \end{itemize} |
| 371 | + \end{frame} |
| 372 | + |
| 373 | + |
| 374 | + \begin{frame} |
| 375 | + \includegraphics[width=11cm]{Bilder/aufmerksamkeit.png} |
| 376 | + \end{frame} |
| 377 | + |
| 378 | +\end{document} |
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