09 March 2025

Team 15 Progress Review

Zoran Diaz
John Stalvey


In Dig Dug, you dig deeper and deeper underground to pop enemies attempting to escape. Visually, our controller portrays this by displaying the light blue sky at the top of the controller at the top, but eventually hits lower levels of ground to show how far down you can go. This ends with an all red layer at the bottom of the controller. By the time you reach this level of ground in real life, you'll start to see minerals like iron. You use this iron (filling) to traverse the ground, tilting the controller to determine where you dig. When you find an enemy, the ground will shake with action, as you shake your controller to destroy the enemy. Seeing the ground visualized and interacting with it for action truly envelops you in the gameplay of dig dug!









Pseudo Code:

Initialize inputs for keyboard
   Movement sensors (Hall effect):
      Pin A0 → Up
      Pin A4 → Left
      Pin A3 → Right
      Pin A7 → Down
Read and store the initial (neutral) values for all movement sensors at startup.

Attack input:
   Use the built-in accelerometer to detect shaking.
   Store the baseline motion level at startup to filter out small movements.

Character Movement (Up, Down, Left, Right)

Read value from Pin A0 (Up)
If the value is higher than the initial reading, move the character up.

Read value from Pin A4 (Left)
If the value is higher than the initial reading, move the character left.

Read value from Pin A3 (Right)
If the value is higher than the initial reading, move the character right.

Read value from Pin A7 (Down)
If the value is higher than the initial reading, move the character down.

Attack (Shaking the Controller)

   Read accelerometer data.
   If the detected motion exceeds the shake threshold, trigger the attack action.
   Apply a short delay to prevent repeated unintended attacks.




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