Laura Miller and Steven Noto
Advisor - Steve Gutschlag
Data Sheet - Senior Project
November 17, 1999

Laser Shoot - Out Game

Data Sheet

Proposed Demo

The demonstration of each Senior Project must show the operation of our project in all its modes of operation. It should show that each component and subsystem operates correctly, and that the system overall does what it is designed to do. Therefore, in the demonstration of the Laser Shootout Game, one should be able to power up the system, step through a sample game or two, and power down the system with no major glitches.

In the sample game, all subsystems could be "turned on" as they would be if the laser game was in an actual arcade setting. Then, after the system is ready, two people could go through the process of starting and completing a game: powering up their weapons, firing shots, and noting whether the game records hits, misses, and ammunition counts appropriately. When the game is over, they could verify that the correct win/loss messages are displayed. They could also continue playing games to make sure the system works for all the possible outcomes: win, loss, or tie due to both players running out of ammo.

Additional tests may be performed to demonstrate that not only does the game work, but also that each subsystem is operating as expected, within predefined specifications. Scope readings could be taken to verify that the lasers are transmitting and being received properly, and that the RF link is processing the correct signals. Test subroutines could also be used to display microprocessor memory contents, to verify that the processors are keeping track of game data correctly. Distances and times could be measured to find the maximum ranges for the lasers and RF link, and the typical response times from the laser system and processors. These tests would be especially useful if the overall game does not work properly, both as verification that the subsystems are working, and as a diagnostic tool to find where the problem is.

Detailed Description of User Interface

The main user interfaces are the display boards and the weapons.

Display Boards

The displays are small scoreboards located near each player. They communicate with the weapons and the central controller, and display game information (See table 1). The user interface consists of several LEDís and LCDís that display game information. The LED is on if the system is ready and the LCD displays the ammo count and a countdown to begin the game. The LCD also displays the result of the game when it is over. The speaker simulates the report of a firearm when the gun is fired. There are also several buttons in the user interface for power and reset. When the system is set up, the Display ID may also be set to match its associated Weapon ID, so the wireless communication may be synchronized.

Weapons

The weapon is a portable, wireless unit. The user interface has several LEDís that represent battery power, low power, and an out of ammo condition. The user interface on the weapon also has buttons for the hammer, trigger, and weapon reset.

Numerical Specifications

Table 1 - Inputs and Outputs

Signal Name

Input/Output

Specification

Central Processor

   

Power

Input

+5V

Reset Central Processor

Input

TTL levels

Displays

   

Power

Input

+5V

Begin Game

Output

LED

Speaker

Output

A large dB level above ambient room noise

Ammo Count

Output

Display

Win/Lose

Output

Display

Weapon Ready

Output

LED

Weapons

   

Battery Power

Input

+5V

Reset

Input

TTL levels

Hammer

Input

TTL levels

Trigger

Input

TTL levels

Laser Receiver

Input

Unknown

Laser Transmitter

Output

Unknown

Low Power

Output

LED

Power Light

Output

LED

Out of Ammo

Output

LED

 

Table 2 - Coaxial Cable Signal Description

Signal Name

Direction

Specification

Game Reset

From CPU to Displays

A communication standard to be chosen at a later time.

Game Start

From CPU to Displays

Game Winner

From CPU to Displays

System Ready

From Displays to CPU

Target Hit

From Display to CPU

Weapon Out of Ammo

From Display to CPU

Table 3 - RF Link Signal Description

Signal Name

Direction

Specification

Weapon Reset

From Weapon to Display

A communication standard to be chosen at a later time.

Weapon Fire

From Weapon to Display

Target Hit

From Weapon to Display

Weapon Out of Ammo

From Weapon to Display