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Catch or Die!
1
©Mustafakamel
Team Members
Ahmed Orabi
Omar Raafat
Mahmoud El-Sayed
Mahmoud Eidarous
Mustafa Kamel
2
Egg catcher game
 Inspired from egg catcher game
 Classic game
 Gain points or loss lives
3
The main idea
 Array of LEDs
 Each luminous led represents an egg
 Lighting and extinction of LEDs represents
egg movement
 Basket position is represented by a row of LEDs
 Two seven-segment chips show the score
 Another seven-segment chip shows
number of lives
4
The circuit
 Consists of seven subcircuits:
1. Random position generator
2. Display (Array of LEDs)
3. Transition bus
4. Basket position controller
5. Comparator
6. Counter and score display
7. Lives Display
5
The circuit schema
6
RPG
circuit
Display LEDs
Transition
bus
Basket position Comparator
Century
Counter
Livesdisplay
The circuit
1. Random position generator
2. Display (Array of LEDs)
3. Transition bus
4. Basket position controller
5. Comparator
6. Counter and score display
7. Lives Display
7
1. Random position generator subcircuit
 Purpose: Illuminating a random led every cycle
 The idea depends on different transition delays
 Consists of three XOR gates
 Each of them uses the other two outputs as inputs
 The path of every output-to-input is different in transition delays
8
The subcircuit schematic
9
The circuit
1. Random position generator
2. Display (Array of LEDs)
3. Transition bus
4. Basket position controller
5. Comparator
6. Counter and score display
7. Lives Display
10
2. Display subcircuit
 Purpose: Displaying current position to the player
 Consists of 64 LEDs
 8 rows x 8 columns
 Only one led can illuminate at a time
 No two subsequent rows can have an illuminated LEDs
 An extra row of 8 LEDs represents basket position
11
The circuit
1. Random position generator
2. Display (Array of LEDs)
3. Transition bus
4. Basket position controller
5. Comparator
6. Counter and score display
7. Lives Display
12
3. Transition bus subcircuit
 Purpose: Moving the position of illuminated LED to next row
 The idea depends on flip flop state transition
 Consists of either :
 three flip flops and a decoder for each row 8 more ICs
 eight flip flops for each row 8 more complex comparator
(more likely to be used)
13
Transition bus schematic (feeder)
14
Transition bus schematic (flip flops)
15
The circuit
1. Random position generator
2. Display (Array of LEDs)
3. Transition bus
4. Basket position controller
5. Comparator
6. Counter and score display
7. Lives Display
16
4. Basket position controller subcircuit
 Purpose: Moving the basket right or left
 The idea depends on an up down counter
 Consists of two push buttons, an up down counter and a decoder
 We can use a 3-bit adder and flip-flops instead of the counter
 The up button will be connected to the input carry
 the down button will be connected to all the B inputs
 All the A inputs are connected to the flip flops which will store the adder's last state
17
BPC schematic
18
The circuit
1. Random position generator
2. Display (Array of LEDs)
3. Transition bus
4. Basket position controller
5. Comparator
6. Counter and score display
7. Lives Display
19
5. Comparator subcircuit
 Acts as a logical judge
 Purpose: Comparing the last row with the controlled row
 The output is a single bit 0/1 to fit the counter input
 The output is 0 if die and 1 if caught
 Its output is valid only if the last row has an illuminated led
 Can done using a set of AND & OR gates
20
Comparator schematic
21
Comparator schematic
22
The circuit
1. Random position generator
2. Display (Array of LEDs)
3. Transition bus
4. Basket position controller
5. Comparator
6. Counter and score display
7. Lives Display
23
6.1 Counter subcircuit
 Purpose: Calculates the score
 If the comparator o/p is high, increase one
 Counts up in range from 0:99
 The score will be displayed on two 7-segment chips
 It will be implemented using two subsequent 4026 Ics
24
7490 counter
25
7490 counter
 Every clock counts one
 Output is 4-bit BCD
 So output will be no more than 15
 Can be used only for a decade (0:9)
 We need to count in a century range (0:99)
26
Alternative solution
 We need to display the score on two 7-segment chips
 7490 IC is inadequate
 We can use two 4026 ICs alternatively
 Every clock it counts up one
 It produces a clock every decade
 Its output is the 7-segment input
27
4026 subcircuit
 Every time the first IC reaches 9 the second
IC counts one
 The clock is the comparator o/p
 The o/p goes to 7-segment directly
 No need to use 7447 (BCD to 7-segment
decoder)
28
6.2 Score display subcircuit
 Just take the counter output and display it on two 7-segments
29
Comparator and score display
30
The circuit
1. Random position generator
2. Display (Array of LEDs)
3. Transition bus
4. Basket position controller
5. Comparator
6. Counter and score display
7. Lives Display
31
7. Lives display subcircuit (1)
 Purpose: Displays Player’s Lives
 If the comparator o/p is low and valid, decrease one
 Counts down in range from 3 to 0
 If the o/p goes to 0 then GAME OVER
 We CAN use the 7490 counter here
32
7. Lives display subcircuit (2)
 The Circuit uses a 7490 counter that counts UP from 0 to 3
 The 1st two bits are inverted to count down from 3 to 0
 When it reaches zero a game-over flag is raised and the game
stops
 The game's clock will remain high when the player loses
33
Lives display schematic
34
Conclusion
35
Components
Component Quantity Component Quantity Component Quantity
Red LEDs 8x8 Decoders 2 PWM ICs 1
Green LEDs 8 IC 2047 2 PPM circuit 1
Push buttons 2 7490 1 4-bit adder 1
Octal flip flops 8 Green 7-seg 2
Hex not
(Schmitt Triggered)
3
Quad flip flop 2 Red 7-seg 1 Double 4-input OR 3
Monostable multivibrator 1 BCD to 7Seg 1 Hex Schmitt buffer 1
Quad 2-input AND 4 Quad 2-input XOR 3 Resistors --
36
37
Any questions!
Thank you!
38

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Catch or die Project

  • 2. Team Members Ahmed Orabi Omar Raafat Mahmoud El-Sayed Mahmoud Eidarous Mustafa Kamel 2
  • 3. Egg catcher game  Inspired from egg catcher game  Classic game  Gain points or loss lives 3
  • 4. The main idea  Array of LEDs  Each luminous led represents an egg  Lighting and extinction of LEDs represents egg movement  Basket position is represented by a row of LEDs  Two seven-segment chips show the score  Another seven-segment chip shows number of lives 4
  • 5. The circuit  Consists of seven subcircuits: 1. Random position generator 2. Display (Array of LEDs) 3. Transition bus 4. Basket position controller 5. Comparator 6. Counter and score display 7. Lives Display 5
  • 6. The circuit schema 6 RPG circuit Display LEDs Transition bus Basket position Comparator Century Counter Livesdisplay
  • 7. The circuit 1. Random position generator 2. Display (Array of LEDs) 3. Transition bus 4. Basket position controller 5. Comparator 6. Counter and score display 7. Lives Display 7
  • 8. 1. Random position generator subcircuit  Purpose: Illuminating a random led every cycle  The idea depends on different transition delays  Consists of three XOR gates  Each of them uses the other two outputs as inputs  The path of every output-to-input is different in transition delays 8
  • 10. The circuit 1. Random position generator 2. Display (Array of LEDs) 3. Transition bus 4. Basket position controller 5. Comparator 6. Counter and score display 7. Lives Display 10
  • 11. 2. Display subcircuit  Purpose: Displaying current position to the player  Consists of 64 LEDs  8 rows x 8 columns  Only one led can illuminate at a time  No two subsequent rows can have an illuminated LEDs  An extra row of 8 LEDs represents basket position 11
  • 12. The circuit 1. Random position generator 2. Display (Array of LEDs) 3. Transition bus 4. Basket position controller 5. Comparator 6. Counter and score display 7. Lives Display 12
  • 13. 3. Transition bus subcircuit  Purpose: Moving the position of illuminated LED to next row  The idea depends on flip flop state transition  Consists of either :  three flip flops and a decoder for each row 8 more ICs  eight flip flops for each row 8 more complex comparator (more likely to be used) 13
  • 15. Transition bus schematic (flip flops) 15
  • 16. The circuit 1. Random position generator 2. Display (Array of LEDs) 3. Transition bus 4. Basket position controller 5. Comparator 6. Counter and score display 7. Lives Display 16
  • 17. 4. Basket position controller subcircuit  Purpose: Moving the basket right or left  The idea depends on an up down counter  Consists of two push buttons, an up down counter and a decoder  We can use a 3-bit adder and flip-flops instead of the counter  The up button will be connected to the input carry  the down button will be connected to all the B inputs  All the A inputs are connected to the flip flops which will store the adder's last state 17
  • 19. The circuit 1. Random position generator 2. Display (Array of LEDs) 3. Transition bus 4. Basket position controller 5. Comparator 6. Counter and score display 7. Lives Display 19
  • 20. 5. Comparator subcircuit  Acts as a logical judge  Purpose: Comparing the last row with the controlled row  The output is a single bit 0/1 to fit the counter input  The output is 0 if die and 1 if caught  Its output is valid only if the last row has an illuminated led  Can done using a set of AND & OR gates 20
  • 23. The circuit 1. Random position generator 2. Display (Array of LEDs) 3. Transition bus 4. Basket position controller 5. Comparator 6. Counter and score display 7. Lives Display 23
  • 24. 6.1 Counter subcircuit  Purpose: Calculates the score  If the comparator o/p is high, increase one  Counts up in range from 0:99  The score will be displayed on two 7-segment chips  It will be implemented using two subsequent 4026 Ics 24
  • 26. 7490 counter  Every clock counts one  Output is 4-bit BCD  So output will be no more than 15  Can be used only for a decade (0:9)  We need to count in a century range (0:99) 26
  • 27. Alternative solution  We need to display the score on two 7-segment chips  7490 IC is inadequate  We can use two 4026 ICs alternatively  Every clock it counts up one  It produces a clock every decade  Its output is the 7-segment input 27
  • 28. 4026 subcircuit  Every time the first IC reaches 9 the second IC counts one  The clock is the comparator o/p  The o/p goes to 7-segment directly  No need to use 7447 (BCD to 7-segment decoder) 28
  • 29. 6.2 Score display subcircuit  Just take the counter output and display it on two 7-segments 29
  • 30. Comparator and score display 30
  • 31. The circuit 1. Random position generator 2. Display (Array of LEDs) 3. Transition bus 4. Basket position controller 5. Comparator 6. Counter and score display 7. Lives Display 31
  • 32. 7. Lives display subcircuit (1)  Purpose: Displays Player’s Lives  If the comparator o/p is low and valid, decrease one  Counts down in range from 3 to 0  If the o/p goes to 0 then GAME OVER  We CAN use the 7490 counter here 32
  • 33. 7. Lives display subcircuit (2)  The Circuit uses a 7490 counter that counts UP from 0 to 3  The 1st two bits are inverted to count down from 3 to 0  When it reaches zero a game-over flag is raised and the game stops  The game's clock will remain high when the player loses 33
  • 36. Components Component Quantity Component Quantity Component Quantity Red LEDs 8x8 Decoders 2 PWM ICs 1 Green LEDs 8 IC 2047 2 PPM circuit 1 Push buttons 2 7490 1 4-bit adder 1 Octal flip flops 8 Green 7-seg 2 Hex not (Schmitt Triggered) 3 Quad flip flop 2 Red 7-seg 1 Double 4-input OR 3 Monostable multivibrator 1 BCD to 7Seg 1 Hex Schmitt buffer 1 Quad 2-input AND 4 Quad 2-input XOR 3 Resistors -- 36