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© M
ustafa kamel
1
Catch or Die!
2Team Members
Ahmed OrabiOmar RaafatMahmoud El-SayedMahmoud EidarousMustafa Kamel
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
5The circuit
Consists of seven subcircuits:1. Random position generator2. Display (Array of LEDs)3. Transition bus4. Basket position controller5. Comparator6. Counter and score display7. Lives Display
6The circuit schema
RPG circui
t
Display LEDsTransitio
nbus
Basket position Comparato
r
Century Counter
Live
s di
spla
y
7The circuit
1. Random position generator2. Display (Array of LEDs)3. Transition bus4. Basket position controller5. Comparator6. Counter and score display7. Lives Display
81. 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
9The subcircuit schematic
10The circuit
1. Random position generator2. Display (Array of LEDs)3. Transition bus4. Basket position controller5. Comparator6. Counter and score display7. Lives Display
112. 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
12The circuit
1. Random position generator2. Display (Array of LEDs)3. Transition bus4. Basket position controller5. Comparator6. Counter and score display7. Lives Display
133. 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)
14Transition bus schematic (feeder)
15Transition bus schematic (flip flops)
16The circuit
1. Random position generator2. Display (Array of LEDs)3. Transition bus4. Basket position controller5. Comparator6. Counter and score display7. Lives Display
174. 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
18BPC schematic
19The circuit
1. Random position generator2. Display (Array of LEDs)3. Transition bus4. Basket position controller5. Comparator6. Counter and score display7. Lives Display
205. 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
21Comparator schematic
22Comparator schematic
23The circuit
1. Random position generator2. Display (Array of LEDs)3. Transition bus4. Basket position controller5. Comparator6. Counter and score display7. Lives Display
246.1 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
7490 counter25
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
284026 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)
296.2 Score display subcircuit
Just take the counter output and display it on two 7-segments
Comparator and score display30
31The circuit
1. Random position generator2. Display (Array of LEDs)3. Transition bus4. Basket position controller5. Comparator6. Counter and score display7. Lives Display
327. 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
337. 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
34Lives display schematic
35Conclusion
36Components
Component Quantity Component Quantit
y 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 --
37
Any questions!
38
Thank you!