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Diffstat (limited to 'docs/architecture.md')
| -rw-r--r-- | docs/architecture.md | 18 | 
1 files changed, 10 insertions, 8 deletions
| diff --git a/docs/architecture.md b/docs/architecture.md index 4ebc674..9c1e5f5 100644 --- a/docs/architecture.md +++ b/docs/architecture.md @@ -14,10 +14,10 @@ Important notes:  The playable character has 4 actions that it can perform: --	horizontal movement +- horizontal movement  - aiming --	jump  --	ability / use +- jump  +- ability / use  To perform these action there will be 6 buttons for the user to use. @@ -51,11 +51,12 @@ The game engine will be designed to support 2D games. The engine will use a stat  FSM is a useful tool for managing game states and transitions. A game can have many different states, such as a title screen, a level selection screen, a loading screen, and various gameplay states. Each state represents a particular configuration of the game, with different sets of variables, objects, and logic  The state machine will be designed with the following states: -1.	Initialization: The initialization state will be responsible for initializing all game-related variables and subsystems, including the FPGA-based picture processing unit. -2.	Title Screen: The title screen state will display the game's title screen and wait for user input to start the game or access the options menu. -3.	Options: The options state will allow the user to configure game settings, such as sound and graphics options. -4.	Game Play: The game play state will be responsible for running the game logic and updating the game state. -5.	Game Over: The game over state will display the game over screen and wait for user input to restart the game or return to the title screen. + +1. Initialization: The initialization state will be responsible for initializing all game-related variables and subsystems, including the FPGA-based picture processing unit. +2. Title Screen: The title screen state will display the game's title screen and wait for user input to start the game or access the options menu. +3. Options: The options state will allow the user to configure game settings, such as sound and graphics options. +4. Game Play: The game play state will be responsible for running the game logic and updating the game state. +5. Game Over: The game over state will display the game over screen and wait for user input to restart the game or return to the title screen.  # PPU @@ -275,6 +276,7 @@ The Audio Processing Unit (APU) is programmed on the FPGA, here it will produce  These signals will be generated using PWM, this allows a digital signal to act as an analog signal. Using this method it is theoretically possible to create all of the aforementioned signals.   +  This figure shows an example signal (in blue), created by the FPGA. and the corresponding analog signal (in red). |