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A tower defence game built using Java for phidgets using non traditional inputs and outputs to provide a more intuitive and fun experience.

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Defender

A tower defence game built using Java for phidgets using non traditional inputs and outputs to provide a more intuitive and fun experience.

Compile Instructions:

  • Place all the included files in a folder called "Defender"
  • Open the file "Defender.pde" using processing.
  • Execute the file.

Assembly of the interface:

  • Inputs: The Ministick is supposed to be connected to the first(0) and second(1) voltage port of the phidget interface kit.
    • The rotation sensor is connected to he third(2)
    • The temperature sensor is connected to the fourth(3).
    • Note: Depending on how the ministick is connected, it orientation will kill enemies in the aligning waves. We must make sure that when the ministick is moved towards the right end, a shot is fired in lane 3, lane 2 when its moved front or back and lane 1 when its moved to the left.
  • Outputs:
    • The servo motor should be used with either of the non circular heads so that they can clearly show the passage of time, and the initial orientation should align with either the horizontal or the vertical axis to clearly know when 180 degrees have been completed.
    • The LEDs are supposed to be connected to the Digital outputs 1, 3 and 6 which are the second, fourth and the seventh digital output ports respectively. These will tell us the enemies in range for the lanes 1, 2 and 3 respectively.

Game Design:

  • The basic premise of the game is to defend our base from waves of incoming enemies but because of the extreme cold, most of the sensors to detect the enemy are not responding. We only have a distance sensor that lights up when an enemy enters its proximity range. Our task is to kill the enemies as soon as possible so that they don't reach our base. We have to use our limited stash of ammunition to defend our base so we must be careful. We have enough energy to power up our heating systems for a few seconds before it overloads the supply and turns off while it recharges. While the heat is on, we have more of our sensory equipment online so we can get more information on the number and location of the incoming enemies. We also have a powerful cryogenic freeze ray that can slow down the enemies but we must be careful as we have no way of recharging the ray. We have to use all the equipment we have to defend our base for as long as we can against the incoming invasion.

Interface Elements:

  • Inputs:
    • Ministick: This is the basic control of the shooting system of the game, once it is aimed towards a lane, a shot is fired in that lane and the first enemy within it range is killed.
    • Temperature Sensor: This is what we use to simulate the heating of the sensory equipment. Once the temperature crosses 39 degrees, we are able to see more information about the location and the number of enemies.
    • Rotation Sensor: This is the control dial of the freeze ray. Turning this will slow the enemies down but because of the limited charge, we must be careful about using it as the enemies get faster and more numerous as the waves progress. We must also remember to charge the ray before we go to the front lines to defend the base as there is no way to charge once we are at the front lines.
  • Outputs:
    • LEDs: These are the proximity sensors. We have three, one for each lane, which turn on as soon as an enemy enters the sensor’s range (which coincidentally coincides with the firing range of our turrets).
    • Servo Motor: This is a timer that shows how much time is left before the bombers come to kill of any enemies still alive from the current wave before they have to return and reload. Because this have no way of contacting us, they do this even when the enemies for the current wave are killed and thus the timer resets after every wave.

About

A tower defence game built using Java for phidgets using non traditional inputs and outputs to provide a more intuitive and fun experience.

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