Subversion Repositories shark

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1664 pj 1
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FISHING GAME























  Authors:

	Bhavesh Rathod
	Krishna Raja Subbaraj
	Ranjeeth Pasupathi





Abstract

	Fishing is a real time game application which runs on shark. It provides a simple GUI and handles keyboard events using which the user can interact with the game. The existing application is a single player game and it can be extended for multiple players by using the existing framework.



Registered Modules 

As per the application requirements, the following three scheduling modules have been registered.

EDF  : For handling Hard_Tasks – Timer
CBS : For handling Soft_Tasks – Fish, Crocodile, etc 
RR    : For handling Non real time tasks – Bubbles, Keyboard events.


TASK_SET 

	The task set of the fishing game comprises four basic tasks.


TaskTask_NameTask_ModelDescriptionFishFish_TSoft_Task_ModelEmulates a fishCrocodileCroc_TSoft_Task_ModelEmulates a CrocodileFishing RodRod_TSoft_Task_ModelEmulates a Fishing RodTimerSetinterval_THard_Taskl_ModelLimits the duration of the game (Time Out)BubbleBubble_TNon_Real_TimeWater bubbles


Fish 
	The game consists of a few number of fishes which share the same task body. Apart from other structures, each fish is made up the following structure

struct p_props {
	struct p_cordinates pos;
	int size;
	int velocity;
	int hooked ;
	struct p_color color;
int direction;
};

	The structure describes all the required attributes of the fish and one of the important attributes is the boolean attribute hooked  which specifies whether the fish has been hooked to the rod or it is moving freely. 
	

The behavior of the fish is decided by the following methods

TASK fish_t(void *arg) – The task itself
void draw_f(struct p_cordinates* fp, struct p_color* color, int size, int direction) – Uses the Graphics library to draw the fish
void draw_fish(struct p_props* fp) – Generic Method to draw.


Behavior of the fish  
	
	Upon creation the fish moves horizontally along the pond. While its moving it might get hooked to the rod, then onwards the fish is dragged vertically upwards until it reaches the top of the tank (if successful the fish count & the score is increased by one) Meanwhile, during its upward motion it can be caught by an attacking crocodile (In this case the fish count is not incremented) After either of the previous conditions becomes true the position of the fish is reset by either the crocodile task or the rod task and is available for further fishing.


State Diagram 



















Life cycle of Fish



Crocodile	
	
	The number of crocodiles depends on the level of the game. It shares the same structure of the fish. Apart from moving in the pond, the main functionality of the crocodile is to catch the hooked fish if it comes to its vicinity. The crocodile accomplishes this task by using the following method

Inline int is_hooked(rod)
Inline void set_fish_pos(struct p_cordinates* f_pos, int x, int y)
	inline int calc_area(struct p_cordinates* d1, int size, int direction)

	where f_pos is a pointer to the corresponding fish which is in its vicinity (of course the fish should be hooked and moving upwards). The position of the fish is reset to its default random value from which the fish continues to move as before. From this point the fish is available for further fishing.


Fishing Rod

	The structure of the Fishing rod is described by the following structure

	struct p_hook {
	struct p_cordinates h_pos;
	struct p_cordinates r1_pos;
	struct p_cordinates r2_pos;
	struct p_props* f_pos;
	struct p_color color;
	struct score score;
	int empty;
};	

	where h_pos, r1_pos and r2_pos are used with the horizontal and vertical movements of the rod with respect to the user events ( User uses the arrow keys to move the rod). 
	
F_pos is a pointer to a fish which is in the immediate vicinity of the rod. The rod task uses the pointer to handle the fish. 
	
The associated methods of the rod task are as follows

	struct p_cordinates* get_hook_pos(int rod)
	int is_hooked(rod)
	int calc_dist(struct p_cordinates* d1, int size, int direction)
void set_fish_pos(struct p_cordinates* f_pos, int x, int y)

	If the fish is hooked and successfully reaches the top, the rod task increments the points and resets the fish for further fishing. While the fish is being dragged up, if any crocodile catches it then it is the responsibility of the crocodile to reset the fish (Note that the count is not incremented).

 
Timer 

	This is the only hard task in the system. It is a countdown timer which is activated every second. It displays the time remaining in the game and when the time reaches zero the game ends.


Bubble 

	It is a simple non_real_time task which generates water bubbles which move from the bottom of the pond upwards. Once it reaches the surface, it resets itself and starts from another random position from the bed.


Inter-Task Communication

	Communications between the tasks are accomplished using a shared resource which in this case is a pointer to the hooked fish.

struct p_props {
	struct p_cordinates pos;
	int size;
	int velocity;
	int hooked ;
	struct p_color color;
int direction;
}*share;

	The fish task just reads the position from its position-attributes (struct p_cordinates pos) and moves in the pond.

Whenever a fish comes into the vicinity of the fishing rod, the fish sets it’s hooked attribute(Boolean) and passes a reference to itself to the rod task. Then onwards the rod task is responsible for controlling the movements of the fish (uses the reference to set the position).

While the fish is being dragged upwards, if the fish comes into the vicinity of the crocodile, its reference is passed to the crocodile task. Now the crocodile task unsets the hooked attribute of the fish and resets the position again into the pond.

Since the pointer to the hooked fish is accessed by both the crocodile and the rod, it is a shared resource and has to be guarded with mutex. This is accomplished using a semaphore mutex as follows

void set_fish_pos(struct p_cordinates* f_pos, int x, int y) {
	sem_wait(&fmutex);
	f_pos->x = x;
	f_pos->y = y;
	sem_post(&fmutex);
}


TaskPeriod(mðsec)WCET(mðsec)Fish800005000Crocodile600003000Fishing_Rod400002000Timer10000007000

Notes:

The graphics library was used for display of the game elements.
The game is in its first level. Using the existing structures we can increase the number of levels for this game.
Also the game has provision for making available 2 fishing rods ( for  2 player  games ).as of now, we have a single player game  existing in a structure for 2 player game .
 































RTOS - Shark Project - Fishing GameVersion 1.0


PAGE  


PAGE  1
April 07, 2004


Start

Hooked

Move

Caught

Success








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