F24: Ball Balancing Game

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Balance Blitz

Game Setup
Balancing the ball
Game Setup overview

LED Pages

Start Screen
Game Play
End Screen

Abstract

The project aims to create an interactive game where players balance a physical ball on a table by manipulating its tilt with a joystick. The setup involves servo motors that adjust the table's angle in response to joystick movements, striving to prevent the ball from rolling off the edges. The game's interface features an LED matrix display that visualizes the ball's real-time position and provides dynamic feedback through score tracking, a game timer, and animations for various game states such as winning or losing.

Key components include a joystick module, servo motors, and an LED matrix display, alongside a ball, tilt platform, power supply, and a resistive touch screen for enhanced interaction. The system is powered by an SJ2 microcontroller, which coordinates the input from the joystick and the output to the servo motors, ensuring responsive and precise control. This setup challenges players with increasing levels of difficulty, marked by heightened joystick sensitivity.

Objectives & Introduction

Technical Responsibilities

Technical Roles
  • Game Logic Development
Faaris Khilji,

Chaitanya Battula, Sneha Odugoudar

  • LED Display Driver
Sneha Odugoudar
  • Joystick Controller Driver
Faaris Khilji
  • Resitive Table Driver
Chaitanya Battula
  • Hardware Integration
Faaris Khilji
  • Documentation
Sneha Odugoudar

Schedule

Week# Start Date End Date Task Status
1
  • 10/21/2024
  • 10/27/2024
  • Complete Research and order all parts.
  • Create overall system design documents and divide project tasks.
  • Create GitLab repository for project
  • Completed
  • Completed
  • Completed
2
  • 10/28/2024
  • 11/03/2024
  • Physical Platform and Servo Control: Completed servo driver, design proposal for table/platform.
  • Joystick Driver & Touch Pad Driver: Completed Joystick Driver and understanding of how to get started with a touchpad.
  • LED Matrix: Present to team quick rundown of how the LED matrix works. How is it programmed? How to control LEDs?
  • Completed
3
  • 11/04/2024
  • 11/10/2024
  • Physical Platform and Servo Control: Progress towards assembly of platform.
  • Joystick Driver & Touch Pad Driver: Completed touchpad driver.
  • LED Matrix: LED Matrix basics working.
  • Completed
4
  • 11/11/2024
  • 11/17/2024
  • Physical Platform and Servo Control: Continue assembly of platform.
  • LED Matrix: Progress in LED Matrix control. Displaying basic strings and charecters.
  • Physically integrate touch pad/joystick to table.
  • Completed
5
  • 11/18/2024
  • 11/24/2024
  • Physical Platform and Servo Control: Assembly complete.
  • LED Matrix: Progress in LED Matrix - displaying the position of the coordinates of ball on resistive table.
  • Physically integrate resistive pad and joystick to table.
  • Completed
6
  • 11/25/2024
  • 12/01/2024
  • Physical Platform and Servo Control: Testing and final adjustments.
  • LED Matrix: Display a visualization of the table and a ball on the table. (Ball position to later come from touch pad task ).
  • Physically integrate resistive pad , joystick to table.
  • Completed
7
  • 12/02/2024
  • 12/08/2024
  • Full integration of project (build complete).
  • Testing and verification.
  • Fix bugs/stabilize physical build if necessary.
  • Completed
8
  • 12/09/2024
  • 12/18/2024
  • Full integration of project (build complete).
  • Stablizing the LED Matrix
  • Fix bugs stabilize physical build if necessary.
  • Present Project.
  • Completed

Bill of Materials (General Parts)

  • Resistive Pad Power Module and Dc female power jack
Part Name Part Model & Source Quantity Cost Per Unit (USD)
  • Micro-Controller SJ2 Board
  • SJ2 Board (Purchased from Preet Kang)
  • 1
  • 50.00
  • RGB LED Matrix
  • 1
  • 71.70
  • 1
  • Power Module and Dc female power jack
  • 1
  • Power Supply
  • 1
  • Servo Motors
  • 1
  • 0.3
  • Steel Balls (5 pack)
  • 2
  • 10
  • MP3 Decoder
  • 2
  • 10
  • Analog Joystick
  • 1
  • 6

Overall Design

Hardware Design

LED Matrix Rear

Hardware Interface

  • LED Matrix Display: 13 GPIO channel on SJ2 (1)
  • Joystick connection: 2 ADC channel on SJ2 (1)
  • Bluetooth sender connection: 1 set UART, RX and TX on SJ2 (1)
  • Bluetooth receiver connection: 1 set UART, RX and TX on SJ2 (2)
  • MP3 Decoder connection: SPI communication, MOSI, CS, SCK, on SJ2 (2)
  • Speaker connection: AUX cord

Software Design

  • LED Matrix:
    • 1. Initialized LED matrix connected pins to board IOs.
    • 2. Designed matrix driver for screen display by reading an matrix.
  • Joystick:
    • 1. Initialized 2 ADC channels for taking the x reading and y reading from joystick.
    • 2. Decoded voltage readings into joystick movement commands.
  • Buttons:
    • 1. Initialized several gpio for taking binary command from button pressed.
    • 2. Enabled interrupts for each botton pressed.
  • Mp3 Player:
    • 1. Initialize using UART3.
    • 2. Set device with selected sd card and volume.

Implementation

  • LED Matrix driver functions:
    • 1. display_update: reload matrix display for refreshing the changes from the backend matrix.
    • 2. display_clear: erase all matrix values, and sets them to zeros.
    • 3. overwrite_pattern_to_screen: overite a given pattern onto the existing matrix
    • 4. append_pattern_to_screen: append a given pattern onto the existing matrix
    • 5. clear_pattern_on_screen: clear the pattern from screen by giving the pattern's current location and width and height.
  • Joystick driver:
    • 1. joystick_running: run ADC capture on joystick continuesly to monitor user inputs.
  • Buttons driver:
    • 1. Green button: starts a game, shots a missile, and start the game all over.
  • Mp3 Player:
    • 1. Play a song.
    • 2. Play a song in single cycle.
    • 3. Play a song from a folder.
    • 4. Pause on play.
    • 5. Resume playback.

RGB LED Matrix

Hardware Design

Below are symbol and footprint for custom component-part in EasyEDA tool. These parts would be used in future PCB design.

LED Matrix and SJ2 Board Connections Schematics
LED Matrix and SJ2 Board Connections PCB



Hardware Interface

The 32x64 LED matrix is from Adafruit, with user mannual. It is composed of two upper and lower sectional LED pannels. Each pannel has R, G, B led channels and A, B, C, and D row control registers. Addtionally, column shift is controlled by Latch bit, clock is controled by CLK, and OE turns LED off when switching rows.

Connectivity Table LED Matrix to Sj2 Board:

RGB LED Matrix Pin Description SJ2 Board
R1 GPIO P1_14
G1 GPIO P4_29
B1 GPIO P0_7
R2 GPIO P0_9
G2 GPIO P0_25
B2 GPIO P1_30
A GPIO P1_23
B GPIO P1_29
C GPIO P2_4
D GPIO P2_6
CLK GPIO P2_8
LAT GPIO P0_17
OE GPIO P0_16
VCC 5VIN External Power Supply
GND GND On Board
LED Matrix Front
LED Matrix Rear

Software Design

LED matrix io and driver is developed for communication between boards and LED matrix. IO driver consists of pin inialization by using gpio.h for each rgb channels, row selection register, CLK, LAT, and OE pins. By using "led_matrix_io.h" developers can using public function led_matrix_io_init and other basic controller functions.
For LED matrix driver, it is based on the previous IO driver to provide LED screen update, clean, init, and draw functionalities.

Implementation

Rtos Tasks:

  • Updating Display: for display to continuously updating screen, a task is assigned for running the display_update function from the driver every 500 milliseconds.

Joystick and Buttons

Hardware Interface and Connections

Connectivity Table LED Matrix to Sj2 Board:

Joystick Pin Description SJ2 Board
Vcc Voltage +3.3V
Xout Analog X Channel P0_25
Yout Analog Y Channel P1_30
Button GPIO P1_14
GND GND GND

Software Design

Joystick with voltage input produces two analog channels of outputs from the x and y axises of the joystick. Designed a driver to convert these two analog outputs and convert them into digital signals, then decoded as user movment such as move up, move down, move left, move right, move right up, move right down, move left up, and move left down.

Implementation

Rtos Tasks:

  • JoyStick Running: Keep recieving two channels of analog signals and decode them into agent moves corresponding to right, left, up, down, right up, right left, left up, and left down.

Mp3 Decoder

Hardware Interface and Connections

Connectivity Table Mp3 Player to Sj2 Board:

Mp3 Decoder Pin Description SJ2 Board
Vcc Voltage +3.3V
Rx UART3 P4_28
Tx UART3 P4_29
GND GND GND

Software Design

Mp3 player driver was created. It initialized UART3 and configured IO connections of RX and Tx. To send command for adust volume, play songs by number, play songs by folder name, and set play songs in cycle, please find the user manual here: mp3 player user manual

Implementation

Public Tasks:

  • Initialize device: Select the sd card which has songs on the player
  • Cycle play mode: play a song in single cycle
  • Pause a song
  • Resume playback

Game Logic

Game States

  • 1. Start Up
  • 2. Game Running
  • 3. Game Over

Player Task

Game state: start up

  • 1. Display start up screen once per starting
  • 2. Reset game parameters

Game state: game running

  • 1. Display player and health bar on screen
  • 2. Capture and move player location by joystick signals
  • 3. Check health and switch to game over state when player's health reaches zero
  • 4. Check collision in collision mutex

Game state: game over

  • 1. Display game over screen

Enemy Task

Game state: game running

  • 1. Spawn enemy according to a timer for different game levels
  • 2. Checking enemy collision in collision mutex
  • 3. Remove collided enemy within a list of enemy objects

Button Task

Game state: start up

  • 1. Play the back ground music in single cycle
  • 2. If the green button is pressed, advanced to game running stage

Game state: game running

  • 1. Play the back groud music in single cycle
  • 2. If the green button is pressed, generate missile on screen and play a laser sound

Game state: game over

  • 1. Play the game over music in single cycle
  • 2. If the green button is pressed, return the state over all back to start up

Missile Task

Game state: game running

  • 1. Check missile collision with enemy, player, and the boundary of the screen
  • 2. Append missiles in array

Score Task

Game state: game running

  • 1. If a missile hit an enemy, score plus two
  • 2. If an enemy hit the bottom white line, which is our home base, score minus two
  • 3. According to the number of score, increase enemy speed and spawn rate by a fix proportion

Testing & Technical Challenges

Most of the challenges for our project are bluetooth paring and game logic. For bluetooth to work between two boards, the configuration driver was wrote from scratch, which enable the device, and select paring bluetooth's physical address. For game logic, the problems are making sure the collision happened between mutiple objects with different moving speed.

Bug/Issue Name

Bug Number Description Solution
  • 1
  • Two bluetooth device are not talking to each others automatically.
  • Used SJ2 board to configure the bluetooth through UART with AT commands
  • 2
  • When a missile hit an enemy on the screen, sometimes, the missile will disapear first but not the enemy, and sometimes, the other way around.
  • Used mutex and pair locks to make sure when collision happened, only erase both objects by receiving both acknowledgments from enemy and missile.
  • 3
  • Button debounce issue.
  • The button interrupt from ISR was not performing ideally. By using Preet's suggestion, a simple task of reading the button input solved this problem.
  • 4
  • Player animation conflicts with moving missile.
  • Disabled missile generation while before playing the animation.

Conclusion

Coding a complicated Atari game on a microcontroller is a bit more complicated than we thought before starting. We went through writing our own base line driver for controlling other electronic components. Then, figured out FreeRTOS task API to move each character pixels on the led matrix. During development, we faced all different kind of issues such as button debounce, priority conflicts, parallel logic in sequential programming, and etc. In the end, we truly learned that nothing is for granted, as an embedded engineers we have to do everthing ourselves. This project can be further improved on score system and joystick movements.

Project Video

https://youtu.be/QRE9pQ7dBBg

Project Source Code

https://gitlab.com/runfeng.jiang/cmpe-244-space-invader-game/-/tree/main

References

Acknowledgement

Special thanks to Mr. Preet Kang for his lessons and detailed-documentation website on microcontrollers.

References Used

Appendix