F24: Rival Rush

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Grading Criteria

  • How well is Software & Hardware Design described?
  • How well can this report be used to reproduce this project?
  • Code Quality
  • Overall Report Quality:
    • Software Block Diagrams
    • Hardware Block Diagrams
      Schematic Quality
    • Quality of technical challenges and solutions adopted.

Project Title

Rival Rush

Abstract

This is a 2 player game that would be implemented on a 64*64 RGB LED. Each player has to move against the oncoming traffic without being hit by any of the vehicles. The players can move left or right horizontally across the highway by tilting the player consoles (SJ2 boards). The movement across the road by tilting is sensed by an accelerometer. The players will have 3 lives each of which is deducted per hit. The players can also collect coins on the road which add to their score. The number and speed of the approaching traffic will increase over time. The player with a greater score at the end of 60 seconds will win the game. The LED will display the players’ scores, number of lives left and the racing track on either side.

Objectives & Introduction

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Team Members & Responsibilities

  • Alshama Mony Sheena
  • Harshwardhan Ashish Bhangale
  • Gautam Santhanu Thampy

Schedule

Week# Date Task Status
1 10/14
  • To go through previous projects and discuss with the team members.
  • To come up with new ideas for applications specific to FreeRTOS.
  • Had a brainstorming session with the team and decided to do gaming projects using FreeRTOS.
  • Prepared the abstract for the project proposal.
2 10/21
  • To decide the structure of the team and divide the project into different modules.
  • To assign roles and responsibilities to each team member.
  • To finalize the deadlines and deliverables for the project.
  • Divided the project into different modules like Master, Player, Wireless, LED Display, PCB, and Testing.
  • Assigned roles and responsibilities to each member.
  • Created a test plan with tasks, deadlines and deliverables assigned to it.
3 10/28
  • To implement player module logic to send orientation data to the Master module.
  • To start designing the Master module which will take inputs from different players, take a decision and sends it to LED Matrix display.
  • Divided the project into different modules like Master, Player, Wireless, LED Display, PCB, and Testing.
4 11/04
  • To understand the high-level APIs for the Wireless nordic node.
  • To understand the connections, read the datasheet for RGB LED Matrix.
  • Assigned roles and responsibilities to each member.
  • Created a test plan with tasks, deadlines and deliverables assigned to it and ordered all the components.
5 11/11
  • To install Eagle software for PCB design and get accustomed to the basic functions.
  • Implemented player module logic to get accelerometer values for different orientation and send it to the Master module initially via UART for testing purpose.
  • Implemented the high-level task of getting accelerometer values from two players simultaneously via UART and glow on-board LEDs specific to the player data received.
  • Understood the Wireless APIs available and wrote a basic code to send-receive data using Nordic.
  • Made a basic layout, pin connections, power requirements for 64x64 RGB LED Matrix.
  • Installed Eagle software and made a simple circuit to get aquainted with the software.
6 11/18
  • To test the Player and Master modules.
  • To understand addressing mode, latching, and clock functionality for RGB LED Matrix.
  • Tested the Player and Master modules individually.
  • Player was giving the correct orientation of left and right movement.
  • Got a basic idea of addressing specific LEDs on LED Matrix using 5-address lines.
  • Understood the functionality of latch, output enable and clock pins of LED Matrix.
7 11/25
  • Integrate Player and Master modules and make necessary changes as per other module requirements.
  • To write the code for glowing one LED.
  • Integrated Player and Master modules. The master module was able to receive the data from Player module and glow the onboard LEDs based on the player's movement.
  • Wrote the code logic to glow the LED but, able to glow a particular row but, not able to glow single LED. Debugging in process.
8 12/02
  • To send and receive data between Player and Master using Wireless protocol.
  • To write the logic to glow a particular LED on the display matrix.
  • To design and finalize the PCB circuit.
  • After proper debugging, we realized that latching was not done properly. Resolved the issue and we are able to glow single pixel.
  • Also, able to get different designs like a particular row, column, square, rectangle (solid and hollow).
  • PCB design is in progress. Understanding the power circuit requirements.
  • Wireless module delayed since all the boards as well as antennas have female connectors.
9 12/09
  • To implement RGB LED Matrix tasks and APIs for the Master module.
  • To integrate the layout of the application (UI, border, car design, obstacle design) to Master Module.
  • To generate random obstacles, score logic and implement other game functionalities (eg: game over scenario).
  • To display the cars, border area, screen division for 2 cars and enable obstacle and car movement as per the input from the master module.
  • Finalize the PCB design, get it reviewed by the team and send it for fabrication.
  • Implemented Display Matrix APIs to display/glow pixels, solid/dotted lines, borders, cars, numbers, square and triangular obstacles. Also, APIs to clear pixels, car and numbers were implemented.
  • Integrated Wireless module with the Player Module to send data wirelessly to the Master Module.
  • Integrated Display Matrix APIs with the Master Module to display the borders, show scores, generate random obstacles, and to move cars left or right depending upon the accelerometer values from each player boards.
  • Designed the PCB and sent it for fabrication.
10 12/16
  • To keep moving the display down continuously for the car race track.
  • To move the car horizontally pixel by pixel for every change in data from the player module.
  • To test the overall functionality of the project using PCB.
  • Made minor changes in drawPixel() and clearPixel() functions to resolve updating of section 2 of display matrix when any changes made for section 1 and vice versa.
  • Implemented display matrix APIs to move the display down, and check if the car hit the obstacle.
  • Made changes in Player module to send different character for straight condition of the car and switch on respective onboard LEDs depending upon the player movements.
  • Added the logic to update the score depending upon if the car hits square (increment) or triangular (decrement) obstacles.
11 05/13
  • To Integration of all modules and end to end testing.
  • To fix bugs and optimize the code.
  • Integrated all the modules and optimized the code and fixed the bugs like Player 2 updating late on the display.
  • Soldered the available components on the PCB.
12 05/20
  • Adding extra functionalities and extra features for the project.
  • Test the extra features with overall project requirement.
  • Wrote Display Matrix APIs for letters and texts. Added functions to display the start condition and countdown for the game.
  • Added timer functionality in the game. Player will be notified when last 10 seconds are left for the game.
  • Made Player Module steerings for real game feel.

Parts List & Cost

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Design & Implementation

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Hardware Design

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Hardware Interface

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Software Design

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Implementation

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Testing & Technical Challenges

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<Bug/issue name>

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Conclusion

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Project Video

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Project Source Code

References

Acknowledgement

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References Used

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Appendix

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