Difference between revisions of "F20: Space Invaders"

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Revision as of 10:22, 17 December 2020

Space s20cover.png


SPACE INVADERS

Spaceinvaders.gif



ABSTRACT

Space Invaders is a fixed one person shooter style video game. The player controls a laser cannon by moving it horizontally across the bottom of the screen and firing at the aliens descending toward the cannon from the top of the screen. There are aliens descending towards the cannon and the player's main goal is to defeat an alien and earn points by shooting it with the laser cannon and destroying it. As more aliens are defeated, the aliens' movement speeds up. The alien invasion is declared successful and the game ends when the aliens have successfully reached the bottom. The final score of total kills is projected after the game ends. The mp3 decoder connected to the speaker will play sound effects required.


Space Invaders High Level Architecture

INTRODUCTION & OBJECTIVES

About the Game

The object of the game is, basically, to shoot the invaders with your laser cannon while avoiding their shots and preventing an invasion. Amassing a high score is a further objective and one that must be prioritized against your continued survival. Each game screen starts with 3 rows of 4 invaders.

Objective

  • Interface the 64x64 RGB LED Matrix with SJ-Two Microcontroller.
  • Interface the VS1053 MP3 Decoder with another SJ-Two Microcontroller.
  • Interface MAX98357A Mono Amplifier via I2S.
  • Establish UART communications between the two SJ-Two Microcontrollers.
  • Create simple coding logic for displaying required characters and game objects.
  • Have required sound effects at different functions of the game.
  • Have multiple display screens at different stages of the game.

Team Members

Technical Responsibilities

Administrative Roles
  • Game Logic Development
Salvatore Nicosia & Akash Vachhani
  • PCB Design
Akhil Cherukuri
  • LED Display Driver
Salvatore Nicosia
  • Graphics Driver
Salvatore Nicosia & Akhil Cherukuri
  • Splash Screen Graphics Driver
Akhil Cherukuri
  • Mp3 Decoder
Akash Vachhani
  • Enclosure
Salvatore Nicosia
  • Hardware Integration
Salvatore Nicosia & Akhil Cherukuri

Administrative Responsibilities

Administrative Roles
  • Team Leader
Salvatore Nicosia
  • Git Repository Managers
Salvatore Nicosia & Akash Vachhani
  • Code Reviewers
Salvatore Nicosia & Akash Vachhani
  • Wiki Report Manager
Akhil Cherukuri
  • Bill of Materials Manager
Akhil Cherukuri


SCHEDULE

Week# Start Date End Date Task Status
1
  • 10/12/2020
  • 10/18/2020
  • Read previous projects, gather information, and discuss among the group members.
  • Create a GitLab repository for the project [10/13/2020]
  • Completed
  • Completed
2
  • 10/19/2020
  • 10/20/2020
  • Acquire parts: LED Matrix, VS1053 Mp3 decoder breakout board by Adafruit
, 2X Analog 2-axis thumb joystick with select button + breakout board

  • Completed
3
  • 10/26/2020
  • 11/01/2020
  • Read and familiarize with LED Matrix Datasheet
  • Read and familiarize with MP3 Decoder VS-1053 datasheet.
  • Completed
  • Completed
4
  • 11/02/2020
  • 11/08/2020
  • Develop graphics driver for LED matrix and implement initial game objects
  • Develop driver for MP3 decoder
  • Read MP3 data from Micro SD Card
  • Completed
  • Completed
  • Completed
5
  • 11/09/2020
  • 11/15/2020
  • Finalize wiki schedule [11/10/2020]
  • Circuit Simulation in EasyEDA/Eagle Tool.
  • PCB Layout Design in EasyEDA/Eagle Tool.
  • Finalize component placement on PCB.
  • Order PCB from JLCPCB.
  • Create 3D printed enclosure and extra accessories
  • Completed
  • Completed
  • Completed
  • Completed
  • Completed
  • Completed
6
  • 11/16/2020
  • 11/22/2020
  • Assemble components to circuit boards
  • Extensively test circuit boards in two rounds
  • Develop game logic for space ship movement and monsters respawn
  • Develop splash screen and menu selection
  • Finalize selection of MP3 tracks for in-game sounds
  • Completed
  • Completed
  • Completed
  • Completed
  • Completed
7
  • 11/23/2020
  • 11/29/2020
  • Implement game difficulty logic as enemies count decreases
  • Integrate circuit boards and check proper connections to the components and the microcontrollers
  • Integrate game logic code with LED matrix
  • Integrate game sounds with game logic
  • Completed
  • Completed
  • Completed
  • Completed
8
  • 11/30/2020
  • 12/06/2020
  • Additional Features: Lives, Health Level Bars
  • Integrate subsystem and ensure proper connection and communication between peripherals
  • Integrate all components and finalize 3D printed enclosure
  • Update the wiki page.
  • Completed
  • Completed
  • Completed
  • Completed
9
  • 12/07/2020
  • 12/13/2020
  • Address bugs during testing of the integrated system
  • Test play/restart functionality
  • Test music and effects are synchronized with the game
  • Completed
  • Completed
  • Completed
10
  • 12/14/2020
  • 12/16/2020
  • Update Gitlab repo with complete and working code.
  • Create Project Demo video and upload it to YouTube.
  • Update the wiki page to the final version.
  • Final Demo [12/16/2020]
  • In progress
  • In progress
  • In progress
  • Not started


BILL OF MATERIALS

Item# Part Description Part Model & Vendor Quantity Cost
1 Microcontroller Boards SJ2 Boards (Purchased from Preet Kang) 2 $100.00
2 LED Matrix Display Sparkfun RGB LED Matrix Panel - 64x64 1 $80.00
3 Arcade Buttons and Joystick Kit Arcade Buttons and Joystick Kit EG STARTS 1 $25.94
4 Capacitive Touch Switch Button Self-Lock Module DAOKI TTP223 Capacitive Touch Switch Button Self-Lock Module 2 $7.56
5 MP3 Decoder Adafruit VS1053 Mp3 Decoder Breakout Board 2 $24.95
6 Black PLA 3D Printer Filament HATCHBOX PLA 3D Printer Filament 1.75mm 1 $25.12
7 White PLA 3D Printer Filament HATCHBOX PLA 3D Printer Filament 1.75mm 1 $25.12
8 Power Supply 5V 18A MEAN WELL LRS-100-5 AC/DC Switching Power Supply 90W 5V 18A Single Output 1 $21.30
9 Rocker Switch Power Socket Inlet Module Plug 3Dman 15A 250V Rocker Switch Power Socket Inlet Module Plug 5A Fuse Switch with 18 AWG Wiring 3 Pin IEC320 C14 1 $8.73
10 Speaker 3" Adafruit Accessories Speaker 3" (1 piece) 1 $6.58
11 Mono Amplifier Adafruit I2S 3W Class D Amplifier Breakout - MAX98357A 2 $5.95
12 USB DC Buck Step Down Module HiLetgo 5pcs DC-DC Buck Step Down 6-24V to 5V 3A USB Module 1 $7.59
13 Prototype PCB LampVPath (Pack of 2) PCB Prototype Board 1 $6.99
14 Ribbon Cables 40pin Antrader 30CM 40-Pin IDC Connector Flat Ribbon Cable 1 $9.99
15 Ribbon Cables 16pin Antrader 30CM 16-Pin IDC Connector Flat Ribbon Cable 1 $8.99
16 Header Pins 2 x 8 pin Antrader 30PCS 16 Pin 2 x 8 Male Box Header 1 25.60
17 Header Pins 2 x 20 pin Antrader 24Pcs 2 x 20 Pin 40 Male Box Header 1 9.99
18 PCB JLCPCB Set of 5 1 25.60


PRINTED CIRCUIT BOARD

Design And Architecture

The complete printed circuit board was designed using EasyEDA online software. Implemented both SJ-Two board connectors along with required connections to buttons, led matrix, touch sensors, joystick, VS1053 MP3 Decoder, and MAX98357A I2S Amplifier.

PIN Configuration

PIN# Pin Desciption uC PIN
64x64 LED MATRIX
R1 PIN for Red terminal of RGB LED for the upper half of LED Matrix P2_0
G1 PIN for Green terminal of RGB LED for the upper half of LED Matrix P2_1
B1 PIN for Blue terminal of RGB LED for the upper half of LED Matrix P2_2
R2 PIN for Red terminal of RGB LED for the lower half of LED Matrix P2_4
G2 PIN for Green terminal of RGB LED for the lower half of LED Matrix P2_5
B2 PIN for Blue terminal of RGB LED for the lower half of LED Matrix P2_6
A Mux pin for row selection P2_7
B Mux pin for row selection P2_8
C Mux pin for row selection P2_9
D Mux pin for row selection P0_16
E Mux pin for row selection P0_15
OE Output Enable P1_20
LATCH Data Latch P1_23
CLK Clock Signal P1_28
POWER
VCC VCC Supply VCC
GND Ground GND
UART
TX UART Transmit for SJ-2 Main Board P4_28
RX UART Receive for SJ-2 Main Board P4_29
TX UART Transmit for SJ-2 Music Board P4_28
RX UART Receive for SJ-2 Music Board P4_29
VS1053 MP3 DECODER
SCK_2 CLOCK for SPI Bus P0_7
MOSI_2 MISO for SPI Bus P0_8
MISO_2 MOSI for SPI Bus P0_9
DREQ Data Request P2_0
SDCS Transfer SCI commands P2_2
XDCS Transfer the Audio Data P2_5
RESET Reset for Decoder P2_7
GPIO 4 (I2S_LROUT) I2S Audio Out LRC
GPIO 6 (I2S_SCLK) I2S Salve Clock BCLK
GPIO 7 (I2S_SDATA) I2S Slave Data In DIN
MAX98357A I2S MONO AMPLIFIER
LRC I2S Audio Out GPIO 4
BCLK I2S Salve Clock GPIO 6
DIN I2S Slave Data In GPIO 7
JOYSTICK
Pin 2 Right Movement P1_31
Pin 3 Left Movement P1_30
BUTTONS
I/0 Pin Shoot P0_25
I/0 Pin Start P0_26


Fabrication

  • PCB was sent to fabrication to JLCPCB China which provided PCB with an order of 5 and 2 layers of PCB and common grounded the rest of the copper area.

DRC elements (in mm)

  • Track Width = 0.254
  • Clearance = 0.152
  • Via Diameter = 0.61
  • Via Drill Diameter = 0.305


PCB Top Layer
PCB Bottom Layer


PCB Schematic




LED MATRIX

Hardware Interface

This project utilizes as a display a 64x64 RGB LED Matrix Panel with a scan rate of 1:32. The LED matrix panel has 4096 RGB LEDs which can be controlled and addressed individually. Because 4069 LEDs would be impossible to connect to the sjtwo board since it does not have sufficient GPIOs, this LED Matrix utilizes only 13 digital GPIOs to provide full control of each individual LED. To achieve this, the LED matrix uses a decoder to select the rows and a 64-bit shift register which enables the desired color on the selected column. When the row selection is low the columns are selected by clocking in data into the shift register. This 64x64 LED matrix has 6 64-bit shift registers for R1, G1, B1 R2, G2, B2 where each color of the LED is controlled by one bit of the shift register. Since this display uses shift registers which are daisy chained, there is no capability to control each LED using PWM and therefore the display only supports 8 colors. Shown below is a diagram of the LED matrix showing the top half (Rows 0-31) and bottom half (Rows 32-63) which are controlled by 5:32 decoders. These decoders have a 5-bit input for each line A, B, C, D, E and are used for row selection. The diagram also shows six shift registers R1,G1,B1 for the top half, and R2, G2, B2 and for bottom half which are used for column selection and selecting the appropriate LED color. The data is clocked into these shift registers which hold all 64 bits for every single row. The LAT (Latch) signal is used to latch the data after each color has been clocked into the shift registers so that it can reach the output driver when set to high. The latch is then closed so that the next row of data can be clocked in. The OE (Output Enable) signal is used to enable the output when this pin is low so that the LEDs are turned on showing the data previous latched. Before switching rows the OE signal is then pulled high so that no LEDs are on during this transition.

LED Matrix


The LED matrix was interfaced with the SJTwo board using 13 GPIO pins connected to data in connector as shown in the diagram below. The LED matrix is powered by an external 5V 18amp power supply which is used for the overall system in addition to the LED matrix. The GPIO pins were chosen in such a way that they are close to each other for simplicity and wire organization.

LED Matrix Schematic


LED Matrix Driver

The LED matrix driver was designed based on the basic mechanism described below:

For each row of leds we repeat these steps:

  1. Set the latch and output enable pins to low to clock in the next row of data and enabling the output so that the leds are turned on
  2. For each column, clock in the data for the current row one bit at a time into the shift registers (R1, G1, B1, R2, G2, B2)
  3. Set the latch and output enable pins high to allow the row of data to reach the output driver while disabling the output so that no LEDs are on while switching rows
  4. Select the row by driving the appropriate row select lines (A,B,C,D,E)

Below is a snippet of code showing how the LED matrix displays the pixels based on the mechanism described before.

void led_matrix__display_pixels(void) {
  for (uint8_t row = 0; row < 32; row++) {
    led_matrix__private_disable_display();
    led_matrix__private_disable_latch();
    for (uint8_t column = 0; column < 64; column++) {
      (matrix_buffer[row][column] & 0x1) ? gpio__set(B1) : gpio__reset(B1);
      (matrix_buffer[row][column] & 0x2) ? gpio__set(G1) : gpio__reset(G1);
      (matrix_buffer[row][column] & 0x4) ? gpio__set(R1) : gpio__reset(R1);
      (matrix_buffer[row][column] & 0x8) ? gpio__set(B2) : gpio__reset(B2);
      (matrix_buffer[row][column] & 0x10) ? gpio__set(G2) : gpio__reset(G2);
      (matrix_buffer[row][column] & 0x20) ? gpio__set(R2) : gpio__reset(R2);

      led_matrix__private_clock_in_current_row_data();
    }
    led_matrix__private_enable_latch();
    led_matrix__private_enable_display();
    led_matrix__private_select_row(row);
  }
}

The LED matrix driver was written for a 64x64 display but can be easily re-adapted for other display sizes. This driver was kept as simple as possible and includes the following APIs which are available to the programmer to fully control each individual pixel. Only 8 colors are available in this driver since the LED matrix uses shift registers.

void led_matrix__clear_display(void);
void led_matrix__set_pixel(uint8_t row, uint8_t column, led_color_e color);
void led_matrix__clear_pixel(uint8_t row, uint8_t column);

The data is stored into a 32x64 buffer and in order to correctly display the colors the top and bottom half of the display use the following mask values:

static uint8_t bottom_half_of_display_mask = 0x07;
static uint8_t upper_half_of_display_mask = 0x38;

Software Design

A high priority task is used to consistently refresh the LED matrix display which simply calls the led_matrix__display_pixels() API. All the game graphics and basic graphics such as numbers and letters were implemented in separate modules to keep the code base portable. The splash screen and game over screen were implemented using lookup tables and both are controlled by two separate tasks which check the status of the game and display the right screen accordingly. The victory screen was implemented by using the same graphics components used in the game logic and it also controlled by a task which checks for winning status of the game. In the images below are shown all the graphics components of the game as wells as all the different screens based on the status of the game.

  • Splash Screen
  • Game Play Screen
  • Victory Screen
  • Game Over Screen

MP3 DECODER

Hardware Interface

In this section, you can describe how your hardware communicates, such as which BUSes used. You can discuss your driver implementation here, such that the Software Design section is isolated to talk about high level workings rather than inner working of your project.

<Discuss here about MP3 decoder hardware>

MP3 Decoder Driver

<Discuss here about MP3 player driver>

Software Design

Show your software design. For example, if you are designing an MP3 Player, show the tasks that you are using, and what they are doing at a high level. Do not show the details of the code. For example, do not show exact code, but you may show psuedocode and fragments of code. Keep in mind that you are showing DESIGN of your software, not the inner workings of it.

GAME LOGIC

3D PRINTED ENCLOSURE

Design

The 3D model design of the arcade cabinet was modified according to our needs to fit the LED matrix display. Credit goes to the designer of the model which can be found on thingiverse at this link. The model took a little over a week to be printed using a 0.2 resolution with 20% infill. The buttons for the volume were custom made with a thickness of 2mm so that touch sensors would detect the input from the user. Show below are pictures of the 3D model as well as the printed result.

  • 3D Print Model (Front)
  • 3D Print Model (Back)
  • 3D Print Model
  • 3D Print Model (Top)
  • 3D Print Model (Bottom)
  • 3D Print Model (Volume Buttons)

3D printed result

  • 3D Print Model (Front)
  • 3D Print Model (Back)
  • 3D Print Model (Left)
  • 3D Print Model (Right)
  • 3D Print Model (Side)
  • 3D Print Model (Inside)

TESTING & TECHNICAL CHALLENGES

LED Matrix Displaying Incorrect Colors

While testing the driver it was identified an issue with the LED matrix not displaying the correct colors or at times not displaying them at all in certain parts of the display. To analyze this problem different objects were drawn in different sections of the display to understand the cause of this behavior. While testing it was noticed that the LED matrix would display the correct color only when both the top 32 rows and bottom 32 rows were active or when at least one row was active in both sections. After debugging the code and ensuring that the logic to display the pixels was correct the problem turned to be that the cable that connects to HB75E connector of the LED matrix had a few defective pins which were causing issues on some of the registers that control the RGB colors. After extensively testing by drawing more objects it was deduced that the root cause of this issue was a bad cable.

PCB Design

While testing the ribbon cables, we have identified out that the purchased double row ribbon did not invert pin rows as a normal ribbon cable does.

CONCLUSION

Conclude your project here. You can recap your testing and problems. You should address the "so what" part here to indicate what you ultimately learned from this project. How has this project increased your knowledge?

ACKNOWLEDGEMENT

We would like to express our gratitude to Professor Preetpal Kang for providing valuable insight and knowledge with us and for guiding us through the completion of this project. We would also like to thank Vidhusi Jain(ISA) for her valuable advice code reviews, and constructive feedback. Also a big shout-out to all of our classmates, for the great Slack discussions which provided solutions and necessary feedback.

APPENDIX

Project Source Code

Project Video

References

LED MATRIX

MP3 DECODER

GENERAL