Difference between revisions of "F24: Tilt Maze"
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=== Appendix === | === Appendix === | ||
− | + | *1. LPC40xx_FreeRtos Github: https://gitlab.com/sjtwo-c-dev/sjtwo-c | |
+ | *2. FreeRTOS: https://www.freertos.org/a00116.html |
Revision as of 23:44, 19 December 2024
Contents
Project Title
Tilt Maze
Abstract
Tilt Maze is a motion-controlled puzzle game that challenges players to navigate a luminous ball through procedurally generated mazes using device tilting mechanics. Players must reach the exit within time constraints while maneuvering around obstacles and collecting power-ups that provide temporary advantages. The game combines physical device control with strategic gameplay elements, offering high replayability through its randomized level design and emphasizing skills in balance, spatial reasoning, and quick decision-making.
Objectives & Introduction
The Tilt Maze Game combines hardware and software to create an interactive puzzle experience. It uses an ADXL345 accelerometer for tilt-based movement control, navigating a character through a maze displayed on a 64x64 LED matrix. FreeRTOS manages concurrent tasks like accelerometer input, display updates, and game logic, ensuring smooth and responsive gameplay. Game states, collision detection, and immersive audio feedback via an MP3 decoder enhance the experience. Semaphores and mutexes ensure thread-safe resource management, while debug outputs provide insights during development. This project demonstrates advanced integration of peripherals and real-time systems in a cohesive gaming application.
Team Members & Responsibilities
- Shreya Belide
- Jyoshna Mallineni
- Pavan Charith
Schedule
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Parts List & Cost
Part | # | Cost | Source |
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SJ2 Board | 1 | $50.00 | Preet |
Sparkfun RGB (64x64) LED Matrix Display | 1 | $37.90 | Amazon |
Accerelometer | 1 | $10.99 | JLC PCB |
MP3 Decoder | 1 | $6.99 | JLC PCB |
5V/4A Power Adapter | 1 | $8.99 | Amazon |
12v DC Power Jack Adapter Connector | 1 | $10.90 | Amazon |
Packaging | 1 | $5.00 | Target |
Jumper Wires | 1 | $6.99 | Amazon |
Total Cost | $137.76 |
Design & Implementation
The design section can go over your hardware and software design. Organize this section using sub-sections that go over your design and implementation.
Hardware Design
Discuss your hardware design here. Show detailed schematics, and the interface here.
Hardware Interface
- LED Matrix Display: 13 GPIO channels on SJ2 microcontroller
- Accelerometer (ADXL345): I2C communication on SJ2 microcontroller (SCL, SDA)
- MP3 Decoder: SPI communication using MOSI, CS, SCK on SJ2 microcontroller
- Speaker: AUX cord for audio output
- Power Supply: 5V/4A adapter for powering the LED matrix and SJ2 microcontroller
Software Design
- LED Matrix:
- 1. Initialized LED matrix connected pins to board IOs.
- 2. Designed matrix driver for screen display by rendering maze patterns and player movements.
- Accelerometer:
- 1. Initialized I2C communication for ADXL345 accelerometer.
- 2. Configured accelerometer in measurement mode and set sensitivity to ±2g.
- 3. Processed tilt data to calculate real-time player movement commands.
- Mp3 Player:
- 1. Initialized using UART2.
- 2. Set the device to the selected SD card and configured volume level.
- 3. Played background music and sound effects based on game state.
Implementation
- LED Matrix Driver Functions:
- 1. `matrix_init`: Initializes GPIO pins for the RGB LED matrix and sets up the synchronization mutex​
- 2. `display_update`: Refreshes the LED matrix display to reflect any changes
- 3. `display_clear`: Clears all active pixels on the matrix by setting them to zero
- 4. `overwrite_pattern_to_screen`: Overwrites a specific pattern onto the LED matrix
- 5. `append_pattern_to_screen`: Adds a pattern to the existing screen matrix without overwrite
- Accelerometer Driver:
- 1. `accelerometer_init`: Configures the ADXL345 accelerometer with ±2g sensitivity and sets up I2C communication with semaphores for thread safety
- 2. `accelerometer_task`: Periodically reads acceleration data, applies smoothing, and updates player position based on tilt movements
- Maze Logic:
- 1. `get_maze_layout`: Retrieves the maze pattern for the current level
- 2. `is_wall_at`: Checks if a specific position in the maze contains a wall, used to constrain player movement
- 3. `is_goal_at`: Determines if the player has reached the maze's goal position to proceed to the next level{index=9}.
- Game Logic:
- 1. `set_player_to_start`: Resets the player position to the starting point of the current level
- 2. `handle_collisions`: Detects collisions with walls, traps, and goals, triggering state changes like `GAME_STATE_GAME_OVER` or `GAME_STATE_LEVEL_UP`
- 3. `change_game_state`: Manages game states such as `GAME_STATE_TITLE`, `GAME_STATE_PLAYING`, and `GAME_STATE_WIN`, and handles music transitions
- MP3 Decoder:
- 1. `mp3_decoder__init`: Initializes the MP3 decoder, sets the default volume, and selects the storage device
- 2. `mp3_decoder__play_song_at_index`: Plays a specific song based on its index in single-cycle mode
- 3. `mp3_decoder__play_song_with_mode`: Allows playback in loop or single-cycle mode, depending on the game state
- 4. `mp3_decoder__stop_playback`: Stops any active song playback
- 5. `mp3_decoder__volume_set_level`: Adjusts the volume level of the MP3 decoder
Testing & Technical Challenges
The most challenging part of the Tilt Maze game was the integration and calibration of the accelerometer. Reading accurate tilt data and translating it into smooth, responsive movements for the game character required careful implementation. Additionally, ensuring the player's movement was constrained within the maze boundaries while avoiding unintended behavior added complexity.
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Conclusion
Building the Tilt Maze game on a microcontroller proved to be a rewarding and challenging experience. Developing custom drivers for the accelerometer, LED matrix, and MP3 decoder required a deep understanding of embedded systems. Implementing FreeRTOS tasks to handle concurrent updates for accelerometer input, game logic, and display rendering added complexity but ensured smooth and responsive gameplay. One of the most challenging aspects was achieving accurate and stable accelerometer readings for tilt detection, which required calibration, noise filtering, and careful logic for player movement.
Throughout the project, we encountered various issues, including synchronization conflicts, noisy sensor data, and priority balancing in FreeRTOS. These challenges taught us the importance of debugging, modular design, and leveraging RTOS APIs effectively. As embedded engineers, we learned that creating a system from scratch involves meticulous attention to both hardware and software integration.
In the end, we successfully implemented a fun and interactive game that showcases the power of embedded systems. Future improvements could include adding a scoring system, dynamic maze generation, and more refined accelerometer controls to further enhance gameplay.
Project Video
Project Source Code
References
Acknowledgement
Special thanks to Mr. Preet Kang for his lessons and detailed-documentation website on microcontrollers.
References Used
- 1. Mp3 user manual: https://usermanual.wiki/Pdf/Serial20MP320Player20v10120Manual.2117229468/view
- 2. LPC40xx_FreeRtos Github: https://gitlab.com/sjtwo-c-dev/sjtwo-c
Appendix
- 1. LPC40xx_FreeRtos Github: https://gitlab.com/sjtwo-c-dev/sjtwo-c
- 2. FreeRTOS: https://www.freertos.org/a00116.html