Difference between revisions of "F18: Goals of Glory"

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(Design & Implementation)
(Testing & Technical Challenges)
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a) Writing the driver function on our own was a challenge. We were able to easily glow a single row in the matrix. However, the challenge lied in glowing a single pixel value at a specified location. And lack of datasheet made it even more difficult. Once we got the control over glowing a single LED (check updateDisplay function as shown above), we were able to implement various functions to draw lines, squares, triangles, car, digits, text.
 
a) Writing the driver function on our own was a challenge. We were able to easily glow a single row in the matrix. However, the challenge lied in glowing a single pixel value at a specified location. And lack of datasheet made it even more difficult. Once we got the control over glowing a single LED (check updateDisplay function as shown above), we were able to implement various functions to draw lines, squares, triangles, car, digits, text.
  
b) Matrix flickering Issue
+
b) Matrix flickering problem in which pixels on the screen weren't consistently bright when a particular animation was going on
 +
*To solve this, we stopped clearing the whole display multiple times and cleared the specific pixels which mattered. Also, we were using a separate task, in which we were sending the data through the queue to control game task which was causing the task to wait on the queue till the data arrived which was causing flickering.So we removed this task and read the wireless data packet in controlGoalkeeper task and controlGame task separately
  
 
c) Ball animation to swing the ball
 
c) Ball animation to swing the ball
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*  To avoid the goalkeeper moving out of the desired range, we used static variables to hold the valid position of the goalkeeper when the arguments are outside the valid range.
 
*  To avoid the goalkeeper moving out of the desired range, we used static variables to hold the valid position of the goalkeeper when the arguments are outside the valid range.
  
e) To resize the goalpost
+
e) Handling screen refresh issue in which when we light up an LED, that would fade away in a few milliseconds
*  To change the goalpost dimensions it would be a difficult task to change it pixel by pixel.
+
The solution to this was creating an array of size 64x64
  
  
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'''1. Calling display API functions in tasks as opposed to calling in main'''
 
'''1. Calling display API functions in tasks as opposed to calling in main'''
  
Various functions were written in Display Matrix module and tested. This functions can be directly called in main and checked on the display. However, to avoid issues during integration with the master, which ran multiple tasks by checking the logic, the display matrix functions were called by running multiple tasks in Display Matrix module and tested there itself. After which they were integrated with Master module. So, if multiple tasks calling these functions had issues, then it could be resolved right away before integrating with the Master module.
+
Various functions were written in Display Matrix module and tested. This functions can be directly called in main and checked on the display. However, to avoid issues during integration with the master, which ran multiple tasks by checking the logic, the display matrix functions were called by running multiple tasks in Display Matrix module and tested there itself. After which they were integrated with the Master module. So, if multiple tasks calling these functions had issues, then it could be resolved right away before integrating with the Master module.
  
 
''' 1. Feature by Feature testing'''
 
''' 1. Feature by Feature testing'''

Revision as of 10:00, 19 December 2018

Project Title

Goals of Glory

Abstract

Gesture-based gaming is getting tremendous adoption due to immersive gameplay and increased player engagement. Goals of Glory is a classic penalty shootout game where 2 players can play wirelessly, and the corresponding game visuals are displayed on the LED Matrix in real time. The logic for player movement is based on the output from a Gyroscope and an Accelerometer embedded on MPU 6050 whereas accelerometer on the SJone helps drive goalkeeper movements. Thus the motion of player leg movements to kick and hand movements of the goalkeeper to stop the ball is mapped and the corresponding game animations are displayed on 64x64 LED Matrix. The LED matrix is interfaced to the SJone board in such a way that the main SJone board controlling the LED Matrix receives commands wirelessly from hand and leg movements of each player via the Nordic wireless mesh network. Three display screens are developed for the game UI- Start screen, Game screen, and Result screen. Thus, by playing Goals of Glory, players can experience gesture-based gaming capabilities.

Objectives & Introduction

Introduction

Our project is divided into 4 modules

1) LED Module: The 64x64 LED matrix is driven by a Master SJone board which is responsible to map game visuals.

2) Wireless Module: Responsible for communication medium between the goalkeeper, player, and the main SJone board

3) Player Module: This module is responsible for getting the player movement that will be mapped to drive game visuals

4) Goalkeeper Module: This module is responsible for getting the goalkeeper movement that will be mapped to drive game visuals

Objectives

Our project involved a focused and rigorous approach to testing each module functionality and make necessary changes thereafter.

  • Design power management PCB
  • Developing game visuals for the penalty shootout game.
  • Developing logic for display tasks such as curving the ball, selecting the player and ball color.
  • Implement RGB LED matrix driver
  • Perform RGB LED matrix pin layout with the SJone board and have a deep understanding of how a single or group of LED's are driven.
  • Perform accelerometer driver
  • Perform nordic wireless driver
  • Have a proper synchronization between the player SJone board and goalkeeper SJone board
  • Examine overall system and make necessary tweaks
  • Prepare the entire system for demo purpose which includes gloves and mounting pads to mount hardware equipment


Team Members & Responsibilities

  • Player Movements
    • Aniket Phatak
    • Bhargav Shashidhara Pandit
  • Goalkeeper Movements
    • Tahir Rawn
    • Harmeen Joshi
  • Display (RGB LED Matrix)
    • Harmeen Joshi
    • Tahir Rawn
    • Satya Sai Deepak. Naidu
  • Wireless (Nordic)
    • Aniket Phatak
    • Bhargav Shashidhara Pandit
  • PCB Design
    • Satya Sai Deepak. Naidu

Game Stats:

  • 2-Player Penalty shootout Game
  • 3-sec timer for each player to shoot
  • Press switch on the main SJOne board to start
  • Move the Goalkeeper SJone board left-right to have a corresponding movement of LED Matrix
  • Control the ball movement via player SJone board to give direction i.e. left, right or straight
  • Highest player to score wins and is displayed on the result screen

Schedule

Week# Date Task Status
1 09/25
  • Discuss project ideas to implement gaming projects with group members
  • To come up with new ideas for applications specific to FreeRTOS
  • Submitted the abstract for the Car Racing Game and 1v1 Penalty Shootout for project approval.
  • Submitted project proposals and waiting for approval from the professor.
2 10/02
  • Research on components required for the approved project.
  • Discuss project requirements and implementation logic with group members.
  • 1v1 Penalty Shootout Project got approved by the professor
3 10/9
  • Divide the project into different modules.
  • Assign responsibilities to each group member.
  • Decide deadlines and deliverables for each module.
  • Divided the workload among each and every group members.
  • Finalized the project implementation logic and developed the basic idea.
4 10/23
  • To verify power requirements for LED Matrix
  • Ordered 64x64 LED Matrix from Sparkfun.
  • Ordered power supply for LED Matrix from Amazon.
  • Confirmed the voltage and current rating and placed an order for the power adapter.
5 10/30
  • Started working on Accelerometer available on SJOne board for player movement.
  • Understand 64x64 LED Matrix connections from Sparkfun datasheets.
  • Brush up on transistor basics and understand how data flows in a given LED Matrix.
  • Get accustomed to Eagle software for PCB design and get used to basic functionality.
  • Implemented few basic PCB designs
  • Verified pin connections, power requirements for 64x64 RGB LED Matrix.
  • Installed Eagle software and made a simple circuit to get acquainted with the software.
6 11/06
  • To develop game visuals such as goalpost, ball and ball movement animation.
  • To develop a good understanding of wireless communication between two SJone boards.
  • To control individual LED's on a 64x64 LED Matrix.
  • Understand output latch and output enable addressing modes on a LED Matrix.
  • Successfully able to display game visuals.
  • 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 11/13
  • To write LED Matrix driver to derive game visuals along with various colors.
  • To finish with the PCB design for our application
  • To map different orientation values with respect to X, Y and Z axis respectively.
  • Successfully able to achieve game visuals on LED Matrix such as ball movement, goalpost location
  • Completed start screen, score screen and end result screen for the in-game module.
  • Completed PCB design
8 11/20
  • To develop start screen, score screen and end result screen for the in-game module.
  • Understand the high-level APIs for the Wireless nordic communication and implement a basic driver to communicate between two SJone boards.
  • To order MPU 6050 gyroscope and accelerometer sensor.
  • Still working on the Start screen, score screen and result screen.
  • Achieved wireless communication between 3 SJone boards
9 11/27
  • To understand MPU 6050 datasheet and reference manual and write accelerometer driver for our application.
  • To achieve wireless data synchronization between player, goalkeeper and LED matrix modules.
  • Completed accelerometer & Gyroscope driver and successfully able to get raw values from MPU 6050
  • Completed nordic driver and able to communicate between 3 SJone boards.
10 12/4
  • Improve the gyroscope and accelerometer by addition of functions to get yaw, pitch, and roll
  • Testing of the complete integrated system.
  • Addition of extra graphics if time permits.
  • Completed entire gyro and accelerometer driver for added functionality
  • Successfully able to achieve proper synchronization i.e. by driving the game visuals using goalkeeper and player movements.
11 12/19
  • Final Demo

Parts List & Cost

Item# Part Desciption Vendor Qty Cost
1 SJOne Boards Preet 3 $240.00
2 64x64 RGB LED Matrix Sparkfun 1 $75.00
3 Power Adaptor Cable Amazon 1 $9
4 PCB PCBWay [1] 10 $30
5 MPU 6050 Amazon 2 $11
6 WiFi Antenna Amazon 3 24
7 Mounting gloves Amazon 1 $20
8 Power Bank Amazon 2 $24
9 Miscellaneous (Jumper wires, Connectors, SMD's) CMPE Lab 294 $5
9 Total

Design & Implementation

In this section, we would be discussing the design considerations for our project - Goals of Glory which would be covered in the following sections. The hardware design gives a brief explanation of the hardware components used. This is followed by a hardware interface that is employed in our project in order to facilitate communication between the hardware devices. Finally, we discuss the software design aspects of the project and complete this section with the discussion of the implementation of the project.

Hardware Design

The Hardware design for our project Goals of Glory involves usage of 3 SJone boards, a 64x64 LED matrix, MPU6050 gyroscope & accelerometer sensor, MMA8452Q accelerometer (onboard sensor) and Nordic wireless (nRF24L01+).


LED Matrix


MPU 6050 Gyroscope and Accelerometer

Hardware Interface

Nordic Wireless

The SJOne board(LPC1758) is interfaced with Nordic wireless (nRF24L01+) chip using SPI.

The nRF24L01+ is a single chip 2.4GHz transceiver with an embedded baseband protocol engine, suitable for ultra low power wireless applications. The nRF24L01+ is designed for operation in the frequency band of 2.400 - 2.483GHz. The register map, which is accessible through the SPI, contains all configuration registers in the nRF24L01+ and is accessible in all operation modes of the chip. The embedded baseband protocol engine (Enhanced ShockBurst™) is based on packet communication and supports various modes from manual operation to advanced autonomous protocol operation. Internal FIFOs ensure a smooth data flow between the radio front end and the system’s MCU. Enhanced ShockBurst™ reduces system cost by handling all the high-speed link layer operations. nRF24L01+ supports an air data rate of 250 kbps, 1 Mbps and 2Mbps. The high air data rate combined with two power saving modes make the nRF24L01+ very suitable for ultra-low power designs.

In our project, we are employing three SJone boards each interfaced with a Nordic wireless chip. We use two boards for continuously transmitting direction data computed from the respective boards i.e player's and goalkeeper's movements. The third board receives the data transmitted from the other two boards. The three boards are uniquely identified based on their device ID (node address) as defined. In order for the boards to communicate smoothly without an interception, the communication has to occur on the same communication channel. This will prevent collision between two or more mesh networks.


Printed Circuit Board (PCB) Design

Introduction: The game uses a 64x64 LED Matrix which needs a 5v input supply. Since the board supplies 3.3v we level shift the voltage to 5v to avoid any unwanted flickering. So, we have decided to design a level shifter circuit. The design starts with the schematics and then designing the footprint. The design ends with creating the Gerber files and sending them to the manufacturing unit.

Schematics for the circuit

Schematics: The design was made in Eagle PCB design software. In preparing your schematics we encountered few challenges with the selection of equipment dimensions and dimension terminology(units). The designer should be aware of the dimensions of equipment that are to be used. After getting the idea of equipment, add the library of that equipment to eagle through manage library option. Now, the designer can get that item schematic and add it to the design schematics. Complete the schematics based on the circuit that the designer wants to implement. The above figure shows the schematics for a level shifter circuit.

Foot Print
Final Board


Foot Print and Gerber Files: After the schematics are done, you can see a BRD/SCH button i.e. schematic to board button. Using that button, the footprint page will be opened. Here you will be able to use some skills in designing a compact circuit. Selecting the trace width (in mils) accordingly based on your current ratings. We used a 2 layered 16 mils trace width for safer side to accommodate 4A flow of current. Place all your equipment in the square (board area) and can have positioned them upon the designers' will. Click on auto netlist button to run the simulations for possible tracing options

The designer can select one or draw the traces manually( manual is mostly preferred for better results). The footprint of out circuit is shown in Figure.2. Now, continue with DRC(design real check ) to check the possible errors while manufacturing. Make sure that there are no errors. After all the errors are cleared create the Gerber files for manufacturing company to provide those files to the manufacturing machines.

Few tips for schematics:

• Make sure the dimensions of auxiliary equipment size match the equipment. For example, the supply port size is 4mm pitch 4 pins if I use 2mm pitch 4pins the circuit cannot be practically implemented.

• Have a clear idea of the equipment and their availability in the market before getting started. Sometimes your design may be correct, but you will not be getting appropriate equipment for installing on circuit board. • Use Vcc and Gnd pins for reducing circuiting complexity.


Software Design and Implementation

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. This section includes implementation, but again, not the details, just the high level. For example, you can list the steps it takes to communicate over a sensor, or the steps needed to write a page of memory onto SPI Flash. You can include sub-sections for each of your component implementation.

Testing & Technical Challenges

Issues, Challenges and solutions to get past them

1. Designing the RGB LED Matrix Display driver

a) Writing the driver function on our own was a challenge. We were able to easily glow a single row in the matrix. However, the challenge lied in glowing a single pixel value at a specified location. And lack of datasheet made it even more difficult. Once we got the control over glowing a single LED (check updateDisplay function as shown above), we were able to implement various functions to draw lines, squares, triangles, car, digits, text.

b) Matrix flickering problem in which pixels on the screen weren't consistently bright when a particular animation was going on

  • To solve this, we stopped clearing the whole display multiple times and cleared the specific pixels which mattered. Also, we were using a separate task, in which we were sending the data through the queue to control game task which was causing the task to wait on the queue till the data arrived which was causing flickering.So we removed this task and read the wireless data packet in controlGoalkeeper task and controlGame task separately

c) Ball animation to swing the ball

  • We wrote an algorithm to find the path of the ball from the start point to endpoint (goalpost) to appear as if it were swinging

d) Limit the horizontal and vertical movement of the goalkeeper

  • To avoid the goalkeeper moving out of the desired range, we used static variables to hold the valid position of the goalkeeper when the arguments are outside the valid range.

e) Handling screen refresh issue in which when we light up an LED, that would fade away in a few milliseconds The solution to this was creating an array of size 64x64


2. Designing the Gyroscope and Accelerometer driver for goalkeeper and player movements

3. Designing the Wireless driver

4. Dimensions of power pins for the PCB design

a) Accommodate the exact dimensions of 5V Power pin on the PCB design.

  • Since there is no datasheet available for the 64x64 RGB LED Matrix, hence it was a difficult task. We used a basic approximation to determine the pin dimensions that would fit inside the PCB design such that it works just fine.

Testing

1. Calling display API functions in tasks as opposed to calling in main

Various functions were written in Display Matrix module and tested. This functions can be directly called in main and checked on the display. However, to avoid issues during integration with the master, which ran multiple tasks by checking the logic, the display matrix functions were called by running multiple tasks in Display Matrix module and tested there itself. After which they were integrated with the Master module. So, if multiple tasks calling these functions had issues, then it could be resolved right away before integrating with the Master module.

1. Feature by Feature testing

We tested the application as soon as we completed one feature. As soon as a function was written bY Display Matrix members, it was tested on the display. Further, it was integrated with the Master module tasks and tested. This helped a lot in debugging the issues while integrating.

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 learnt from this project. How has this project increased your knowledge?

Project Video

Upload a video of your project and post the link here.

Project Source Code

References

Acknowledgement

Any acknowledgement that you may wish to provide can be included here.

References Used

First of all, we would like to thank professor Preetpal Kang for giving us an opportunity to push ourselves than we could have imagined.

Appendix

You can list the references you used.