F19: M&B (Morph & Blend)
Contents
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.
M&B (Morph & Blend)
Abstract
M&B is a unique and fast auto-runner defined by color. The game demands good reflexes to jump and blend in with the approaching obstacles to keep moving forward. The player is required to control his cube-like character that moves to the right, left and forward directions to make long jumps and change color in accordance with these obstacles. Instead of the usual jumping over the barriers and pits, the player has to adapt to them by dynamically changing the character’s color before landing on the platform. SJTwo board will be used to implement the game logic, control the RGB matrix and the joysticks/switches. The RGB matrix will be used to display the real-time game statistics such as the player name and their score. The game ends if the player lands on the wrong colored platform.
Objectives & Introduction
Objective
The objective of this project is to develop a 2D game using LPC174078 microcontroller with an LED matrix display acting as the Human Machine Interface to guide the player along the way while playing the game. This project aims at integrating micro-controller peripheral drivers and the application software in a meaningful way, where the accelerometer data is sent out from a node via wireless Nordic transceiver to control slider movement on the other node to control the game according to player's performance.
Introduction
The Project consists of three main modules:
Console Module: It consists of accelerometer on SJ one board. Calibrated board orientation and switch pressed status is sent to the Display Module via Wireless Module.
Display Module: It is responsible for controlling 32*32 LED Matrix and Piezo buzzer interfaced to SJ One Board.
Wireless Module: This establishes communication between Display and Console module.
About the game
- Player should collect the eggs into the basket which are shot from the canon.
- Press switch on the console (SJOne board) to start the game.
- Tilt the console left or right to move the basket.
- Collect the eggs falling of randomly.
- Avoid red objects, if caught Game Over, else continue to collect eggs till the end of level.
- 6 eggs need to be caught to progress to next level.
- Yellow egg is a freebee where the basket expands to help the player.
- Level 2 and 3 has rising water level on each egg miss which increases the difficulty of the game.
- Player can play and pause the game anytime and resume from where he paused.
Team Members & Responsibilities
- Ryan Will
- PCB design
- MP3 implementation
- Testing
- Shreeya Mahadevaswamy
- LED Matrix driver
- Game Logic- Obstacle
- Game control configuration
- Scoreboard
- Testing
- Shanmathi Saravanan
- LED Matrix driver
- Game Logic- Autorunner
- Game control configuration
- Testing
- Scoreboard
Schedule
Week | Date | Task | Status | Completion Date |
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1 | 10/10/2019 |
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2 | 10/15/2019 |
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3 | 10/22/2019 |
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4 | 10/5/2019 |
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5 | 11/16/2019 |
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6 | 11/16/2019 |
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7 | 11/19/2019 |
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8 | 11/26/2019 |
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9 | 12/3/2019 |
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10 | 12/10/2019 |
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11 | 12/17/2019 |
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Bill of Materials (General Parts)
PART NAME |
PART MODEL & SOURCE |
QUANTITY |
COST (USD) |
---|---|---|---|
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Purchased from Preet Kang |
2 |
50.00 |
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Sparkfun [1] |
1 |
64.99 |
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Amazon [2] |
6 |
7.00 |
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https://www.amazon.com/Chanzon-Female-Connector-Security-Adapter/dp/B079RCNNCK/ref=sr_1_4?keywords=DC+Barrel+Jack+Adapter+-+Female&qid=1574052181&sr=8-4 |
1 |
5.75 |
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Sparkfun 5V / 4A Power Supply |
1 |
12.95 |
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
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.
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.
Implementation
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
Describe the challenges of your project. What advise would you give yourself or someone else if your project can be started from scratch again? Make a smooth transition to testing section and described what it took to test your project.
Include sub-sections that list out a problem and solution, such as:
<Bug/issue name>
Discuss the issue and resolution.
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
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Project Source Code
References
Acknowledgement
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References Used
List any references used in project.
Appendix
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