F18: Flappy Bird

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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 challenge and solutions adopted.

Project Title

Flappy Bird - Game using FreeRTOS

Abstract

Flappy Bird is a fun and intuitive mobile game on Android platform driving a lot of people crazy these days. In this game, the player can control the movement of the bird. Pressing the button makes the bird leap upward and on releasing the button the bird will fall freely. In the proposed game design, as soon as the game begins, obstacles will keep appearing from the right side of the screen and move leftwards which will make bird seem to be flying in the forward direction. The goal of this game would be to control the bird, dodging and passing it through as many obstacles as possible. This will run endlessly until the bird hits the obstacle, ground or ceiling. At the beginning of the game, the player is prompted to hit the play button to start the game. Once the Bird is unable to beat the obstacle, the game is concluded and the score for that session is displayed.

Objectives & Introduction

Flappy Bird was designed as a 2D game with simplicity in mind. Hence the primary objective was to develop a game that was a breeze to use for the end user. The push button interfaced with SJ One board acts as an interface between the user and the device which enables the control of the movement of the bird and helps it maneuver and skip the incoming obstacles. The bird continues to gradually descend and reach the bottom of the screen unless an input from the user helps it to fly upwards. The signals received from the button are relayed to the micro controller form the General Purpose I/O Pins. This input is read repeatedly and based on which the x co-ordinate of the bird gets incremented. In parallel the Obstacles are generated with random varying gaps for the bird to pass through them. The game is especially challenging when the user has take care of not letting the bird escape the screen space as well as dodging as many obstacles as possible in order to beat the high score. However, if the either of the challenges are not tackled, the game finishes and displays the current score. There are three components to the entire project:

  • 1. The Display : A 32x32 LED Display Matrix acts as the display of the game which is handled using the in-built GPIO pins provided by the manufacturer
  • 2. The Controller : The SJ One Board computes the random obstacle generation and handles the movement of the bird from the input button and transfers the information to the display using the GPIO pins
  • 3 The Button : The push button interfaced with the game reads the input given by the user and relays to the SJ One board

Team Members & Responsibilities

  • Karan Daryani
    • PCB Layout Designing
    • Obstacle generation driver design
  • Artik Shetty
    • Bird generation driver design
    • Hardware and Product enclosure design
  • Mahesh Shinde
    • Managing Wiki page
    • Collision detection driver design
  • Rachit Mathur
    • Code Integration(overall tasks integration)
    • Switch control implementation

Schedule

Week# Date Task Status Actual Completion Date
1 09/18/2018
  • Submission of Project Proposals
  • Completed
  • 09/25/2018
2 10/9/2018
  • Research on project requirements.
  • Order components and distribute project modules.
  • Completed
  • Completed
  • 10/12/2018
  • 10/12/2018
3 10/16/2018
  • Reading the Datasheet for the LED Matrix and Understanding it.
  • Working on Basic Idea and Design for the project.
  • Project report update on the wiki.
  • Completed
  • Completed
  • Completed
  • 11/03/2018
  • 11/03/2018
  • 11/05/2018
4 10/23/2018
  • Write basic LED display driver to blink individual pixels and set of pixels.
  • Initial PCB Circuit and Design.
  • Project report update on the wiki.
  • Completed
  • Completed
  • Completed
  • 11/03/2018
  • 11/03/2018
  • 11/05/2018
5 10/30/2018
  • Develop Algorithm for Obstacle Generation.
  • Develop Alogrithm to Display a Bird on Matrix.
  • Project report update on the wiki.
  • Completed
  • Completed
  • Completed
  • 11/14/2018
  • 11/21/2018
  • 11/14/2018
6 11/06/2018
  • Integrate Obstacle Generation and a Bird on the Matrix at One Time.
  • Project report update on the wiki.
  • Completed
  • Completed
  • 11/21/2018
  • 11/26/2018
7 11/13/18
  • PCB layout design using Eagle and Finalizing the schematic.
  • Project report update on the wiki.
  • Completed
  • Completed
  • 11/20/2018
  • 11/20/2018
8 11/20/18
  • Detection of Collision between the Bird and the Obstacle
  • Project report update on the wiki.
  • Completed
  • Completed
9 11/27/18
  • Designing the Interface of the Start Screen.
  • Soldering components and hardware testing on PCB
  • Project report update on the wiki.
  • Completed
  • Completed
  • Completed
10 12/04/18
  • Packaging of hardware board and related components.
  • Complete wiki report.
  • Completed
  • Completed
11 12/08/18
  • Final bug fixes and troubleshooting.
  • Complete wiki report and final demo.


Parts List & Cost

Item# Part Manufacturer Quantity Cost($)
1 SJ One Board Preet 1 80.00
2 Adafruit RGB LED Matrix LED Matrix 1 62.00
3 Power Adapter Power Supply 1 7.95
4 JLC PCB JLC PCB 1 22.00
6 Miscellaneous (Jumper Wires, Connectors, Switches) Excess Solution 2.00
  • Total Cost: $173.95

Design & Implementation

The block diagram for the project given below depicts the flow of the game

State_Diagram



Hardware Design

The hardware design employs the use of 32x32 RGB LED matrix panel which is the most important part of the project, this uses four data lines namely A,B,C and D which can be addressed and used to control each LED which has following technical specifications:

Dimensions:

  • 190.5mm x 190.5mm x 14mm / 7.5" x 7.5" x 0.55"
  • Panel weight with IDC cables and power cable: 357.51g
  • 5V regulated power input, 4A max (all LEDs on)
  • 5V data logic level input
  • 2000 mcd LEDs on 6mm pitch
  • 1/16 scan rate


LED Matrix
LED Backpanel


Panel for data in-out with pin description

For Interface of RGB LED matrix with LPC
Label Name Function
1 R1 High R data
2 G1 High G data
3 B1 High B data
4 R2 Low R data
5 G2 Low G data
6 B2 Low B data
7 A A line selection
8 B B line selection
9 C C line selection
10 D D line selection
11 CLK CLOCK
12 LAT LATCH
13 OE Output Enable
14 GND GND

LED Matrix Working

The LED panel contains 1024 RGB LEDs arranged in a matrix of 32 rows and 32 columns. Each RGB LED contains separate red, green, and blue LED chips assembled together in a single package. The display is subdivided horizontally into two halves. The top half consists of 32 columns and 16 rows. The bottom half also consists of 32 columns and 16 rows. The display’s columns are driven by one set of drivers and the display’s rows are driven by another set of drivers. To illuminate an LED, the drivers for both the column and the row for that LED must be turned on. To change the color of an LED, the red, green, and blue chips in each LED package are controlled individually and have their own column drivers. Figure 2 below is a schematic representation of the display’s column and row driver organization.


Printed Circuit Board also has provisions for the connection of the SJone pin headers and RGB LED Matrix's connector. The connections are as shown in the hardware description diagram.

Hardware Interface

The SJ One Board connects to the LED Matrix as well as the external push button through the on-board GPIO pins available.

Interface of SJone board with LED Matrix using GPIO
RGB LED matrix Pins SJ One Board Pins Function
R1 P1.19 Red Data top half
G1 P0.29 Green Data top half
B1 P1.22 Blue Data top half
R2 P1.20 Red Data bottom half
G2 P0.30 Green Data bottom half
B2 P1.23 Blue Data bottom half
A P1.28 Row select A
B P1.29 Row select B
C P1.30 Row select C
D P1.31 Row select D
CLK P2.0 The CLK (clock) signal marks

the arrival of each bit of data.

OE P2.1 OE (output enable) switches the

LEDs off when transitioning from one row to the next.

LAT P0.26 The LAT (latch) signal marks the

end of a row of data.

Software Design

There were three algorithms that were designed for the implementation of the game

1. Bird Generation Algorithm

2. Obstacle Generation Algorithm

3. Collision Detection Algorithm

Implementation

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Printed Circuit Board Design

We have designed and developed a PCB in order to supply power for SJOne board and RGB LED Matrix which is able to provide 5v and 1A supply efficiently. The PCB Layout is designed using the Eagle Software v9.2.2. The Power Supply circuit has an IC7805 voltage regulator IC and a voltage divider to fulfill the specific power requirements. IC7805 is a linear voltage regulator which has a variable output voltage ranging from 4.8 V to 5.2 V and is suitable for our application. We have used a 5V adapter in order to power our board. This serves for both the current requirements. The circuit was simulated using MultiSim v14.1 software by NI (National Instruments). The simulation helped us understand the working of our circuit before we built and tested it.

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

https://bikerglen.com/projects/lighting/led-panel-1up/

Appendix

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