F21: Sons of Ultron
Contents
Bubble Trouble
Abstract
Clear all the bubbles and get yourself out of trouble !! “Bubble Trouble” is a fun game where each time you hit a big bubble, it will split up into two smaller ones. Avoid the bubbles as they bounce through the level. Race against time, collect all the traps and power-ups you can use to be the best at this game. Do you have what it takes to be the ultimate bubble shooter?. This is all displayed in the LED matrix acting as the screen. Use your spike gun to pop all the bubbles from the largest to the smallest bits. Can you clear each level?.
Objectives
The main objective of this project was to create the “BUBBLE TROUBLE” video game displayed on a 64X64 RGB LED matrix, with one SJ2 board as a graphics processor/matrix controller, and another SJ2 board as a controller. Other objectives are the following:
- Design custom PCBs for both the gamepad and matrix controller SJ2 boards.
- Use the FreeRTOS Real-Time Operating System on both SJ2 boards.
- Establish UART communications through Xbee between the two SJ-Two Microcontrollers.
- Create simple coding logic for displaying required characters and game objects.
- Add background music to the game to enhance the gameplay experience.
Introduction
- Matrix Controller Board: The matrix controller board is responsible for displaying the graphics of the game, controlling the game logic, playing MP3 tracks based on the current game/menu screen, receiving character movement and button press signals over the Xbee interface.
- GamePad Controller Board: The gamepad controller board is responsible for processing input joystick and button press signals, controlling the character controls logic, sending character movement and button press signals over an Xbee interface.
HOW TO PLAY BUBBLE TROUBLE: The main aim of the game is to burst all the balloons and advance to the next level.
- Using the joystick on the game controller, move the character left or right.
- Shoot arrows using the button on the game controller to burst the balloons into smaller ones.
- The character must avoid getting hit by the balloon.
- If the character gets hit by the balloon it loses one life and the level restarts
- Each level has a time limit to complete it. If all the balloons are not burst in that time limit the player loses one life.
- With each level the number of balloons and the size of balloons increase.
Technical Responsibilities
Administrative Roles | ||||
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Rishabh Gupta & Vilas Dhuri & Saharsh Shivhare | |||
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Vilas Dhuri | |||
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Rishabh Gupta | |||
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Rishabh Gupta & Vilas Dhuri & Saharsh Shivhare | |||
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Vilas Dhuri & Saharsh Shivhare | |||
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Saharsh Shivhare | |||
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Vilas Dhuri & Saharsh Shivhare |
Administrative Responsibilities
Administrative Roles | ||||
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Rishabh Gupta | |||
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Rishabh Gupta | |||
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Rishabh Gupta & Vilas Dhuri & Saharsh Shivhare | |||
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Vilas Dhuri | |||
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Saharsh Shivhare |
Schedule
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Design & Implementation
PIN CONFIGURATION
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PIN# SJ-2 Main Board Pin Description uC PIN 64x64 LED MATRIX R1 PIN for Red terminal of RGB LED for the upper half of LED Matrix P0_0 G1 PIN for Green terminal of RGB LED for the upper half of LED Matrix P0_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_28 LATCH Data Latch P1_29 CLK Clock Signal P0_17 POWER VCC VCC Supply VCC GND Ground GND MP3 Decoder RX UART Receive From MP3 Decoder P2_1 TX UART Receive From Gamepad Controller P2_0 UART RX UART Receive From Gamepad Controller P0_11 VCC VCC Supply VCC 3.3
PCB DESIGN
We chose Eagle AutoDesk as our PCB designing software since we got its free license for a year after registering with university email-id. The routing was done manually to create a PCB from a schematic. We designed one PCB, one for our game for our matrix controller. First, we created separate schematics for the controller that included all connections. We included the XBee mount available in the Adafruit library that enabled us an easy connection to the module. For MP3 we directly used male headers whose connection is mapped from the underside of the PCB. Once our schematics were done and we checked it several times. We would like to give a special mention to our roommate Pushkar who is quite familiar with Eagle AutoDesk. He helped us to cross-check the connection and provided us with tips to do better routing.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.
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Hardware Interface
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Project Video
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Project Source Code
References
Acknowledgement
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References Used
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