F24: Tilt Maze

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Revision as of 23:36, 19 December 2024 by Proj user4 (talk | contribs) (Hardware Interface)

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Project Title

Tilt Maze

Tilt maze Logo

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

Week# Start Date End Date Task Status
1
  • 10/20/2024
  • 10/27/2024
  • 10/20/2024
  • 10/27/2024
  • Completed
  • Completed
2
  • 10/27/2024
  • 11/02/2024
  • Order necessary parts - LED Matrix , Speaker , Accelerometer
  • Completed
3
  • 11/02/2024
  • 11/08/2024
  • Read and familiarize with LED Matrix Datasheet
  • Completed
4
  • 11/02/2024
  • 11/08/2024
  • Develop graphics driver for LED matrix and implement initial game objects
  • Completed
5
  • 11/09/2024
  • 11/09/2024
  • 11/09/2024
  • 11/09/2024
  • 11/10/2024
  • 11/15/2024
  • 11/15/2024
  • 11/15/2024
  • Finalize wiki schedule
  • Order circuit boards components and complete the design for printing
  • circuit board and component assembly
  • Circuit board testing
  • Additional accessories if required and finalization of hardware
  • Completed
  • Completed
  • Completed
  • Completed
  • Completed
6
  • 11/16/2024
  • 11/22/2024
  • Integration of circuit boards and microcontroller
  • Game logic development
  • Testing and debugging the game logic
  • Completed
  • Completed
  • Completed
7
  • 11/23/2024
  • 11/29/2024
  • Integrate game logic code with LED matrix
  • Integrate game sounds with game logic
  • Completed
  • In progress
8
  • 11/30/2024
  • 12/06/2024
  • Integrate subsystem
  • Finalizing the video game
  • Update the wiki page.
  • In Progess
  • In progess
  • In progess
9
  • 12/07/2024
  • 12/13/2024
  • Address bugs during testing of integrated system
  • Test pause/play functionality
  • In Progess
  • Not started
  • Not started
10
  • 12/14/2024
  • 12/14/2024
  • 12/14/2024
  • 12/14/2024
  • 12/16/2024
  • 12/16/2024
  • 12/16/2024
  • 12/16/2024
  • Final Demo
  • Update Gitlab repo with final code.
  • Update test video.
  • Update the wiki page.
  • Not started
  • Not started
  • Not started
  • Not started


Parts List & Cost

Part # Cost Source
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​:contentReference[oaicite:0]{index=0}.
    • 2. `display_update`: Refreshes the LED matrix display to reflect any changes​:contentReference[oaicite:1]{index=1}.
    • 3. `display_clear`: Clears all active pixels on the matrix by setting them to zero​:contentReference[oaicite:2]{index=2}.
    • 4. `overwrite_pattern_to_screen`: Overwrites a specific pattern onto the LED matrix​:contentReference[oaicite:3]{index=3}.
  • 85. `append_pattern_to_screen`: Adds a pattern to the existing screen matrix without overwriting​:contentReference[oaicite:4]{index=4}.
  • Accelerometer Driver:
    • 1. `accelerometer_init`: Configures the ADXL345 accelerometer with ±2g sensitivity and sets up I2C communication with semaphores for thread safety​:contentReference[oaicite:5]{index=5}.
    • 2. `accelerometer_task`: Periodically reads acceleration data, applies smoothing, and updates player position based on tilt movements​:contentReference[oaicite:6]{index=6}.
  • Maze Logic:
    • 1. `get_maze_layout`: Retrieves the maze pattern for the current level​:contentReference[oaicite:7]{index=7}.
    • 2. `is_wall_at`: Checks if a specific position in the maze contains a wall, used to constrain player movement​:contentReference[oaicite:8]{index=8}.
    • 3. `is_goal_at`: Determines if the player has reached the maze's goal position to proceed to the next level​:contentReference[oaicite:9]{index=9}.
  • Game Logic:
    • 1. `set_player_to_start`: Resets the player position to the starting point of the current level​:contentReference[oaicite:10]{index=10}.
    • 2. `handle_collisions`: Detects collisions with walls, traps, and goals, triggering state changes like `GAME_STATE_GAME_OVER` or `GAME_STATE_LEVEL_UP`​:contentReference[oaicite:11]{index=11}.
    • 3. `change_game_state`: Manages game states such as `GAME_STATE_TITLE`, `GAME_STATE_PLAYING`, and `GAME_STATE_WIN`, and handles music transitions​:contentReference[oaicite:12]{index=12}.
  • MP3 Decoder:
    • 1. `mp3_decoder__init`: Initializes the MP3 decoder, sets the default volume, and selects the storage device​:contentReference[oaicite:13]{index=13}.
    • 2. `mp3_decoder__play_song_at_index`: Plays a specific song based on its index in single-cycle mode​:contentReference[oaicite:14]{index=14}.
    • 3. `mp3_decoder__play_song_with_mode`: Allows playback in loop or single-cycle mode, depending on the game state​:contentReference[oaicite:15]{index=15}.
    • 4. `mp3_decoder__stop_playback`: Stops any active song playback​:contentReference[oaicite:16]{index=16}.
    • 5. `mp3_decoder__volume_set_level`: Adjusts the volume level of the MP3 decoder​:contentReference[oaicite:17]{index=17}.

Testing & Technical Challenges

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<Bug/issue name>

Discuss the issue and resolution.

Conclusion

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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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Appendix

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