F18: 2048

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Revision as of 09:27, 15 December 2018 by Proj user16 (talk | contribs) (Software Design)

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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 challenges and solutions adopted.

2048

Two Zero Four Eight (2048) is a game having a grid of numbered tiles (i.e., power of 2) to combine them to create a tile with the number 2048. It is usually played on a 4x4 grid with tiles that slide smoothly when a player moves them towards right, left, up or down. Every time a new tile will randomly appear in an empty spot on the display with a value of either 2 or 4. If two tiles of the same number collide then they will merge into one tile with value of sum of those two tiles. Game continues until no merge is possible.

Objectives & Introduction

Team Members & Responsibilities

Schedule

Week# Start Date Task Status Completion Date
1 09/18
  • Submission of Project Proposals
  • Completed
  • 09/25
2 10/09
  • High-level project design
  • Decide on the components and order them.
  • Completed
  • Completed
  • 10/16
  • 10/16
3 10/16
  • Divide Individual responsibilities and tasks
  • Hardware Schematic design
  • Completed
  • Completed
  • 10/20
  • 10/23
4 10/23
  • Initial PCB design
  • Joystick drivers
  • Completed
  • Completed
  • 11/20
  • 11/08
5 10/30
  • LED Matrix Display drivers
  • Implement basic Game-Play on Linux console
  • Completed
  • Completed
  • 11/16
  • 11/17
6 11/06
  • Display random numbers on LED Matrix using drivers
  • Review of Hardware design by team and ISA team/Professor
  • Completed
  • Completed
  • 11/16
  • 11/20
7 11/13
  • Control LED Matrix using Joystick
  • Finalize PCB design
  • Completed
  • Completed
  • 12/04
  • 11/24
8 11/20
  • Integrate all the Individual Software Modules: Device Drivers, Game-Logic and Tasks
  • Assemble all the components on PCB and test hardware: Connections, Voltage, Current.
  • Test Game-Play after assembly on PCB and make modifications if needed
  • Completed
  • In Progress
  • 12/04
9 11/27
  • Review complete work in detail; Refactor Code, Make Improvisations
  • Make project demo video and presentation.
10 12/03
  • Finalize Wiki Report

Parts List & Cost

Component Cost Quantity Seller
SJOne Board $80 1 Preetpal Kang
Adafruit RGB (64x64) LED Matrix Display $74.95 1 Adafruit
Adafruit Analog 2-axis thumb Joystick $10.18 1 Amazon
5V/4A Power Supply Adapter $15.95 1 Amazon
34 Pin Flat Ribbon Cable $6.12 1 Amazon
PCB $23 5 PCBWay
DC barrel Jack $6.70 1 Amazon
Terminal Blocks $8.70 1 Amazon
Sliding Switches $5.35 1 Amazon

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

There are four modules in the software design: Game Logic, Display Application, Input Interface and the FreeRTOS tasks. When the board boots up, user is given option to select the Input type (Joystick/Accelerometer). An interface to the selected input type is given to the Game Logic and the FreeRTOS tasks are created to run the game logic and update the display. Game Logic manipulates the game grid, by taking direction as the input through the Input Interface. It invokes the Display Application to dump the updated data onto LED Matrix display.

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

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

List any references used in project.

Appendix

You can list the references you used.

Philosophy

Following are some philosophical renditions of the concepts we have learned in this wonderful class. This is partly inspired by The Zen of Python and mostly by our constant quest for knowledge.

  • Priorities are very important; set them correctly.