Difference between revisions of "F18: Hit the Balloon"

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(Software Design)
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=== Software Design ===
 
=== 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 levelDo 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.   
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==== RGB LED Matrix ====
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The following diagram elaborates on the flow chart that each task follows. The project is designed primarily on tasks handling different modules of the project viz, Balloon movements, level selector, hit detection and so on. With the API detailed in the next section, classes are committed towards generating the center of the object and holding its respective dimensions. A main class is employed with drawing different shapes with the objects taken in as arguments.
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Following are the respective color codes of the pixel attainable.
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Below is a snippet of printing out the shape of the balloon, keeping its dimensions in mind.  
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The challenging part of the moving object design was to ensure how the object was to be shown drifting downward or upward in a smooth way. By design the LED Matrix sets color in sets of 8 rows as can be deciphered from the attached code snippet. More of the problem and how it was tackled is elaborated in the Testing.
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At an overview, we make use of semaphores and FreeRTOS to manage and switch between tasks.
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== Implementation ==
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All the functions used are enlisted in the following class. Moreover, these are to be considered with the tasks in main that are dedicated towards the different background screens of the game  itself from Start to the Final Score screen.
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The game consists of a single player navigating through different levels (currently implemented two levels with varying number of balloons).   
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== PCB Design ==
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=== Implementation ===
 
=== Implementation ===

Revision as of 12:26, 19 December 2018

Hit the Balloon

Abstract

The objective of our project is to implement a game called "Hit the Balloon." Hit the Balloon is a game that has balloons that randomly spawns from the bottom of the screen to the top. There is a bow and arrow that moves vertically on the left side of the display. The player is able to control the vertical movement of the bow and shoot arrows at the balloons that are moving upward. When the arrow hits the balloons, the balloon object will be a hit. The objective of the game is to hit the maximum number of balloons with a limited number of arrows and time. At the end of the game, it will display the score, number of balloons the player hits. A screenshot of the "Hit the ballon" game that will be emulated is shown in Figure X.

Figure X: Example of Hit the Balloon Game

Objectives & Introduction

Team Members & Responsibilities

  • Aaron Lee
    • Arrow object(display, shoot, movement), testing, packaging, and report
  • Rahul Kadam
    • PCB, start/end screen, scoreboard, acceleration sensor, and testing
  • Vijay Vanapalli
    • Balloons, hit detection, and testing

Schedule

Week# Date Task Actual
1 10/29
  • Finalize Wiki Scheudle
  • Complete purchase of LED matrix
  • Divide tasks between group members
  • Wiki scheudle completed
  • LED matrix board purchases completed
2 11/5
  • LED matrix display - Power on and display 'Hello World!'
  • Set 4 LEDs to represent bow/arrow on left side of display that can move up and down using two switches
  • Implement single LED that rises from bottom to the top of display (rising balloon)
  • Power on LED Matrix Display
3 11/12
  • Implement shooting arrow
  • Randomly generate rising balloons
  • Design PCB
  • Begin implementing hit detection for arrows and balloon
  • Display a simple design on LED Matrix board
  • Arrow object created that moves up/down with switches
  • Inital PCB design completed
4 11/19
  • Integrate hit detection, shooting arrows, and rising balloons to have a simple working game
  • Implement acceleration sensor to replace the button switches in moving the arrow
  • Finalize PCB and put in an order to get fabricated
  • Shooting arrow completed
  • Placed an order for PCB fabrication
  • Balloon object created
5 11/26
  • Set up a second SJOne board to wirelessly communicate with the SJOne board that is driving the LED Display
  • Send position values between the two SJOne Boards
  • Integrate Start/End Screen
  • Add working scoreboard to count number of balloons hit
  • Add counter/timer to count down the time for one round of the game
  • Start/End Screen generated
  • Bigger balloon objects created
  • Accelerometer sensor was used to move arrow object up/down
  • Partially implemented hit detection -- Arrow object detects when hitting single point of balloon object
6 12/3
  • Add music if time permits
  • Daisy Chain 2 LED Matrix Displays
  • Fix bugs and optimize code
  • Complete 75% of report
  • Integration of hit detection, accelerometer sensor, and shooting arrow
  • Scoreboard added to display
  • Soldered some components onto PCB
7 12/10
  • Final testing and debugging of system/game with motion controller, scoreboard, and timer
  • Complete report and prepare for demo

Parts List & Cost

Item# Part Description Manufacturer Qty Cost
1 SJOne LPC1758 Microcontroller Preet 3 $240.00
2 Adafruit 16x32 RGB LED Matrix Adafruit [1] 3 $75.00
3 5V/2A Power Supply Adapter Amazon [2] 2 $11.99
4 DC Power Connectors Socket 5.5mm x 2.1mm - Female Amazon [3] 10 $6.99

PCB Build of Materials

Item# Part Description Manufacturer Qty Cost
1
2 $
Amazon [4] $11.99
4
5 PCB Fabrication [] 10 $

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.

This project consists of using the SJOne microcontroller, 16x32 RGB LED display, and our custom PCB, used to power the microcontroller and the LED display. The system design of this project is shown below in Figure X.

Figure X: Hit the Balloon System Design

The first step after receiving all of the hardware was understanding how the RGB LED Matrix worked by reviewing AdaFruit's documentation [5], SparkFun's documentation [6], and watched a few youtube tutorials [7] to get the RGB LED Matrix and the SJOne microcontroller properly connected.

The connections for the RGB LED Matrix consist of six data pins (R1, G1, B1, R2, G2, B2), three control pins (CLK, Output Enable, Latch), three row-select pins (A, B, C), and four GND pins. The 5V/2A power supply connects to the backside of the LED matrix board. The ribbon cable that came with the Adafruit LED matrix was attached to the 'INPUT' connection on the backside of the LED matrix and the following connections were made to the SJOne microcontroller's GPIO pins using male-to-female wires. Please note that the ground connections from the SJOne board was connected to the ground of the LED Matrix and the power supply as shown in Figure X. The SJOne microcontroller is also supplied power through USB or an external source.

Figure X: SJOne Microcontroller Connection to LED Matrix

If these connections are properly connected, the LED matrix should be on with the LEDs of random rows flashing. To test the LED Display, the AdaFruit Arduino library was used as a reference to port over the displaying of a design.

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.

To begin this project, understanding the various pins on the input of the 16x32 RGB LED Matrix display is important in knowing how the display gets updated. The 16 and 32 indicate that the display has a total of 16 and 32 rows and columns, respectively. As mentioned above, there are 3 pins for row selection (A, B, C), 6 data pins (R1, G1, B1, R2, G2, B2), and 3 control pins (LAT, OE, and CLK).

The 16x32 display is divided into two sections as shown in Figure X, which is why the microcontroller needs to drive the top and bottom section of the display at the same time.

Figure X: 16x32 LED Display Diagram

To update the display, the output enable pin must be cleared. Then, on the rising edge of the clock, you can update a 32-bit shift register that is used to store data. Each corresponding bit [0:31] corresponds to the column on the display. Depending on if the bit is set in this register, will determine if you want that column of the LED to light up. When this register is updated, then you can toggle the clock bit.

After connecting the display with the SJOne board, you should see bright LEDs lighting up different rows as shown in Figure X. After seeing this display, when you press on the wire to the input of the LED matrix, you will notice the LEDs on different rows will begin to flicker.

Figure X: 16x32 LED Display Diagram

Now that the board is powered up, we utilized Adafruit's display library ported the Arduino code to the SJOne LPC17XX microcontroller.

The first objective was to display a static screen, such as the start screen, on the display to learn how to manipulate the LEDs on the 16x32 matrix. A 16x32 two-dimensional array was created to indicate the color of a particular LED located on the matrix display.

Figure X: Static Start Screen

Software Design

RGB LED Matrix

The following diagram elaborates on the flow chart that each task follows. The project is designed primarily on tasks handling different modules of the project viz, Balloon movements, level selector, hit detection and so on. With the API detailed in the next section, classes are committed towards generating the center of the object and holding its respective dimensions. A main class is employed with drawing different shapes with the objects taken in as arguments.

Following are the respective color codes of the pixel attainable.

Below is a snippet of printing out the shape of the balloon, keeping its dimensions in mind.

The challenging part of the moving object design was to ensure how the object was to be shown drifting downward or upward in a smooth way. By design the LED Matrix sets color in sets of 8 rows as can be deciphered from the attached code snippet. More of the problem and how it was tackled is elaborated in the Testing.

At an overview, we make use of semaphores and FreeRTOS to manage and switch between tasks.


Implementation

All the functions used are enlisted in the following class. Moreover, these are to be considered with the tasks in main that are dedicated towards the different background screens of the game itself from Start to the Final Score screen.

The game consists of a single player navigating through different levels (currently implemented two levels with varying number of balloons).


PCB Design


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>

1. Implementing two arrow objects caused flickering between the two objects

  • Solution: Rather than having two objects in one task, the objects were separated into their own task. As a result, we have one task displaying the arrow object that is fixed on the left side and another task that displays the arrow that is shot across the screen.

2. Balloon object that is created and moving down the display is displaying a very faint color.

  • Solution:

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.