F19: Road Max Fury

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Project Title

Road Max Fury- Game using FreeRTOS

Abstract

Road Max Fury is a game based on a classic car racing arcade game developed in 1984 by Konami named Road Fighter. We planned to reproduce this game as a part of our CMPE 244 project. The goal is to reach the finish line without running out of time, avoiding other cars on the road or running out of fuel .The fuel is refilled by hitting petrol pump which the player can encounter at random location during the course of the game. The player also needs to prevent car from hitting the edge of the road to prevent the collision.


Roadfighter1.png

Objectives & Introduction

The primary goal of this project is to develop a racing game based on Road Fighter using FreeRTOS using SJ2 Board and to drive the LED matrix. The game's objective is to finish the finish line before running out of fuel and avoiding the obstacles and other cars on the road. The LED matrix is interfaced using the GPIO pins and the on board accelerometer is interfaced using I2C communication protocol.

Objectives:

  • Write drivers to display road, car, traffic, score, fuel status on the RGB LED matrix and update the display continuously.
  • Write drivers to give directions from the input devices ie accelerometer and filter the values to get accurate and desired values.
  • Implement game algorithm for movement of car, random obstacle car and update scores and fuel status.
  • Create FeeRTOS tasks for display, accelerometer values, game logic and understand the communication and synchronization between them.

Team Members & Responsibilities

Schedule

Week# Date Deliverables Status
1 09/29
  • Road Max Fury project approved by instructor
  • Completed
Week# Date Deliverables Status
2 10/12
  • Create project Wiki page
  • Create a Bill of Materials
  • Select and order Parts
  • Completed
  • Completed
  • Completed
Week# Date Deliverables Status
3 10/16
  • Create and establish Github repository
  • Create and setup Slack Channel
  • Look through previous years projects and study it
  • Distribute major roles among team members
  • UI and initial game design
  • Completed
  • Completed
  • Completed
  • Completed
  • Completed
Week# Date Deliverables Status
4 10/23
  • Make Repo on Github for all modules - Follow Naming Convention
  • Understand the LED matrix data sheet
  • Develop patterns on LED matrix using existing libraries for testing and understanding
  • Completed
  • Completed
  • Completed
Week# Date Deliverables Status
5 10/30
  • Learn about PCB layouts and PCB building
  • Game algorithm design
  • Work on LED matrix panel and graphics library
  • Develop patterns on LED matrix specific to our project
  • TO DO
  • In Progress
  • In Progress
  • In Progress
Week# Date Deliverables Status
6 11/06
  • Interface LED matrix display with SJ2 Board
  • Learn about on board accelerometer and get values on terminal
  • Interface and test accelerometer
  • Understand the accelerometer values and develop a filter to obtain required values
  • Completed
  • Completed
  • Completed
  • Completed
Week# Date Deliverables Status
7 11/13
  • Car creation and movement
  • Implement random obstacle creation algorithm
  • TO DO
  • TO DO
Week# Date Deliverables Status
8 11/20
  • Interface accelerometer with car movement
  • Understand and implement SD-card read
  • Render SD-card data to MP3 decoder
  • TO DO
  • TO DO
  • TO DO
Week# Date Deliverables Status
9 11/27
  • Implement car collision detection
  • Perform game testing
  • Start integrating display, PCB , MP3, accelerometer modules.
  • TO DO
  • TO DO
  • TO DO
Week# Date Deliverables Status
10 12/10
  • Integration testing
  • Bug fixes
  • Wiki report completion
  • TO DO
  • TO DO
  • TO DO
Week# Date Deliverables Status
11 12/18
  • Complete final implementation of Road Max Fury
  • Complete debugging of all game components
  • Demo
  • TO DO
  • TO DO
  • TO DO

Parts List & Cost

Part # Cost Source
SJ2 Board 1 $55.00 Preet
Azerone 32 x 64 LED Matrix 1 $34.95 https://www.amazon.com/gp/product/B07F2JW8D3/ref=ppx_yo_dt_b_asin_title_o01_s00?ie=UTF8&psc=1
HiLetgo MP3 Decoder 1 $7.64 https://www.amazon.com/gp/product/B0725RHR4D/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1
Female Male DC Power Plug Terminal Adapter 1 $6.54 https://www.amazon.com/gp/product/B00W058HHQ/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1

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

The hardware design employs the use of 64x32 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:

  • 110.1 x 5 x 0.2 inches

Operation Power

  • AC100-240V 50-60HZ Switch-able
  • 5V regulated power input, 4A max (all LEDs on)
  • 5V data logic level input
  • 4mm pitch
  • Module Refresh: 1560hz
LED Matrix
LED FrontPanel

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

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 level. Do 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.


Display Module

RGB LED Matrix:

SJ One Board Pin Name Description
P1_0 R1 Top half red data
P1_1 G1 Top half green data
P1_4 B1 Top half blue data
P4_28 R2 Bottom half red data
P0_6 G2 Bottom half green data
P0_8 B2 Bottom half blue data
P0_26 addrA Address Input A
P1_31 addrB Address Input B
P1_20 addrC Address Input C
P1_28 addrD Address Input D
P2_0 Clock Shift clock
P2_2 Latch Shift in row data/Active High
P2_5 Output Enable Turn on selected rows/Active Low

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.