Difference between revisions of "F21: Juvenile Jumpers"

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[[File: Game.gif |300px|right]]
+
[[File: Game.gif |300px|Final|right]]
  
 
=='''JUVENILE JUMPERS'''==
 
=='''JUVENILE JUMPERS'''==
Line 332: Line 332:
 
|      || '''Joystick''' ||
 
|      || '''Joystick''' ||
 
|-
 
|-
|       ||               ||
+
|     S-X  ||     X axis data    || p0_30
 
|-
 
|-
|       ||               ||
+
|     S-Y||       Y axis data        || p1_25
 
|-
 
|-
|       ||               ||
+
|     S-K  ||     Switch data    || p1_31
 
|-
 
|-
 +
 
| ||'''MP3 Decoder''' ||
 
| ||'''MP3 Decoder''' ||
 
|-
 
|-
|       ||               ||
+
| RX    || Receiver        ||p4_29
|-
 
|      ||                ||
 
|-
 
|      ||                ||
 
 
|-
 
|-
| ||'''Power Supply'''||
+
| TX    ||   Transmitter            ||p4_28
 
|-
 
|-
|       ||               ||
+
| VCC    ||   connected to vcc        || 5V
 
|-
 
|-
|       ||               ||
+
|GND  || Connected to ground || GND
 
|-
 
|-
 
|}
 
|}
Line 391: Line 388:
  
 
=== '''Dual Axis Joystick'''  ===
 
=== '''Dual Axis Joystick'''  ===
We have used 2-axis joystick to control the movements of the jumper. The joystick operates on 5V power and provides analog output, hence it is connected to the ADC pins of SJtwo-c board. X-axis values are used to define the left and right directions of the doodle. The switch on the joystick controls the start and stop actions of the game.
+
We have used a 2-axis joystick to control the movements of the jumper. The joystick operates on 5V power and provides analog output, hence it is connected to the ADC pins of the SJtwo-c board. The joystick has two potentiometers, each for X-axis and Y-axis. X-axis values are used to define the left and right directions of the jumper. The switch on the joystick controls the start and stop actions of the game.
  
 
[[File:D_joystick.jpg|500x280px |thumb|center|Dual Axis Joystick]]
 
[[File:D_joystick.jpg|500x280px |thumb|center|Dual Axis Joystick]]
Line 402: Line 399:
 
== '''SOFTWARE DESIGN''' ==
 
== '''SOFTWARE DESIGN''' ==
  
This game has two levels. Following is the overview of a game play.
+
This is an open-ended game having two levels with the feasibility of integrating more levels.  
 +
Below is the overview of the gameplay.
  
[[File:Game_play.png|600px |thumb|center|Game Overview]]
+
[[File:jumper_game.png|700px |thumb|center|Game Overview]]
  
 
'''1. Level_1:'''
 
'''1. Level_1:'''
* In the first level, the jumper needs to jump on the tiles. Some tiles have an additional spring and if the jumper lands on the spring, the jumper will jump much higher than it generally would on landing on the standard tiles.  
+
* In the first level, the jumper will keep jumping on the tiles and the player needs to control its direction. There are some special tiles with spring embedded on them and if the doodle lands on such a tile it will take longer jumps than it would have taken by landing on a regular tile.
* With each jump to the next level the score gets incremented by 10 and appropriate music is played
+
* With each jump, the score gets incremented by 10.
* After jumping on the next level the background screen and the jumper are shifted down to the bottom most position
+
* After each jump, the background screen shifts down.
* The jumper again starts to jump from this position
+
* While falling, if the jumper doesn't find any tile it will be moved out of the display and the game ends.
* If while coming down, the jumper is not able to find a tile to land on the game is finished
+
* For reaching level two, you need to score above 150.
* If the score is more than 150 then the second level will begin.  
 
  
 
'''2. Level_2:'''
 
'''2. Level_2:'''
* This level adds some difficulty to the game. This level move adds enemies to the game.
+
* In this level more difficulties have been added using monsters.
* Jumper has a gun functionality. By using a gun jumper can kill the enemy.  
+
* But with more difficulties comes more solutions, so we have provided cannon to the doodle to shoot and kill the enemies.
* If the jumper collides with the enemy game will be over.
+
* also, there are extra points on killing an enemy.
* Rest all stays like Level 1
+
* If the doodle collides with enemies, the game ends.
  
  
There is a total of five tasks involved in this game in order to ensure full functionality.
+
'''There are five tasks in total that are involved in this game in order to ensure full functionality.'''
  
 
[[File:Task.png|500px |thumb|center|Task Hierarchy]]
 
[[File:Task.png|500px |thumb|center|Task Hierarchy]]
  
1. Start and stop task:
+
'''1. Start and stop task:'''
* This task displays the game's start screen. To start the game player need to press the onboard switch on the joystick.
+
* This task displays the game's start screen.  
* After the game is finished, if the player presses the button again, the game would start again. This is also handled by this task.
+
* To start the game, player need to press the onboard switch on the joystick.
 +
* Switch is to be pressed again to restart the game.
 +
 
 +
''' Code snippet for Start stop task'''
 +
<syntaxhighlight lang="c">
 +
 
 +
void game_start_stop_task() {
 +
  while (1) {
 +
    if (!game_started) {
 +
      led_matrtix_draw_objects_print_start_screen();
 +
      while (1) {
 +
        if (!start_game_button) {
 +
          jumper_display_on_start_screen(56, 30);
 +
        } else {
 +
          break;
 +
        }
 +
      }
 +
    }
 +
 
 +
    if (start_game_button) {
 +
      start_game_button = 0;
 +
      if ((play_button_count % 2) && game_started) {
 +
#ifdef DEBUG
 +
        fprintf(stderr, "Stopping game");
 +
#endif
 +
        stop_game();
 +
        game_started = 0;
 +
      } else if (!game_started) {
 +
        led_matrix__clear_data_buffer();
 +
#ifdef DEBUG
 +
        fprintf(stderr, "Starting game");
 +
#endif
 +
        start_game();
 +
        game_started = 1;
 +
      }
 +
      play_button_count++;
 +
    }
 +
    vTaskDelay(100);
 +
  }
 +
}
 +
 
 +
 
 +
</syntaxhighlight>
 +
 
  
2. Background task:
+
'''2. Background Screen task:'''
* This task creates background tiles for the jumper to jump on.
+
* This task creates background tiles for the doodle to jump on.
 
* It keeps on refreshing the led_matrix frame buffer with background data buffer.
 
* It keeps on refreshing the led_matrix frame buffer with background data buffer.
  
3. Game logic task:
+
''' Code snippet for Led matrix Task'''
* When the game starts this task detects the jumper's initial position and starts jumping up.
+
<syntaxhighlight lang="c">
* Jumper will start going down after reaching a certain height.
+
 
* It checks for the collision with tiles. If a collision is not detected then the jumper will keep going down.
+
static void background_screen_task() {
* If a collision is detected then it shifts the background screen and jumpers down.  
+
  srand(xTaskGetTickCount());
* It will update the score and check the level.
+
  initialize_background_screen();
* If the score is more than 150, it will start level 2 of the game.
+
  while (1) {
 +
    if (game_started) {
 +
      update_background_screen(0);
 +
      vTaskDelay(100);
 +
    }
 +
  }
 +
}
 +
 
 +
 
 +
</syntaxhighlight>
 +
 
 +
'''3. Game logic task:'''
 +
* When the game starts, this task detects the doodle's initial position and collision with tiles.
 +
* The doodle can take four jumps at a time.
 +
* If a collision is detected then it shifts down the background screen creating the illusion of jumping of doodle to next tile.  
 +
* This task checks level and increments score.
 +
* If the score is more than 150, the game will be switched to next level.
 +
''' Code snippet for Gameplay Task'''
 +
<syntaxhighlight lang="c">
 +
 
 +
void game_play(void *params) {
 +
  delay_time_ms = LEVEL1_DELAY_TIME_STANDARD;
 +
  // Initialize Background Screen
 +
  led_matrix_draw_alphabets_print_string("LEVEL", 15, 15, GREEN);
 +
  led_matrix_print_digits_string(level + 1, 15, 50, YELLOW);
 +
  vTaskDelay(2000);
 +
  led_matrix__clear_data_buffer();
 +
  initialize_background_screen();
 +
  (void)find_initial_jumper_position(&jumper_row, &jumper_col);
 +
  draw_jumper(jumper_row, jumper_col);
 +
  while (1) {
 +
    update_score();
 +
    vTaskDelay(delay_time_ms);
 +
    switch (level) {
 +
    case 0:
 +
      play_level_1();
 +
      continue;
 +
    case 1:
 +
      play_level_2();
 +
      continue;
 +
    default:
 +
      break;
 +
    }
 +
  }
 +
  return;
 +
}
 +
 
 +
 
 +
</syntaxhighlight>
 +
 
 +
'''4 LED Matrix task:'''
 +
* This is a high-priority task which keeps displaying frame data every 1ms.
 +
* There is also a draw objects that draw enemies, doodle, alphabets and digits for score.
 +
 
 +
''' Code snippet for Led matrix Task'''
 +
<syntaxhighlight lang="c">
 +
 
 +
static void display_task() {
 +
  while (1) {
 +
    led_matrix__update_display();
 +
    vTaskDelay(1);
 +
  }
 +
}
  
4 LED Matrix task:
+
</syntaxhighlight>
* This task keeps displaying frame data every 1ms.
 
* This is a high-priority task.
 
  
5 Enemy tasks:
+
'''5 Enemy tasks:'''
* This task creates enemies at a random position.
+
* Enemies are created from column 0 to 63 at random positions in this task.
* It moves enemies from column 0 to 63
+
''' Code snippet for Led matrix Task'''
 +
<syntaxhighlight lang="c">
  
6 Gun Task:
+
void enemy_task(void *params) {
 +
  find_initial_enemy_positions();
 +
  while (1) {
 +
    if (!game_over) {
 +
      draw_enemies();
 +
      vTaskDelay(70);
 +
    } else {
 +
      vTaskSuspend(NULL);
 +
    }
 +
  }
 +
}
 +
 
 +
</syntaxhighlight>
 +
 
 +
'''6 Gun Task:'''
 
* This task keeps on monitoring the joystick data for Y-axis
 
* This task keeps on monitoring the joystick data for Y-axis
* If this task detects a y-axis value greater than 4000, a gun will be shot.
+
* If y-axis value is detected greater than 4000, a gun will be shot at the enemies.
 +
''' Code snippet for Gun Task'''
 +
<syntaxhighlight lang="c">
 +
 
 +
void gun_task(void *params) {
 +
  while (1) {
 +
    if (!game_over) {
 +
      shoot_gun(jumper_row, jumper_col);
 +
      vTaskDelay(20);
 +
    } else {
 +
      vTaskSuspend(NULL);
 +
    }
 +
  }
 +
}
 +
 
 +
 
 +
</syntaxhighlight>
  
=== Implementation ===
+
== '''IMPLEMENTATION''' ==
 
'''LED Driver'''
 
'''LED Driver'''
  
Line 470: Line 601:
  
 
'''MP3 Decoder'''
 
'''MP3 Decoder'''
* mp3 music changes according to the state of the game.
+
* Integrated different music for every level that keeps on playing in background.
* To get the game state sound flags are checked.
+
* To get the game state, sound flags are checked.
* Music is placed in the file so need to find the respective file.
+
* Different music for jumps, firing, game over and collisions.
* Open the mp3 file.
+
 
* Read the contents of the file.
 
  
 
''' Code snippet for MP3: '''
 
''' Code snippet for MP3: '''
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
void mp3_play_sound(int num) { mp3__send_command(PLAY_FILE_WITH_FOLDER, 0x01, num); }
 
  
void mp3_play_jump_up_sound() {
+
void mp3__send_command(uint8_t command, uint8_t data_1, uint8_t data_2) {
   mp3_play_sound(2);
+
   mp3_uart_buffer[0] = 0x7e;
   vTaskDelay(50);
+
  mp3_uart_buffer[1] = 0xff;
 +
  mp3_uart_buffer[2] = 0x06;
 +
  mp3_uart_buffer[3] = command;
 +
  mp3_uart_buffer[4] = 0x00;
 +
  mp3_uart_buffer[5] = data_1;
 +
  mp3_uart_buffer[6] = data_2;
 +
  mp3_uart_buffer[7] = 0xef;
 +
 
 +
  for (uint8_t i = 0; i < 8; i++) {
 +
    uart__polled_put(UART__3, mp3_uart_buffer[i]);
 +
  }
 +
}
 +
 
 +
void mp3__init() {
 +
  int mp3_baud_rate = 9600;
 +
  uart__init(UART__3, clock__get_peripheral_clock_hz(), mp3_baud_rate);
 +
 
 +
  gpio__construct_with_function(GPIO__PORT_4, 28, GPIO__FUNCTION_2);
 +
  gpio__construct_with_function(GPIO__PORT_4, 29, GPIO__FUNCTION_2);
 +
 
 +
  mp3__send_command(SELECT_DEVICE, 0x00, DEV_TF);
 +
   mp3_play_start_song();
 +
}
 +
 
 +
void mp3_play(int num) {
 +
mp3__send_command(CYCLE_PLAY_FOLDER, num, 0x02);
 +
}
 +
 
 +
void mp3_play_start_song() {
 +
mp3_play(1);  
 
}
 
}
  
Line 497: Line 655:
 
''' Code snippet for Joystick: '''
 
''' Code snippet for Joystick: '''
 
<syntaxhighlight lang="c">
 
<syntaxhighlight lang="c">
 +
 +
 +
void enable_joystick(gpio__port_e adc1, uint8_t x_pin, gpio__port_e adc2, uint8_t y_pin, gpio__port_e port, int pin) {
 +
  const uint32_t set_analog_mode = (1 << 7);
 +
 +
  LPC_IOCON->P1_30 &= ~(set_analog_mode);
 +
  LPC_IOCON->P0_25 &= ~(set_analog_mode);
 +
 +
  adc_xvalue = gpio__construct_with_function(adc1, x_pin, 1);
 +
  adc_yvalue = gpio__construct_with_function(adc2, y_pin, 3);
 +
  adc__initialize();
 +
}
 +
 
void initialize_joystick() {
 
void initialize_joystick() {
 
   enable_joystick(GPIO__PORT_0, 25, GPIO__PORT_1, 30, GPIO__PORT_1, 31);
 
   enable_joystick(GPIO__PORT_0, 25, GPIO__PORT_1, 30, GPIO__PORT_1, 31);
Line 510: Line 681:
 
We struggled to get the dimensions of the power supply module to design the PCB as the exact module was not available in the library. We have selected the pin dimensions for the power supply module by referencing other pin headers and using a general approximation to make it work satisfactorily. Because of this, the PCB went through a lot of internal revisions. While testing hardware on the PCB for the first time we faced a problem related to ribbon cable. To solve this problem we just replace the ribbon cable but we spent too much time realizing the problem.
 
We struggled to get the dimensions of the power supply module to design the PCB as the exact module was not available in the library. We have selected the pin dimensions for the power supply module by referencing other pin headers and using a general approximation to make it work satisfactorily. Because of this, the PCB went through a lot of internal revisions. While testing hardware on the PCB for the first time we faced a problem related to ribbon cable. To solve this problem we just replace the ribbon cable but we spent too much time realizing the problem.
  
=== LED Matrix ===
+
=== LED Matrix and Game Play ===
1. Collision detection with tiles not working after the 32nd column. This is due to the variable was not typed cast to uint64_t.
+
* Collision detection with tiles was not working after the 32nd column. Eventually it turned out to be a very silly issue. It was because while doing `1 << 64`, 1 should have been type casted to uint64_t.
 +
* The random number generator was not generating randomness as desired. The reason for that was that the random number generator was being seeded only once using xTaskGetTickCount() which would always give the same seed as xTaskGetTickCount() gives the time from the stat of the program and that would be same always at the start of the program. To get around this problem, the random number generator was seeded each time before generating a new random number.
 +
* Led matrix's buffer was being overwritten every time a jumper goes over the tiles. To resolve this issue keep refreshing the background screen in a task.
 +
 
 +
===MP3 Decoder ===
 +
While integrating the mp3 decoder code with the rest of the code, there occurred an issue in display and game became slow.
 +
So instead of creating a separate task for mp3 decoder, we just did mp3__init() in main function and the issues got resolved.
  
2. The random number generator generates the same pattern and hence the tiles. Seeding just once with xTaskGetTickCount() did not generate randomness.
+
=='''CONCLUSION'''==
  
3. Led buffer overwrite due to collision leaves background screen in an inconsistent state. To resolve this issue keep refreshing the background screen in a task.
+
We were able to accomplish the goals of the game that we outlined at the starting. Juvenile jumpers game successfully ran and mimicked the original doodle jump game. All the game components functioned correctly during the final demo allowing for a flawless experience. The LED matrix was capable of loading the various monsters and gun while playing the sounds for each of the game items. The demo showcased that the gun was able to  shoot the enemies to gain points. Through this project, we learned a lot about designing real world project using FreeRTOS applications, drivers, PCB design, power management circuits, git source code management, and final integration testing. This project allowed us to understand the importance of writing down requirements, planning a schedule for development, and communication between all of us.
  
===MP3 Decoder ===
+
== '''ACKNOWLEGEMENT''' ==
 +
We would like to sincerely thank Professor Preetpal Kang for designing such a knowledgeable course and continuous guidance and support throughout the implementation of this project. Further, we would like to thank the ISA team for their advice and feedbacks.
  
== '''Conclusion''' ==
+
== '''APPENDIX''' ==
We successfully designed the Juvenile Jumper game using the RGB LED Matrix and the SJ2 board. Implementing this project from scratch gave us more practical exposure in developing real-time embedded applications. This project helped us to better understand all the FreeRTOS APIs and their functioning. We learned about PCB design and various driver implementation.
 
  
 
=== Project Video ===
 
=== Project Video ===
*  [https://www.youtube.com/watch?v=lNCSVBdDDws Juvenile Jumpers - video]
+
*  [https://www.youtube.com/watch?v=ba8WwJ4zFU8 Juvenile Jumpers - video]
  
 
=== Project Source Code ===
 
=== Project Source Code ===
*  [https://gitlab.com/sourabgupta3/juvenilejumpers Gitlab link]
+
*  [https://gitlab.com/sourabgupta3/juvenilejumpers Juvenile Jumpers source code]
 
 
== References ==
 
=== Acknowledgement ===
 
We would like to sincerely thank Professor Preetpal Kang for designing such a fantastic course and for his continuous guidance and support throughout the implementation of this project. Further, we would like to thank the ISA team for their advice.
 
  
 
=== References Used ===
 
=== References Used ===
 
* [https://www.freertos.org/a00106.html FreeRTOS APIs]
 
* [https://www.freertos.org/a00106.html FreeRTOS APIs]
 
* [https://learn.sparkfun.com/tutorials/using-eagle-schematic/all Sparkfun Eagle Software Tutorial]
 
* [https://learn.sparkfun.com/tutorials/using-eagle-schematic/all Sparkfun Eagle Software Tutorial]
 +
* [https://learn.sparkfun.com/tutorials/using-eagle-board-layout PCB Board Layout Tutorial]
 
* [https://bikerglen.com/projects/lighting/led-panel-1up/ LED matrix Driver Guide]
 
* [https://bikerglen.com/projects/lighting/led-panel-1up/ LED matrix Driver Guide]
 
* [http://geekmatic.in.ua/pdf/Catalex_MP3_board.pdf MP3 Decoder Datasheet]
 
* [http://geekmatic.in.ua/pdf/Catalex_MP3_board.pdf MP3 Decoder Datasheet]
 
=== Appendix ===
 

Latest revision as of 07:12, 18 December 2021

Final

JUVENILE JUMPERS

  • START SCREEN
  • LEVEL 1
  • LEVEL 2

ABSTRACT

Juvenile Jumper is a single player, endless platform game in which there are enemies and obstacles on various platforms. The doodle is a four-legged creature and has a trunk that he uses to shoot at enemies. The objective of the game is to go as high as you can without falling while avoiding/killing monsters and random obstacles. After each level, the difficulty of the game increases with more enemies and obstacles.

High level layout of Juvenile Jumpers

OBJECTIVES & INTRODUCTION

The idea is to build the doodle jump game on a 64x64 RGB LED Screen. The game is played using a joystick. The doodle keeps on jumping and its direction can be controlled using left and right control of the joystick, which can also be used in forward direction as gun to shoot the enemies. MP3 decoder is used for different sound effects in the background of game.

Team Members & Responsibilities

Ritika Beniwal

  • MP3 decoder driver
  • Game Logic
  • PCB design verification
  • WiKi page handling

Anuja Sapkal

  • Joystick driver
  • Game Logic
  • PCB Schematic and Board Design
  • WiKi page handling

Sourab Gupta

  • LED driver
  • Game Logic
  • PCB design verification
  • WiKi page handling

SCHEDULE

Week# Start Date End Date Task Status
1
  • 09/23/2021
  • 09/28/2021
  • Read previous projects
  • Brainstorming on various ideas
  • Finalizing Project proposal
  • Completed
  • Completed
  • Completed
2
  • 09/29/2021
  • 10/10/2021
  • Discuss and create a list of required components
  • Ordering of the Parts
  • Completed
  • Completed
3
  • 10/11/2021
  • 10/19/2021
  • Setup git repository
  • Prepare and update wiki schedule
  • Completed
  • Completed
4
  • 10/20/2021
  • 10/31/2021
  • Distributing tasks among members
  • Read LED matrix Datasheet and start working on its driver
  • Read Joystick datasheet and start working on its driver
  • Read MP3 decoder datasheet and start working on its driver
  • Completed
  • Completed
  • Completed
  • Completed
5
  • 11/01/2021
  • 11/08/2021
  • Review pins of sjtwo board to be used by components
  • Finalize Wiki Schedule
  • Understand high-level layout of the project
  • Develop basic Led driver
  • Develop basic Joystick Driver
  • Develop basic MP3 Decoder
  • Completed
  • Completed
  • Completed
  • Completed
  • Completed
  • Completed
6
  • 11/09/2021
  • 11/16/2021
  • Complete the design for PCB printing
  • Order circuit boards components
  • Create platforms and monsters on LED matrix
  • Test MP3 decoder
  • Interface Joystick and test monster movements on LED
  • Completed
  • Completed
  • Completed
  • Completed
  • Completed
7
  • 11/17/2021
  • 11/23/2021
  • Integration of circuit boards and microcontroller
  • Integrate game logic code with LED matrix
  • Synchronize game sounds with game logic
  • Test the modules
  • Completed
  • Completed
  • Completed
  • Completed
8
  • 11/24/2021
  • 11/30/2021
  • Work on Game logic development
  • Testing and debugging the game logic
  • Completed
  • Completed
8
  • 12/01/2021
  • 12/06/2021
  • Improving the game logic
  • Final testing of all the modules with the board
  • Bug and error fixes
  • Update the wiki page.
  • Completed
  • Completed
  • Completed
  • Completed
9
  • 12/07/2021
  • 12/15/2021
  • Finalize the gameplay
  • Design game casing and aesthetics
  • Ready for demo
  • Update the wiki page.
  • Completed
  • Completed
  • Completed
  • Completed


PARTS LIST & COST

Item# Part Name Part Supplier Quantity Cost
1

64x64 RGB LED Matrix

https://www.sparkfun.com/products/14824

1

$ 87.4

2

Sjtwo board

https://www.amazon.com/Generic-SJTwo-SJ2-SJSU/dp/B08G9LRPZ8

1

$ 50

3

Two-axis Joystick

https://www.amazon.com/gp/product/B01M5L1BMS/

1

$ 4.25

4

MP3 Decoder

https://www.amazon.com/gp/product/B07JCXWY9M/

1

$ 8.05

5

Power Supply

https://bit.ly/31QJkoN

1

$ 7.99

6

PCB

https://jlcpcb.com/

5

$14.21



HARDWARE DESIGN

The game has been designed using SJtwo-c board, RGB LED- for visuals, MP3 decoder- for background music, joystick and PCB. The game is controlled by using a two-axis joystick and to play the music we have used an MP3 decoder.

Printed Circuit Board

All the essential hardware is retained using a printed circuit board. For this game, we have designed a two-layer PCB and the schematic & layout is designed using Autodesk's Eagle software. The PCB fabrication vendor is JLCPCB.

PIN Configuration

PIN number Pin Description SJTwo Board Pin
LED Matrix
R1 Upper half (Section 1) p2_0
G1 Upper half (Section 1) p2_1
B1 Upper half (Section 1) p2_2
R2 Lower half (Section 2) p2_4
G2 Lower half (Section 2) p2_5
B2 Lower half (Section 2) p2_6
A Address Line p2_7
B Address Line p2_8
C Address Line p2_9
D Address Line p0_16
E Address Line p0_15
GND Connected to ground GND
Clk For upper half and lower half p1_28
Latch For upper half and lower half p1_23
OE For upper half and lower half p1_20
Joystick
S-X X axis data p0_30
S-Y Y axis data p1_25
S-K Switch data p1_31
MP3 Decoder
RX Receiver p4_29
TX Transmitter p4_28
VCC connected to vcc 5V
GND Connected to ground GND

Interfacing and Layout

Schematic
Board Layout
PCB Bottom View
PCB Top View

LED Matrix

A 64x64 RGB LED Matrix, with a total of 4096 pixels is used for display. Each LED can be fully controlled independently using 13 digital GPIOs. This matrix has six 64-bit shift registers for R1, G1, B1 R2, G2, B2 where each color of the LED is controlled by one bit of the shift register. By combing RGB colors we can make different colors such as YELLOW, CYAN, RED, WHITE, MAGENTA.

Technical Specifications

Specification Remarks
Pitch 3 mm
Resolution 64x64 =4096 pixels
Volt/Amp 5V/60A
Scan Rate 1/16

LED Matrix Panel

RGB LED Matrix
Start Screen

Dual Axis Joystick

We have used a 2-axis joystick to control the movements of the jumper. The joystick operates on 5V power and provides analog output, hence it is connected to the ADC pins of the SJtwo-c board. The joystick has two potentiometers, each for X-axis and Y-axis. X-axis values are used to define the left and right directions of the jumper. The switch on the joystick controls the start and stop actions of the game.

Dual Axis Joystick

MP3 Decoder

The MP3 decoder that we used is serial MP3 player model by Catalex (version v1.0.1). It's a simple MP3 player device which is based on a high-quality MP3 audio chip---YX5300. It can support 8k Hz ~ 48k Hz sampling frequency MP3 and WAV file formats. There is a TF card socket on board, so you can plug the micro SD card that stores audio files. MCU can control the MP3 playback state by sending commands to the module via UART port, such as switch songs, change the volume and play mode and so on.

MP3 Decoder

SOFTWARE DESIGN

This is an open-ended game having two levels with the feasibility of integrating more levels. Below is the overview of the gameplay.

Game Overview

1. Level_1:

  • In the first level, the jumper will keep jumping on the tiles and the player needs to control its direction. There are some special tiles with spring embedded on them and if the doodle lands on such a tile it will take longer jumps than it would have taken by landing on a regular tile.
  • With each jump, the score gets incremented by 10.
  • After each jump, the background screen shifts down.
  • While falling, if the jumper doesn't find any tile it will be moved out of the display and the game ends.
  • For reaching level two, you need to score above 150.

2. Level_2:

  • In this level more difficulties have been added using monsters.
  • But with more difficulties comes more solutions, so we have provided cannon to the doodle to shoot and kill the enemies.
  • also, there are extra points on killing an enemy.
  • If the doodle collides with enemies, the game ends.


There are five tasks in total that are involved in this game in order to ensure full functionality.

Task Hierarchy

1. Start and stop task:

  • This task displays the game's start screen.
  • To start the game, player need to press the onboard switch on the joystick.
  • Switch is to be pressed again to restart the game.

Code snippet for Start stop task

void game_start_stop_task() {
  while (1) {
    if (!game_started) {
      led_matrtix_draw_objects_print_start_screen();
      while (1) {
        if (!start_game_button) {
          jumper_display_on_start_screen(56, 30);
        } else {
          break;
        }
      }
    }

    if (start_game_button) {
      start_game_button = 0;
      if ((play_button_count % 2) && game_started) {
#ifdef DEBUG
        fprintf(stderr, "Stopping game");
#endif
        stop_game();
        game_started = 0;
      } else if (!game_started) {
        led_matrix__clear_data_buffer();
#ifdef DEBUG
        fprintf(stderr, "Starting game");
#endif
        start_game();
        game_started = 1;
      }
      play_button_count++;
    }
    vTaskDelay(100);
  }
}


2. Background Screen task:

  • This task creates background tiles for the doodle to jump on.
  • It keeps on refreshing the led_matrix frame buffer with background data buffer.

Code snippet for Led matrix Task

static void background_screen_task() {
  srand(xTaskGetTickCount());
  initialize_background_screen();
  while (1) {
    if (game_started) {
      update_background_screen(0);
      vTaskDelay(100);
    }
  }
}

3. Game logic task:

  • When the game starts, this task detects the doodle's initial position and collision with tiles.
  • The doodle can take four jumps at a time.
  • If a collision is detected then it shifts down the background screen creating the illusion of jumping of doodle to next tile.
  • This task checks level and increments score.
  • If the score is more than 150, the game will be switched to next level.

Code snippet for Gameplay Task

void game_play(void *params) {
  delay_time_ms = LEVEL1_DELAY_TIME_STANDARD;
  // Initialize Background Screen
  led_matrix_draw_alphabets_print_string("LEVEL", 15, 15, GREEN);
  led_matrix_print_digits_string(level + 1, 15, 50, YELLOW);
  vTaskDelay(2000);
  led_matrix__clear_data_buffer();
  initialize_background_screen();
  (void)find_initial_jumper_position(&jumper_row, &jumper_col);
  draw_jumper(jumper_row, jumper_col);
  while (1) {
    update_score();
    vTaskDelay(delay_time_ms);
    switch (level) {
    case 0:
      play_level_1();
      continue;
    case 1:
      play_level_2();
      continue;
    default:
      break;
    }
  }
  return;
}

4 LED Matrix task:

  • This is a high-priority task which keeps displaying frame data every 1ms.
  • There is also a draw objects that draw enemies, doodle, alphabets and digits for score.

Code snippet for Led matrix Task

static void display_task() {
  while (1) {
    led_matrix__update_display();
    vTaskDelay(1);
  }
}

5 Enemy tasks:

  • Enemies are created from column 0 to 63 at random positions in this task.

Code snippet for Led matrix Task

void enemy_task(void *params) {
  find_initial_enemy_positions();
  while (1) {
    if (!game_over) {
      draw_enemies();
      vTaskDelay(70);
    } else {
      vTaskSuspend(NULL);
    }
  }
}

6 Gun Task:

  • This task keeps on monitoring the joystick data for Y-axis
  • If y-axis value is detected greater than 4000, a gun will be shot at the enemies.

Code snippet for Gun Task

void gun_task(void *params) {
  while (1) {
    if (!game_over) {
      shoot_gun(jumper_row, jumper_col);
      vTaskDelay(20);
    } else {
      vTaskSuspend(NULL);
    }
  }
}

IMPLEMENTATION

LED Driver

A 64*64 led matrix is used for this project. The led matrix is divided into two halves of 32*64 each. It has 3 R,G,B pins and 3 64-bits registers (shift registers) for each upper and lower halves. The address lines provided are 5. This means that at a time same row from the upper half and the lower half will be selected. So in order to display a particular row appropriate row should be selected and appropriate data needs to be fed to the RGB shift registers of both top and bottom halves. LED matrix is initialized by configuring the required pins as output. The led matrix has 3 more pins enable which are essential to display a pixel on the matrix. The clk pin that should used as a clk to the shift registers to shift the data out, the latch pin is used to latch the data from the shift registers onto the matrix's buffer, the output enable pin that is used to display the latched data on the selected row.

  • Before feeding matrix data disable Output Enable (OE) GPIO
  • Set bits on A, B, C, D GPIO pins to select the particular row.
  • Loop through the pixels (columns) in the selected row and set the pixel color on R, G, B GPIO pins
  • To mask that particular pixel set zero on R, G, B GPIO pins
  • Set and Reset the clock for pushing the R, G, B bits for each column
  • Issue latch to mark the row's completion
  • Set OE
  • Small delay
  • Reset latch before going to next row


MP3 Decoder

  • Integrated different music for every level that keeps on playing in background.
  • To get the game state, sound flags are checked.
  • Different music for jumps, firing, game over and collisions.


Code snippet for MP3:

void mp3__send_command(uint8_t command, uint8_t data_1, uint8_t data_2) {
  mp3_uart_buffer[0] = 0x7e;
  mp3_uart_buffer[1] = 0xff;
  mp3_uart_buffer[2] = 0x06;
  mp3_uart_buffer[3] = command;
  mp3_uart_buffer[4] = 0x00;
  mp3_uart_buffer[5] = data_1;
  mp3_uart_buffer[6] = data_2;
  mp3_uart_buffer[7] = 0xef;

  for (uint8_t i = 0; i < 8; i++) {
    uart__polled_put(UART__3, mp3_uart_buffer[i]);
  }
}

void mp3__init() {
  int mp3_baud_rate = 9600;
  uart__init(UART__3, clock__get_peripheral_clock_hz(), mp3_baud_rate);

  gpio__construct_with_function(GPIO__PORT_4, 28, GPIO__FUNCTION_2);
  gpio__construct_with_function(GPIO__PORT_4, 29, GPIO__FUNCTION_2);

  mp3__send_command(SELECT_DEVICE, 0x00, DEV_TF);
  mp3_play_start_song();
}

void mp3_play(int num) { 
mp3__send_command(CYCLE_PLAY_FOLDER, num, 0x02); 
}

void mp3_play_start_song() { 
mp3_play(1); 
}

Joystick

  • Initialized the ADC Peripheral
  • Set the appropriate pin functionality using the IOCON registers.
  • Set the ADC pin functionality as input.
  • Select ADC channels to read.
  • Enable burst mode for a fast conversion.

Code snippet for Joystick:

void enable_joystick(gpio__port_e adc1, uint8_t x_pin, gpio__port_e adc2, uint8_t y_pin, gpio__port_e port, int pin) {
  const uint32_t set_analog_mode = (1 << 7);

  LPC_IOCON->P1_30 &= ~(set_analog_mode);
  LPC_IOCON->P0_25 &= ~(set_analog_mode);

  adc_xvalue = gpio__construct_with_function(adc1, x_pin, 1);
  adc_yvalue = gpio__construct_with_function(adc2, y_pin, 3);
  adc__initialize();
}

void initialize_joystick() {
  enable_joystick(GPIO__PORT_0, 25, GPIO__PORT_1, 30, GPIO__PORT_1, 31);
  button_press = p1;
}

TESTING & TECHNICAL CHALLENGES

PCB Design

We struggled to get the dimensions of the power supply module to design the PCB as the exact module was not available in the library. We have selected the pin dimensions for the power supply module by referencing other pin headers and using a general approximation to make it work satisfactorily. Because of this, the PCB went through a lot of internal revisions. While testing hardware on the PCB for the first time we faced a problem related to ribbon cable. To solve this problem we just replace the ribbon cable but we spent too much time realizing the problem.

LED Matrix and Game Play

  • Collision detection with tiles was not working after the 32nd column. Eventually it turned out to be a very silly issue. It was because while doing `1 << 64`, 1 should have been type casted to uint64_t.
  • The random number generator was not generating randomness as desired. The reason for that was that the random number generator was being seeded only once using xTaskGetTickCount() which would always give the same seed as xTaskGetTickCount() gives the time from the stat of the program and that would be same always at the start of the program. To get around this problem, the random number generator was seeded each time before generating a new random number.
  • Led matrix's buffer was being overwritten every time a jumper goes over the tiles. To resolve this issue keep refreshing the background screen in a task.

MP3 Decoder

While integrating the mp3 decoder code with the rest of the code, there occurred an issue in display and game became slow. So instead of creating a separate task for mp3 decoder, we just did mp3__init() in main function and the issues got resolved.

CONCLUSION

We were able to accomplish the goals of the game that we outlined at the starting. Juvenile jumpers game successfully ran and mimicked the original doodle jump game. All the game components functioned correctly during the final demo allowing for a flawless experience. The LED matrix was capable of loading the various monsters and gun while playing the sounds for each of the game items. The demo showcased that the gun was able to shoot the enemies to gain points. Through this project, we learned a lot about designing real world project using FreeRTOS applications, drivers, PCB design, power management circuits, git source code management, and final integration testing. This project allowed us to understand the importance of writing down requirements, planning a schedule for development, and communication between all of us.

ACKNOWLEGEMENT

We would like to sincerely thank Professor Preetpal Kang for designing such a knowledgeable course and continuous guidance and support throughout the implementation of this project. Further, we would like to thank the ISA team for their advice and feedbacks.

APPENDIX

Project Video

Project Source Code

References Used