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Single Player Against Machine BAttleship Game
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1. f Deliverable Checkpoints Working modules and test data Receives all inputs and outputs all text correctly Working keypad that accepts all inputs correctly Working LCD screen that outputs all text correctly at the appropriate time Microcontroller is integrated with all other systems Array of LEDs that are all visible when lit in a well lit room Circuit that allows power to go to all of the right LEDs Working module that steps down the voltage and current to the correct values Working module and test data System of motors gears and rails that successfully translates the drive train to the correct location Fully functional electromagnet Circuit that allows power to go to the electromagnet when a signal is received Duration Weeks 1 11 3 21 1 11 2 10 1 11 1 25 1 20 2 10 1 11 3 21 1 25 3 10 1 25 3 10 1 20 2 17 1 15 3 21 1 27 3 21 1 15 2 15 1 15 2 15 People M M T T Matt L Tim Matt L Matt L Matt L Matt L M M Tatiana Matt G Matt L Matt L Resources Various digital and general tools ELVIS unit ELVIS unit ELVIS unit Programmer Computer ELVIS unit ELVIS unit ELVIS unit Machine equipment ELVIS unit Computer General tools Machine equipment SolidWorks General tools ELVIS unit Elvis unit A 4 Task 51 6 4 51 7 52 0 52 1
2. keypad Project Plan Organization and Management Matt Lewis Matt Lewis is the electrical engineer of the team He will primarily be responsible for the design and construction of SPAMBAGG electrical components Matt will be designing the power supply upper LED display keypad and electromagnet In addition to these modules he will be responsible for the electrical integration of all parts with electrical components which includes powering all electrically powered modules and the communication lines between the modules He will be the secondary engineer on most of the modules of which Tim is primary engineer While working on these modules he will be simulating and testing them After recording the results he will use the results from these to better engineer those modules After mastering how to test each of the modules he will effectively demonstrate their performance Timothy Hoffmann i Timothy Hoffmann is the computer engineer of the team with a 50 50 electrical engineering and computer science split He will be primarily responsible for the programming of SPAMBAG and the integration of the LCD screen to the system He will also be responsible for programming the system to send the appropriate signals to the system when necessary and will be working with Matt Lewis closely on the electrical schematics and design He will also be responsible for writing system test programs explained in the requirements specification He wil
3. 52 2 52 3 52 4 52 5 52 6 52 8 52 7 53 0 53 1 53 2 54 0 Activity Ship Sensor Board Etching Programming Keypad LCD Movement System Plunger Motor Push Button Electromagnet LED Output Signals Artificial Intelligence Final Design Review Report Presentation Build Frame Description Build and test Plunger to sense ship pieces on the lower display of game Design circuit boards for final system and etch them Write and test code for microcontroller Write and test code for the keypad Write and test code for LCD screen Write and test code for translation motor movement Write and test code for plunger motor movement Write and test code for push button Write and test code for the electromagnet Write and test code for turning LEDs on Write and test code for artificial intelligence Presentation of final design Write detailed report regarding the above ideas Present ideas to faculty Construct a frame to encase the game components 16 Deliverable Checkpoints Five ship pieces and a push button that sends a high signal when pressed professionally made circuit boards Functioning system code Functioning keypad code Functioning LCD screen code Functioning translation motor movement code Functioning plunger motor code Functioning push button code Functioning electromagnet code Functioning
4. Diameter 0001 Tolerance Tolerance Standard Temper Condition Hardened Quenched Tempered Hardness Rockwell C60 C67 Yield Strength 295 000 psi Grade 25 Specifications Met American Society for Testing and Materials ASTM 2 ASTM A295 Specification WARNING Hardness and yield strength are not guaranteed and are 2 Packs of 100 for a total of 33 77 intended only as a basis for comparison From Robot Shop USA Soyo 6V 0 8A 360z in Unipolar Stepper Motor Price for one 19 99 We bought 3 for a total of 66 09 Soyo SY42STH38 0806A Unipolar Stepper Motor Voltage AResolution of 1 8 degrees step Torque of 36 oz inch of 5 Professional and very high precision stepper motor An even higher precision can be achieved 0 9 degrees step by using half step mode on the Active Robots Easy Step 3000 stepper motor controller RB Act 01 RB Act 02 RB Act 03 RB Act 04 RB Act 06 E lectronix Express Dual Color LED Je gt lt 5mm 3mm Part No Description Size 1 9 10 08LEG3392 Red Green 5mm 50 25 50 20 08LYG3392 Yellow Green 5mm 0 25 0 20 08L3015EGW Red Green 3mm 0 25 50 20 08L3015YGW Yellow Green 3mm 50 25 50 20 e White diffuse lens e Two different colors depending on leads used Red or Green e 170 degree viewing angle e 25mA 10 mCa e 5mm diameter e part 08LEG3392 e price 0 20 per LED If purchasing 10 or more e
5. SCHEDULE SPRING 10 May 11 17 24 31 7 14 21 28 7 14 21 28 4 11 18 25 2 9 510 Parts Assembly and Testing sia osystem _ Lp E Microcontroller 513 ___ S14 Digital Logic LL 515 Powersupply ___ 51 6 Ball Placement System 5161 Movementsystem AA S20 Programming Final Design Review dA i EL LL 4 560 SystemTesting ___ Presentation LLL 4111 1 040 Documentation oso asrepots A A _ 06 0 Time Management NN 20 Start Network Diagram Fall 2009 Single Player Against Machine BAttleship Game Matt Goodhart Tim Hoffmann Matt Lewis Tatiana Zeledon 21 a at 3 al ih FIABE SL EL a SIERO EL Kel Er BRR EFR EP e 3 HE HS zs sla oe al Sn EE uopajaz euenej sima uiri pew awed diusepivag ysulesy 1 30 15 OTOZ Zunds uei3eiq HJOMI2N Appendices Appendix A Budget References McMaster Carr Steel This product matches all of your selections Part Number 9528K24 14 01 per Pack of 100 Material Bearing Quality Aircraft Grade E52100 Alloy Steel Alloy E52100 Shape Balls Diameter 1 2
6. To 3 motor system 6V DC and 800mA To electromagnet controller circuit I 12V DC and 1A To ship sensor 1 5V DC and 25mA To digital logic 1 12V DC and 2 5A Functionality The power supply system receives 110V AC from the wall It then steps down and cleans up the power before it sends it out to the appropriate module A Module 3 Motor System Inputs Power 6V DC and 800mA Signal to motor from microcontroller 0 or 5V DC and 0 or 25mA Outputs Movement Functionality Each of the three stepper motors is responsible for moving a part of the game in a certain direction There are three motors the letters motor the numbers motor and the plunger motor Each motor receives power from the power supply and moves as long as power is received as determined by the microcontroller The letters motor causes the ball manipulator and plunger to move parallel to the letters The numbers motor has the same function as the letters motor except it moves parallel to the numbers The plunger motor is what causes the push button to raise and lower to test of the presence of a ship Module Electromagnet Controller Circuit Inputs Power 12V DC and 1A Digital signal from microcontroller i 0 or 5V DC and 0 or 25mA Outputs 0 or 12V DC and 0 or 1A Functionality Accepts a digital signal from the microcontroller which tells the circuit whether or not to allow power to the electrom
7. L Tatiana Matt G Tatiana Resources Computer Computer Computer Multisim Computer Multisim Computer Computer Computer Multisim Computer Multisim Computer Multisim Computer SolidWorks Computer SolidWorks Physical tests Computer Multisim Computer Computer SolidWorks 33 y 8 Task F10 0 F11 0 F11 1 F11 2 F12 0 F12 1 F12 2 01 0 02 0 03 0 Activity Parts Selection System Design amp Project Plan Report Presentation Intermediate Design Review Report Presentation Documentation A3 Status Reports Time Management Description Make final decision as to which parts to use Breakdown of design and build process and detailed scheduling Write detailed report regarding the above ideas Present ideas to faculty Finalize design of project Write detailed report regarding the above ideas Present design and analysis to faculty Keep logs of work and research Bimonthly reports on current project status Keeping to a schedule Deliverable Checkpoints Documentation of ordered parts and data sheets of each part Report and Presentation Written report Power point and verbal presentation Report and Presentation Written report Power point and verbal presentation Engineering notebooks Presentation of status and current progress Keeping on schedule Work Breakdown Struc
8. LED output code Functioning artificial intelligence code Report and Presentation Written report Power point and verbal presentation Completed Frame Work Breakdown Structure Spring 2010 continued Duration Weeks 2 15 3 21 1 27 3 15 1 11 4 15 1 11 4 15 1 11 4 15 1 11 4 15 1 11 4 15 1 11 4 15 1 11 4 15 1 11 4 15 1 11 4 15 2 20 3 4 2 20 3 4 2 20 3 4 2 4 3 20 People Tatiana Matt L Tim Tim Tim M M T T M M T T M M T T Matt G Tatiana Resources Machine equipment SolidWorks General tools Express PCB Programmer Computer Programmer Computer Programmer Computer Programmer Computer Programmer Computer Programmer Computer Programmer Computer Programmer Computer Programmer Computer Computer Computer Computer Project Lab A gt Task 55 0 56 0 57 0 58 0 58 1 58 2 04 0 05 0 06 0 Activity System Integration System Testing Finalize Prototype Project Readiness Review Report Presentation Documentation A3 Status Reports Time Management Description Compile all modules to create prototype Run full system test Verify correct operation and prepare for presentation Presentation of project prototype Write detailed report regarding the project Present project to faculty Keep logs of work
9. and research Bimonthly reports on current project status Keeping to a schedule Deliverable Checkpoints Assembled project and test data Test data Completed Prototype Report and Presentation Written report Power point and verbal presentation Engineering notebooks Presentation of status and current progress Keeping on schedule Work Breakdown Structure Spring 2010 continued Duration Weeks 3 25 4 15 3 25 4 15 4 5 4 29 4 10 4 29 4 10 4 29 4 10 4 29 1 1 4 29 1 11 4 29 1 11 4 29 People M M T T M M T T M M T T M M T T M M T T M M T T M M T T M M T T Matt G Resources Project Lab Project Lab Project Lab Computer Computer Computer Computer Notebooks Computer Computer Estimated Cost of Supplies Possible Vendor Cost ae o Estimate Latches The Electronic Goldmine 20 00 10 12 2009 Transformers Honeywell 10 00 10 12 2009 Multiplexer 15 00 10 12 2009 Resisters Radio Shack 8 00 10 12 2009 Diodes Radio Shack 8 00 10 12 2009 Voltage Regulators Radio Shack 8 00 10 12 2009 Wire Radio Shack 20 00 10 12 2009 Professional etching 60 00 10 12 2009 board Non professional 30 00 10 12 2009 etching boards Steel balls McMaster Carr 33 00 10 5 2009 Motors Robot Shop 70 00 10 5 2009 LEDs Electronix Express 30 00 10 5 2009 Microcontroller Microchip Schmartboard 50
10. input receiver for the user moves and will also have keys for the player to indicate if the computer sunk a ship Also included is an interactive LCD screen that will prompt the user when it is their turn whether they hit or missed the computerG ship and other instructions throughout the gameplay CAPABILITIES e Will have artificial intelligence for the computer to choose locations close to a hit in order to sink the user ship Once two hits are found only locations along a straight line should be attempted until a sinking takes place as confirmed by the user via the keypad When the user indicates which ship has been sunk via the keypad the computer will determine if it hit another ship in the process If so the computer will continue selecting coordinates in the area until it sinks that ship Once the computer determines that there are no more known ships in the area it will continue selecting random coordinates of attack e Will be able to be operated and moved by one person e Will acknowledge whether the coordinate selected corresponds to either a hit or a miss by displaying a message in the LCD screen and lighting up the LED in the upper display of the game that corresponds to the coordinated selected by the user If it is a hit the color of the LED will be red and if it is a miss it will be green e Will be able to setup in no more than 5 minutes e Will be able to place balls of different colors to different locations on the bo
11. that every possible location corresponds to a hit Then a tester will key in values for all one hundred locations The program will reset the board and repeat the process so that all locations correspond to a miss Only one LED must be lit whenever a coordinate is entered and should be either green miss or red hit If only one LED lights up for each entry and corresponds to the correct color the LED test will be considered a success Also there will be a question on the survey for the volunteers that asks how easily the LEDs were seen Artificial Intelligence Test To test the artificial intelligence of the computer following a hit it must continue choosing coordinates in the immediate proximity of the hit Once two hits are found only locations along a straight line should be attempted until a confirmed sinking takes place Also if it is known that a particular ship has been sunk the computer will not attempt to re sink that battleship Once sunk the computer may choose a random location of attack based on an externally programmed algorithm The AI will be tested by playing the game
12. the computerG ships Beginning game play will require the player to physically place his her ship pieces on the lower display board The player then indicates to the computer that this has been done and the game begins a random selection of who player or computer goes first This selection will be indicated on the LCD screen On his her turn the player inputs his her move The microprocessor then discerns if the input was a hit or miss and gives the corresponding output on iii the upper display Outputs include lighting a red LED hit or a green LED miss On the computerG turn a plunger button system moves and senses whether there is a ship in that coordinate or not and shows its output on the lower display by placing a red hit or green miss ball via the ball manipulator into the selected spot This process is repeated until the computer determines that all the playerG ships have been sunk or all the computerG ships have been sunk Whenever one of these two scenarios takes place the game is over At this point the user will see where the computerG ships were as indicated by red LEDG on the upper display of the board Results will be displayed until the on off switch is pushed Our prototype will be delivered as a fully functional battleship game The top half may be closed and latched so that it may be transported Block Diagram Single Player Against Machine BAttleship Game Matt Goodhart Timothy Hoffmann Matt Lewis Tatiana Zel
13. with a free trial of Amazon Prime Details 1 38 12 Appendix B Requirements Specification Single Player Against Machine BAttleship Game SPAMBAG Requirements Specification Matt Goodhart Timothy Hoffmann Matt Lewis Tatiana Zeledon OVERVIEW Battleship is a classic game that many people play in their childhood Typically it is a two player game where one person plays against another We are recreating this game so that one person can play by themselves against an interactive computer that has a robotic piece placement device This allows a novice player to get a feel for the rules and potentially develop and improve strategies of their own Aside from the inputs from the player on where he she wants to place his her ships and target the computerG ships the game is hands free OPERATIONAL DESCRIPTION Our battleship game will follow all of the standard rules of the classic battleship game There will be a user input interface most likely an interactive LCD screen that will prompt the user with instructions and notifications such as when to make a move or indicate when the player sunk one of the computerG ships There will also be a keypad which will accept the coordinates of the player amp moves Beginning game play will require the player to physically place his her ship pieces on the lower display Once the player ships have been placed the game begins a random selection of who player computer goes first This
14. 00 10 5 2009 Materials for frame McMaster Carr 200 00 10 5 2009 Movement supplies McMaster Carr 50 00 10 5 2009 Push button All Electronics Corporation 5 00 10 5 2009 Keypad 20 00 10 5 2009 LCD screen Crystal Fontz 25 00 10 5 2009 Miscellaneous 188 00 10 5 2009 Total 850 00 Harding University Gantt Chart Fall 2009 Senior Design 420 421 Matt Goodhart Tim Hoffmann Matt Lewis Tatiana Zeledon Single Player Against Machine BAttleship Game TIMELINE SCHEDULE FALL 09 a MOSytemDesign KeypdDesigp tEDAmayDeign Digital Logic Design L PowerSupplyDesign Ball Placement System Movement System Design Electromagnet Design olg Ship Sensor Design _ LL FrameDesign Parts Selection and Purchase 1 system Design amp ProjectPlan A Fila Fi12 Presentation _ interim Design TTT Report S __ Presentation 11 1111 010 Documentation 020 asrepors 030 Time Management 19 Harding University Gantt Chart Spring 2010 Senior Design 420 421 Matt Goodhart Tim Hoffmann Matt Lewis Tatiana Zeledon Single Player Against Machine BAttleship Game TIMELINE
15. Ds receive power Supplies power to all modules of game Displays computer s moves Moves ball to appropriate coordinates Magnetically picks up and drops ball Allows power to go to the electromagnet Senses the presence of the constructed ships Encases entire game Deliverable Checkpoints Basic ideas of project written document Choose best solutions and apply them Schematic of keypad and selection of LCD screen Schematic and sketch of keypad Selection of LCD amp manufacturer s data sheets Selection of microcontroller amp manufacturer s data sheets Schematic of LED circuitry Schematic of digital logic Schematic of power supply circuitry SolidWorks drawings and MotionWorks simulations SolidWorks drawings and MotionWorks simulations Calculations of necessary windings and current amp material size and shape Schematic of electromagnet controller circuitry Selection of push button and idea of how to lower the push button amp design of game pieces SolidWorks drawings and mockups Duration 9 13 9 29 9 25 10 16 10 15 11 3 10 15 10 30 10 20 11 3 11 3 11 15 10 22 11 15 10 22 11 15 10 22 11 3 10 15 11 15 11 1 11 15 10 20 11 5 10 20 11 5 11 08 11 15 10 15 11 15 People M M T T M M T T Matt L Tim Matt L Matt L Matt L Matt L M M Tatiana Matt G Matt L Matt
16. HARDING UNIVERSITY Single Player Against Machine BAttleship Game System Design and Project Plan Matt Goodhart Timothy Hoffmann Matt Lewis Tatiana Zeledon Table of Contents System 3 rr uai eem 4 System 22 55 a 4 Block Diagram sica iii 6 Functional Description of Blocks 7 PAN iii ii 11 Organization and Management 12 7 1 1 12 Work Breakdown Structure Fall 2009 13 Work Breakdown Structure Spring 2010 15 Estimated COStS 18 Gantt Chart Fall 2009 ui as 19 Gantt Chart Spring 2010 0 osas 20 Network Diagram Fall 2009 21 Network Diagram Spring 2010 2 44 eere eere 22 Appendices ue 23 Appendix A Budget 24 Appendix B Requirements Specification eee 33 System Design Background Battleship is a very popular game around the world whose origin dates back to the early 19006 when it was invented by Clifford Von Wickler However he never patented the game and it was trademarked and commercially produced by the Milton Bradley Company in 1943 as a paper and pencil game By the 19606 and perhaps earlier a player was able to purch
17. Website http www elexp com opt_3392 htm From Microchip Microprocessor Parameter Name Value Family PIC32MX4xx Max Speed MHz 80 Program Memory Size KB 128 RAM KB 32 DMA Channels 4 SPI 2 IC Compatible 2 AID channels 16 Max A D Sample Rate 1000 Input Capture 5 Output Compare Std PWM 5 16 bit Digital Timers 5 Parallel Port PMP16 Comparators 2 Internal Oscillator 8 MHz 32 kHz RTCC Yes I O Pins 85 Pin Count 100 RRR RR RRR RRR RRR RE Miss ge Pipelin us EZ Instruction Data Protein Bute Cache PIC 2 Debug USB From Microchip Microprocessor dsPIC30F6015 Parameter Name Value Architecture 16 bit CPU Speed MIPS 30 Memory Type Flash Program Memory KB 144 RAM Bytes 8 192 Temperature Range C 40 to 125 Operating Voltage Range V 2 5 to 5 5 I O Pins 52 Pin Count 64 Cost 9 94 From SchmartBoards A O UE ED OM Support 64 100 pins QFP TQFP PQFP package IC with 2 0 4mm pitch 20 pieces of 0603 package and some CO SI though hole passive components 6 ground holes are 20 connected a copper plane on the bottom side NO 555 This product utilizes the EZ technology to assure fast easy and flawless hand soldering From All Electronics Corporation SPDT MOM PUSHBUTTON PC MOUNT CAT PB 157 Apem TP32 Miniature S P D T momentary pushbutton switch Right angle vertical pc mounting Removeable 0 20 diame
18. agnet Module Electromagnet Inputs Power 12 V DC and 1A Digital signal to electromagnet from electromagnet controller circuit 1 0 or SV DC and 0 or 25mA Outputs Ball Placement Functionality When the electromagnet receives power from the electromagnet controller circuit it attracts a ball from the ball hopper and carries that ball to the appropriate location via the motors When the electromagnet no longer receives power the ball drops into the hole corresponding to the computerG move Module Ship Sensor Inputs Power SV DC and 200mA Outputs Digital signal to microcontroller 0 or 5V DC and 0 or 25mA Functionality The ship sensor is in the form of a push button The plunger motor will lower the button down to approximately halfway between the height of the board and the height of the ship piece If a ship is present the button will be below the level of the ship and the button will be depressed It will return a high signal telling the microcontroller that a ship is present and the guess is a hit If a ship is not present the button will not be depressed It will continue to return a low signal telling the microcontroller that the guess is a miss Module Digital Logic Inputs Power DC and 5 DC and 200A 1 for flip flop Power 12V DC and 2 5 A Digital signal from microcontroller i 0 or 5V DC and 0 or 25mA Outputs 0 to 12V and 0 to 2 5A Funct
19. ard in no more than 20 seconds per move TESTING Ball Manipulator Test Motor Test To test the ball manipulator and the motors a full mechanical system test will be performed where a test program is run and tells the ball manipulator to place one ball in every possible location A1 A10 though J1 J10 in order The test will be considered successful if the mechanical device arrives at the correct coordinate every time and if the ball makes it to the coordinate without dropping prematurely 99 out of 100 times the movement is done This test will be run five times and statistical analysis will be performed on the results If the ball drops prematurely the user can place the ball in the correct location as displayed on the LCD screen Portability test To determine portability and ease of operation by one person three volunteers not associated with the Senior Design class will move the device to a testing room where outlets are available and will follow the setup and operation as described in the user amp manual Feedback will be gathered from the volunteers via a survey to determine if the device is portable and through observation if it is easily operated The game will weigh no more than 22 73 kg 50 pounds and will take up a volume no more than 1 0 m The footprint of the device will be no more than 1 0 m and its depth no greater than 1 0 m LEDs Test To test the proper functioning of the LEDs the program will be written so
20. ase prepared paper sheets for the game Since the beginning letters were printed in the outer vertical edges of the sheet and numbers were printed horizontally at the top In 1967 the board game of Battleship was created The pencil and paper were discarded and were replaced with plastic ships pegs and trays Later in 1983 the Milton Bradley Company improved the version and included electronic components and new features such as lights and sound In 2008 the latest version of Battleship amp called Tactical Combat was introduced and it includes several modifications to the existing version such as the shape of the ships and board The Milton Bradley Company has being the only company to continuously produce a Battleship game for any extended period of time Our motivation is to create a technically challenging semi automated version of the game Battleship in order to promote the interest of future Harding students into the engineering program System Overview Our goal is to create an essentially hands free version of the classic Battleship game The game will be powered through a standard 110 V AC household outlet There will be a keypad that will receive input such as accepting the coordinates of the player amp moves Also there will be an LCD screen that will provide feedback to the user and will prompt the user with instructions and notifications such as when to make a move or indicate when the player has sunk one of
21. edon User Input Power 110 AC ISA 60Hz Grounded Supply SSS ora 0 orl2V DC Electromagnet Electro Controller pinnis Circuit 28 DS stands for Digital Signal DS 0 or 5V and 0 or 25mA Ball Placement 0 12V DC 0 2 5A LCD Text Lit LEDs Functional Description of Blocks Module I 0 System Inputs Power 5V DC and 25mA 1 Keypad Power 5V DC and 25mA 1 LCD for power Power 1V DC and 25mA 1 LCD for contrast User Input Digital signal to LCD from microcontroller 0 or 5V DC and 0 or 25mA Outputs LCD text Digital signal from keypad to microcontroller 0 or 5V DC and 0 or 25mA Functionality The user will place his her move by inputting it on the keypad that looks similar to the keypad on a phone The numbers A J will correspond to the numbers 1 10 such that 12A 2 B etc Each button will have both the number and letter printed on it The computer will prompt the user to select a letter and the user will input a letter The computer will then prompt the user to select a number and the user will input a number Those two signals will be sent to the microcontroller as the user amp move The LCD screen is the microcontroller amp way of talking to the user and telling him her what to do Module Power Supply Inputs Power 110V AC Grounded Outputs To keypad I 5V DC and 25mA To LCD TI 1V DC and 25mA To LCD 5V DC and 25mA To microprocessor 1 5V DC and 25mA
22. he location of its ships as indicated by the LCD screen located in the upper display of the game 3 If the LCD screen indicates that it is the playerG turn select coordinate of attack a space on the grid you believe the computerG ship is If the LCD screen indicates that it is the computerG turn continue to step six beginning of game only 4 Enter the coordinate on the keypad by selecting the letter A J that corresponds to the chosen location and then select a number 1 10 that corresponds to the same location 5 Notice the LED light up which indicate that the coordinate selected in step 3 was either a hit red or a miss green 6 Wait for the computerG turn 7 The attack of the computer will be recorded by dropping a ball on the lower display The ball will be red if it coincides with the location of one of your ships it will be green if it is a miss 8 Repeat steps three through seven until the game is completed as indicated by the LCD screen 9 Select the option to play a new game if desired and repeat steps one through eight or turn off the device using the ON OFF switch on the lower display 10 Unplug the game from the outlet USER INTERFACE The user interface will consist of an ON OFF switch that allows the system to be turned on and off There will also be ship pieces for the user to physically place on the lower display board to indicate the location of the user ships There will be a keypad that will act as an
23. ionality Accepts signals from the microcontroller and logically determines the necessary output through a series of multiplexors and latches Module LED Array Inputs 0 to 12V DC and 0 to 2 5A Outputs Lit LEDs Functionality The LED array is the physical display the user will see that displays the moves that he she has selected Individual LEDs receive power from the power supply that has been directed by the digital logic Module Microcontroller Inputs Power 5 V DC and max of 300mA Digital signal from I O System 0 or 5V DC and 0 or 25mA Digital signal from push button I 0 or 5V DC and 0 or 25mA Outputs Digital signal to I O System 0 or 5V DC and 0 or 25mA Digital signal to 3 motor system I 0 or 5V DC and 0 or 25mA Digital signal to electromagnet controller circuit 0 or 5V DC and 0 or 25mA Digital signal to digital logic 0 or 5V DC and 0 25mA Functionality The microcontroller will store and run the program for the battleship game This program will keep track of the game progress including storing previous computer and user moves and will calculate future moves for the computer accordingly It will also output signals to the ball manipulator to place balls indicating the computers moves and will send signals to the digital logic of the LED system to indicate user moves The microcontroller will also send information to the user via the LCD screen and take in information from the user via the
24. l also be responsible for contributing to system status reports documenting progress designing flowcharts and schematics on the microcontroller system and participating in group presentations Matt Goodhart i Matt Goodhart is a mechanical engineer and is the project leader As project leader Matt is responsible for overseeing all components of the project reviewing all final documents keeping the project on schedule and keeping track of the budget For the project Matt is responsible for designing and constructing the movement system for the ball placement system and integrating that with the motors He will do all of the calculations involved in determining the number of steps each stepper motor must go through to arrive at each coordinate Matt is jointly responsible with Tatiana for designing and constructing the frame He will be the secondary engineer on any modules on which Tatiana is the primary engineer He will create CAD drawings in SolidWorks of the frame and the three motor systems In addition to the CAD drawings Matt will also use the MotionWorks feature of SolidWorks to show the movement ability of the frame and three motor systems Tatiana Zeledon Tatiana is a mechanical engineer She will be working in the design and implementation of the plunger button sensing device of the ball placement system and the fabrication of the physical ship pieces She will also be working with Matt Goodhart in the system integration of the ball p
25. lacement system and the design and construction of the frame Tatiana will be working with the simulations and SolidWorks drawings of the overall system parts selection and research of the mechanical parts of the project and any documentation required She will do calculations involved in determining the number of steps the stepper motor of the button plunger sensing device must go through to determine the presence of a ship She will be the secondary engineer on the modules that Matt Goodhart is the primary engineer She will also participate in group written reports and oral presentations py PR Task F1 0 F2 0 F3 0 F3 1 F3 2 F4 0 F5 0 F6 0 F7 0 F8 0 F8 1 F8 2 F8 3 F8 4 F9 0 Activity Requirements Specification Overall System Design Design Keypad Design LCD Design Microcontroller Selection LED Array Design Digital Logic Design Power Supply Design Ball Placement Design Movement System Design Electromagnet Design Electromagnet Controller Circuit Ship Sensor and Game Piece Design Frame Design Work Breakdown Structure Fall 2009 Description Document stating what the project will do in detail Design entire project in detail Communicates between the user and the game Takes input from the user Outputs Information to user Select an appropriate microcontroller that will run the game code Displays the user s moves Determines which LE
26. selection will be indicated on the LCD screen On his her turn the player inputs his her move The microprocessor then discerns if the input was a hit or miss and gives the corresponding output on the upper display Outputs include lighting a red LED hit or a green LED miss On the computerG turn it makes a move the microprocessor discerns a hit or miss and shows its output on the lower display by placing a red hit or green miss ball via the ball manipulator into its respective spot This process is repeated until the game is over DELIVERABLES e UserG Manual e Software Logic Flowchart e Technical Drawings and Analysis of Hardware e Schematic of Circuit with Simulation Results e Documentation of Testing e A Final Report e Parts List with Budget e Battleship Game 34 PR DRAFT USER MANUAL Setup e Remove the game from its package e Open the lid for the game e Plug in the power cord to a Type B NEMA 5 15 15 A 125 V grounded outlet e Separate the balls by color and load them into the containers e Turn on the game by flipping the ON OFF switch located on the board Operation 1 Physically place the ship pieces on the lower display board so that the holes in the piece correspond to holes in the board e For the aircraft carrier five cells e For the battleship four cells e For the cruiser three cells e For the submarine three cells e For the destroyer two cells 2 Wait for the computer to choose t
27. ter black cap 5mm diameter flatted plain bushing Single pc mounting pin front of switch body Rated 0 4 VA 20V max Cost 0 40 From Crystalfontz CFAH1602D YTI ET Parallel Character LCD 16x2 RoHS Compliant Yellow Green LED Backlight FSTN Negative Transmissive 20 C 70 C 6 00 Cost 25 00 The Electronic Goldmine 7415279 Quad S R Latch Item Number G12600 Unit Price 0 29 Quantity Refer this page to a friend Detailed Description The 74LS279 consists of four individual and independent Set Reset Latches with active low inputs Two of the four latches have an additional 5 input ANDed with the primary 5 input A LOW on any S input while the R input is HIGH will be stored in the latch and appear on the corresponding Q output as a HIGH A LOW on the R input while the S input is HIGH will clear the Q output to a LOW Simultaneous transition of the R and 5 inputs from LOW to HIGH will cause the Q output to be indeterminate Both inputs are voltage level triggered and are not affected by transition time of the input data 16 pin DIP Actual brand may vary from picture G12600 Found at Amazon com Honeywell RCA900N1008 A 16V Low Voltage Transformer Other products by Honeywell No customer reviews yet Be the first List Price Price You Save 11 99 10 61 amp eligible for FREE Super Saver Shipping on orders over 25 or FREE Two Day Shipping on orders of any size
28. ture Fall 2009 continued Duration Weeks 9 20 12 8 9 29 10 15 9 29 10 13 10 4 10 15 11 16 12 9 11 16 12 9 12 1 12 9 9 13 12 31 9 13 12 10 9 13 12 10 People M M T T M M T T M M T T M M T T M M T T M M T T M M T T M M T T M M T T Matt G Resources Computer Computer Computer Computer Computer Computer Computer Computer Notebooks Computer Computer Task 51 0 51 1 1 1 1 1 1 2 1 2 1 3 1 4 1 5 1 6 1 6 1 1 6 2 1 6 3 Activity Parts assembly amp Testing System Keypad LCD Microcontroller LED Array Digital Logic Power Supply Ball Placement System Movement System Electromagnet Electromagnet Controller Circuit Work Breakdown Structure Spring 2010 Description Assemble all parts and verify they work correctly Create and test interface between user and game Create and test a keypad circuit for user input Connect and test LCD screen with the microcontroller Create and test code for system Create and test LED circuitry for upper display Create and test digital logic circuitry for upper display Build and test voltage control circuit Build and test device to place balls Build and test the motor and rail system Build and test magnetic device to pick up and drop balls Create and test electromagnet controller circuit
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