Retro Horse Derby Game Board with Neopixels showing Reaction Game Status #4753
Replies: 2 comments
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Posted at 2019-01-02 by @allObjects Some more details about the setup: Choice of Espruino board: see Espruino-WiFi - is a nice, fully featured board with integrated Wifi connectivity thru espressif's ESP8266 ESP-12, mounted on the bottom of Espruino-Wifi board, prewired, and with blue LED3 on top showing Wifi status/activities. Can work as connecting station and also as ACCESS station that can be connected to. Espruino can run Web client AND/OR http Web server on http(s) protocol level and on socket level. (Wifi could be used to implement Web Server for publishing game status or playing distributed game over the Web. :O....... 21 GPIO 5V tolerant pins are plenty for a lot to do... Further on board: red LED1 and green LED2 and Btn/Btn1 for application. Power supply is thru USB or Bat_in pin (3.3..5V) and onboard w/ LDO 3.3V voltage regulator. --- Any other Espruiono board would do well as well... even Espruino Puck.js... ...with some soldering to get enough pins connected. Neopixel are individual, 4-lead, 5mm round, diffused LEDs w/ red, green and blue LEDs and electronic built in:
Neopixels are daisy chained in zig-zag pattern: even lanes - counting from 0 - (top lane) runs from left to right, odd lanes (bottom lane) run from right to left. I intentionally made it this way to develop the software for the prewired string on the market. Top lane is fed with 253 bytes representing the RGB colors for each of the neopixels. Buttons are connected in "pull pin to Ground" manner to one pin of Espruino-Wifi set in "input_pullup" pin mode, pulled up by mc chip internal 30..40k resistor. Some buttons are watched directly and individually and some only summarily and indirectly and and only read together. The game host's button is at times watched with rising flank detection to initiate race step and a new game. The user buttons are not watched, but a or-logic with diodes creates a combined signal for a watched pin with falling flank detection to trigger prematurely or timely read of all user inputs at once - (virtually) at the very same time by Neopixel signal time precision is crucial because Neopixel LEDs are picky... and it is noticeable, especially when running rainbow wave through the LEDs before each game: sometimes some LEDs show messed up or no color at all... The 'fat' capacitor helped, but there are still some glitches. Below is The Code. To be upfront: I'm not a game developer... this is about the 2nd or 3rd game in my career - so not much treasure to find. Nor is the code structured to my desire or performance optimized: so far it is a big pile of functions - close to a treason to my screen name (sure, I was thinking in objects, but the functions have to still find their 'class' home... and some have to split for that). The code came together as I went and explored aspect by aspect. For certain things a nice oo-refactoring with consideration of performance is advised - especially when thinking of driving large(r) boards. On the other hand I'm pleased by t as a prototype. It works as originally intended... and even ended up as a simpler implementation then I had anticipated, especially in regard of game control and game status communication. BUT: UX's writing is already on the wall: allow users to pick their lane color... and let them keep it across games...
Shot below shows blaming of to lane user because of prematurely pressing the button! Attachments: Posted at 2019-01-02 by @allObjects Runtime detail that goes together with the clip in first post (see still of it attached below): The dump of the board lane by lane into the console, before player 0 (yellow) wins the 3rd race and wins the game, from the boards perspective (<-- comments added). It shows the neopixel buffer as sent out - 30 bytes - byte by byte (3 bytes per line defining the R G B components for the LEDs). The bytes are sent in reverse order: the last bytes - bytes for the last LED in the string - are sent first, and the first bytes - bytes for the first LED - are sent last. Last 3 bytes - as sent first - are passed thru all but last LED from one LED to the next one. First 3 bytes - as sent last - are never passed on, they stay within first LED.
This is the matching
Property Attachments: Posted at 2019-01-02 by @allObjects @user96449, you mention in post #9 of above referenced conversation
Yes, it is so easy... while the thing is running, you need no special tools or skills to inspect and influence things on the micro controller, as I just did in the previous post: you just invoke a function in the console by name - Why and how does it work: The Espruino board does all the heavy lifting with its JavaScript interpreter. The console in the IDE is only a terminal to the micro controller. Any thing you enter is consumed by the JavaScript interpreter, and if it is a valid expression / statement, it is executed. You can even add code. For example to get which player is leading in the race, you enter - in one or on multiple lines: As you see, Espruino gives you a lot for what you wan to do.... Posted at 2019-01-09 by user96792 This is really cool. Sorry I haven't seen this earlier. I've been sick and then started teaching the new semester yesterday. Busy. I have enlisted the help of students at a local university (Louisiana Tech) to help with the coding but it looks like you have done that. This is really great but I have no idea what I'm looking at (well, maybe a little)! Here are some questions: I just want the game to operate for one time and it resets all over again. It stays off till I turn it on so no penalty for an early start. How many Espruino boards would this game require? One, two, 16? One board would be great as would one long string of 500 lights but should I have multiple strings instead - one string of 30/50 LEDs for each player? How would the lights know when the ball passes over a rollover switch? I don't know how I would wire the switches to the lights. Do I need to find an electrical engineer to make the connections? While I have help, students are probably not going to understand the switch to the LEDs part. They work in CS /IT, not electrical engineering. I think the university can help with that too but it would help to know if you know how to do this. I know this seems like a lot, but this is a very important memory that I'd like to relive with my kids and grandkids (seven children, 15 grandchildren - yeah, there's a lot of them) and because this game no longer exists. the last complete 1940's arcade game was parted out to people wanting antique collectibles. Reconstructing this preserves the overall game for history plus it's just a lot of fun, anyone, no matter what age, can play. And I'd have the only one like it. I'm going to have the pinball half remade like the original. Silkscreened board with the company logo, and all. The only difference is the electronics are made to last for 100 years (hopefully). Your help has and will bring a lot of happiness to an old man (me) for a long time to come. I can build the cabinets, the wallboard and the like but I just don't understand the electronics enough to make it happen. (I put weather sensors on my RPi and they worked but it took weeks to do it and a lot of frustration - still, I succeeded). I haven't said thank you to everyone so far but I really want to do that now before I get crazy busy and forget. Thanks for the help. Mike Posted at 2019-01-09 by @allObjects If one race should win the game, set racesToWin = 1; - in line 46. Since I did not have a pin ball machine at hand, I 'invented' and integrated this reaction game with the flickering. With this game all players play at the same time for each game step. No turns have to be taken by the players. For a pinball machine, this looks different: 1 player plays at 1 time and players take turns. Is that assumption correct? If this assumption is correct, game control has to be bit different. To have a clear game control / flow, the player's turn has to be shown on the board. You can take this code and modify it. First, you have to rip out the flicker stuff and the too early and just right functions. Game control has to trigger the indication which players turn it is and just enable 3 pins to read the roll over switches or whiskers - like I used the 2 reaction buttons. Two springy wires are good enough for one whisker switch: one wire is connected to ground and the other to the pin, and when the metal ball runs 'between' them is a momentary switch. If you have a rollover switch, that works as well. For programming just think of the lights as memory entities: 3 bytes reflect one position, and since they are daisy chained, it is just pushing the memory into the sting. One Espruino should be good for quite many positions. It all depends how many players or lanes (horses) you want, and how many steps or positions the race should have. To understand the pinball machine part a bit better, you may need to describe a bit more what is going on in it. From the initial description it looked like that you only count where the ball exits: path 1, 2, or 3, and each of these give that many points or advance the player so many steps on the board: 1, 2, 3. If the machine works more like a pin ball machine where the ball can bounce like crazy between positions and each bounce advances the horse on the board, then it may look a bit different. The cool part would be multiple pin ball machines so players can play simultaneously... Posted at 2019-01-10 by Robin Wed 2019.01.09 Mike, > "Do I need to find an electrical engineer to make the connections?" Good gracious no, I don't think so. This is basic week one electronics. See these examples for switch input:
The process will be done in software. Think of each wire end in wire loop game being attached to one of the poles on the switch diagram provided in:
The LED part: Consider a strip of neopixels to cut down on the amount of wiring. Just three wires for a strip. I am running a meter of 60 neos with approximate spacing of 5/8" Very flexible. Would a strip fit the player lane from #1: http://forum.espruino.com/conversations/329107/ You will however need a microcontroller to turn these on, as they are not a simple resistor and LED. Many examples here and a few, including myself that can assist with the nitty-gritty. Schematic - Mike, do you by chance have the electronics schematic of the original game, most likely relay logic? This would assist in determining what game logic each of the six rollover switches would control. Mike, have you made a firm decision to complete this project using an Espruino device? @allObjects has burned up a considerable amount of time producing a near finished project, and I would hate to see his efforts evaporate, should you be considering the Arduino (ref #4 conv 329107) instead. One Espruino Pico (has 3 SPI) should do the job for stand alone if one continuous strand of neopixels are used. I've not tested the total count limit, although I've read five meter x 60 = 300 is possible. See #3 above for image compliments of allObjects of an Espruino WiFi that is powering two lanes of five LEDs each. Complexity of game play, along with which LED wiring, time and money will make the decision on which and how many. Maybe the Espruino WiFi as allObjects suggests to have a web page in a browser control the panel wirelessly? As an enhancement, have you considered using the Espruino MDBT42Q for Bluetooth connectivity to run this game from your phone perhaps? Several options and a great group here on the forums. I'd like to see you succeed and taking a few pictures to post in the Projects forum would be fun to follow along to project creation. May we may welcome you aboard and join us in the Espruino adventure? Posted at 2019-01-10 by matencio I think when I log in from my phone, it's grabbing my different email addresses from FB or something. I noticed that I had different user numbers too. The first two are me, I thought I corrected it the last time but alas, I now have a third user... sheesh🤔 I have to figure out why I'm logging in with different emails when it should populate using the original when I set up my registration. Today, I'm going to work on this issue. No schematics. The last remaining game was parted out and nothing exists. I wish. I haven't checked one place, the US Patent Office. I'm adding that to my must do's list today. Maybe I'll get lucky. I am going to use Espruino. The students helping me know Java Script well. They didn't know about the Espruino board but I doubt it is a problem. In fact, I copied everything everyone in this forum, including @allObjects has created and forwarded to them to the students. I thought it would benefit the large number of CS students at Louisiana Tech University more and intro the Espruino board to them as well. Spread the wealth. For me, I'm going to handle this like I'm a project manager and connect everything and everyone, then learn how this all works once this works. I'm a hands on learner. The students are being paid for their help and they can educate me on the build and coding. I think getting out of the way and letting them build it is better than me micromanaging. I'll also learn all of this and may be able to contribute back to others on this forum when possible. In the meantime, I'm learning a lot now which wasn't possible without the great people on this forum. The hardest part? Getting it up and running. I can't wait! Thank you to everyone for sticking by my side. A dream is going to become a reality. I have a plan and help, materials and students that seem more excited than I am to complete this. Kids and pinball type games are still a great combo. A tiny part of the good old days still exists. That's just cool. Posted at 2019-01-10 by matencio Hello! Before answering questions, I must thank you from deep in my heart. Your efforts have blown me away.Exactly, players are simultaneously playing. Unlike a pinball machine with only a single player, everyone plays at the same time until there is a winner.Game operation: Think of them like the bumper rails on a pool table. Gravity takes over and the ball drops into one of two lanes. One lane has two rollover switches, the other lane has three. The ball rolls over each switch and the light advances. Question: Less parts to buy, less to wear out.As the lights advance, they reach the "Final Stretch". Question, can the lights in the final stretch be programmed to advance one light using the same switches instead of two or three lights? Basically slowing down the leaders so others can catch up? Next question: It seems to me that the lights then have to be coded backwards for every other player. Is it more efficient to cut the string, add three lengths of long wire to start the string for those players at the start instead of backwards coding them? It seems simpler for the coding? Am I perceiving this correctly? Next question: after enlarging the picture of the board, I discovered there are 30 lights for each player to light. 24 lights during the race and then six lights for the Final Stretch. If I reproduce the game exactly like the picture, there are 18 players. I'm reproducing something that no longer exists. I may donate this to an arcade museum after I leave this world, that means all 18 players for a faithful reproduction. How much power will this take? Can the Espruino handle that many players? If not, what is the number of players that can play on one board and what power supply should I purchase to run all of it? Can I use a power supply like those used for a pc upgrade with a powerful graphics card. I think this is a compatible solution but I'm guesstimating here. Do you have a way I can call or you can call me. I think verbally communicating might help on the game operation. Everything for the coding and building should stay here on the forum. As I'm on my cell, I can't see the pictures Robin posted. My eyes are old and its hard to watch them. The pc at home is much easier to see. I may add more comments this afternoon when I get home. A real keyboard and big screen. Again thanks Posted at 2019-01-12 by Robin Fri 2019.01.11 Hi Mike, it appears you @matencio have solved the login issue. Great!! > "the large number of CS students at Louisiana Tech University more and intro the Espruino board to them as well. Spread the wealth." Welcome to the Espruino community Louisiana Tech students, and I'm sure @gfwilliams will be thankful also! > "Unlike a pinball machine with only a single player, everyone plays at the same" To clarify, does this mean there is a separate two lane pinball like frame for each player? (yes?) If yes, a problematic issue exists. How to multiplex the switches (18 x 2 = 36) and decode them at the microcontroller. If three SPI ports are used, there are around four available pins remaining. > "couldn't one switch be used to advance the lights two or three lights depending on which of 2 switches is activated instead of using 5 switches?" Yes. Array element index offset > "can the lights in the final stretch be programmed to advance one light using the same switches" Yes > "Is it more efficient to cut the string, add three lengths of long wire to start the string for those players at the start instead of backwards coding them?" This would be my recommendation, although I haven't tried this myself. It might be that the data line will have to be shielded, but only if the length causes an issue. More in later posts. > "Can the Espruino handle that many players?" (ref 18) Will require lengthy discussion. If all (24 x 18 = 432) sequential Neopixels could be separated into two or three strings, then one Espruino device (Pico or WiFi) with three hardware SPI pins %should% be able to handle sending the data. Memory management and array size will be critical here. > "Can I use a power supply like . . . ." Question: How many lights will be on at the same time? If less than ~40, a simple $5 5V2000ma wall wort/phone charger should work fine. I found this link of a carnival game that is similar to what I remember from fifty years ago, but had mechnical horses rather than a light board similar to this: https://www.pinterest.com/pin/154389093453558191/ Brings back a memory of when my brother and I, around age 10-12 were at a carnival (IN) watching one of these in action. Both of us were in back looking at all the clicking relays and advancing horse mechanism, fascinated instead of watching the players shoot the ball and who would win. Interestingly, both of us started careers in Electronics, then on to Software. It was around thirty years ago, I saw (WI) the last of the mechanical but did see a lit board like the one you possess. Posted at 2019-01-12 by matencio The image of the game is the actual game. There weren't any mechanical horses though. Awesome pic because that is the guy that ran it back in the day. That is the actual game I'm reproducing. Very cool. I don't have the board unfortunately. I have to build it too. Still, well worth the effort. I love that second game with mechanical horses but never played. I'd love to build that too but wouldn't know where to start. Yes, each player is separate. If 18 is too many, for now, can I do 12 instead? It will be more practical that way. Easier to manage too. That's enough for the family get togethers. That should resolve the board issue too, I hope. Shielding the cable. Isn't there a cable wrap to shied the wire? I have used tin foil in the past...lol don't know if that was okay but it worked. Posted at 2019-01-12 by @allObjects Some of the answers repeat @robin, some are different...
Challenge your students for alternative solution(s) in the software implementation (I'll dm u abt it). What I still do not properly understand is
Does that mean you have 18 pin ball machines? With 18 boards, you end up w/ 36..54 exit sensors. The Original Espruino board has 44 GPIOs that you can use as inputs. Alternative, you can use my interrupt enabling code for Port Expanders (which would actually be a motivation to finish that as a module. It is an enhanced version of the code of the existing one; see Exploring adding setWatch/clearWatch (interrupt handling) to MCP23017 (MCP2308) Port Expander Ports. Two of those chips can handle 32 inputs effortlessly, and need eat up only a few GPIOs of the Espruino, and offload a lot of work as well - as is described in related conversations (scanning key board / button entry matrix / switches / etc). Posted at 2019-01-12 by Robin Sat 2018.01.12 Thanks @allObjects for the links to the stepper relays. I searched but didn't find suitable images. Boy do those bring back memories.
Look closely at the bottom edge of the image, then click the right arrow button (upper right of image) and advance to the third slide Looking over the MCP23017 for lane switch decoding
Posted at 2019-01-12 by Robin Sat 2019.01.12 Mike @matencio, Just stumbled across this image of a flexible Neopixel strip wired to a Pico as an example of what your project might require. There is some discussion and some basic code snippets that would assist in coding understanding.
Posted at 2019-01-12 by @allObjects @robin, so my conclusion about the number of (simplified) pinball machines is it has to be equal or more the number of simultaneously playing players. That's quite some work to get done... and it will also be a challenge to make all machines behave the same way in order to not let always the same one win (even though also such inconvenience could be taken care of by the software). Posted at 2019-01-13 by Robin Sat 2019.01.12
Yes, I agree. From the images in #1 what isn't shown is whether the individual lane tables were with the lightboard shown, or were they being built from scratch. I was thinking easy such as an 8 input encoder multiplexer. See p7 on combining to make 16 or 32 complete 74HCxx series then use another as a 'bank' selector and do the decoding in a software table. Maybe this is the same/similar to the port expander you mentioned.
Ahhhh, but that was the lure of the carnie experience, to attempt to queue up to get the better lane. I remember five lane tables on the game I saw years ago. @matencio mentions two in this thread and three in the original post. I also agree with you, that if the tilt of each table is not easily adjustable to allow the ball to fall through the gates at the same rate, a small usec delay could be added in software. Posted at 2019-01-13 by @allObjects Using cascaded/chained/extended 74XX148 8-to-3 decoders give some relieve in numbers of lines to watch, but at the same time pose a timing challenge because there is no registers that store the information - signal change - and Espruino may not be fast enough to catch who was really first, because the chip is a priority encoder. A lower priority may trigger but when reading a higher one may have chipped in and messed it all up. Furthermore, a detection of s'simultaneously in the same - very small - time window is not possible. The prototype I built in the reaction game can have this issue as well if something else runs next to the game, such as scanning / charlieplexing (when using something else than neopixels w/ storage info (which the prototype does not do). Posted at 2019-01-13 by Robin Sun 2019.01.13
I can't imagine this was of much concern the the design using relays back in the 50's Just the time element in closing the relay contacts would be far worse (a fair guess) than a microcontroller polling the input. Even as a child I remember what appeared to be 'glitches' in the way the (now lights) mechanical horses advanced. It sometimes seemed a random group of three advanced, when two of the three still had a ball waiting to enter a lane. I wonder if this is how they got around that timing issue, by creating a diversion, perhaps? Posted at 2019-01-13 by @allObjects ...yeah, but the issue here is that the higher wins and is the only one detected, and all the others are not detected and loose completely out. Therefore, timing in regard who comes first among the 'simultaneous ones' is not the actual issue. The real issue is that only one is noticed. This makes me think that each line would have to have a latch (RS flip-flop), just as the mechanical horses had their own dedicated wire and stepping relays - and having adjustable end switches for winner detection can be pretty precise and accurate. This makes me think to have a latch for each of the pin ball machine exit lanes in order to make sure that no scores are lost. The time between two balls is ample to handle the 'signal'/event. Posted at 2019-01-14 by Robin
May agree on the exit latch flip-flop, but not on 'only one detected' in above statement. As the ball rolls through the lane, tripping it's lane switch, another player lane might have a ball roll through a half second later, and a third a second after that. The other nine would be in the process of launching the ball. So polling these switches is nothing in processor time and accurate event monitoring could take place. > 'The real issue is that only one is noticed' If a flip-flop is used, that might block/lock the other near simultaneous ball pass through reads. What about a simple R-C circuit that briefly charges a cap, then discharges it after a read. In that way, say polling ten times a second, would allow for %all% detections, even on close races, as the time to reload and fire might be three or more seconds away. 48 hrs have elapsed. Put an A.P.B. out for Mike, hope we haven't scared him away . . . . Posted at 2019-01-14 by @allObjects ...looks like we are sailing different vessels... Posted at 2019-02-01 by matencio Well, finally getting a chance to read all of this and yup, scared me a little. LOL. I was searching through the comments to determine what Espruino to get and what lights to get. I think I'm suffering from TMI. I need a parts list that will work . Applying the KISS rule. I'm all mixed up so if someone comes to a final conclusion, I would really appreciate it. Thanks fellas. Posted at 2019-02-01 by matencio You have been working on this 100% from the beginning and other folks have chimed in but now I'm suffering from data overload or TMI. I'm sticking with you only. So let's do this, help me create code for 12 competing players. I need to know exactly which board number (the Wi-Fi is what you suggested), the correct light string, I have 15-20 power supplies from stuff over the years. If I have to buy one, no problem. I ordered the switches for the lanes. The college students flaked out on me... as you already wrote most of the code, can you finish the coding so it will work for 12 players? I'll upload it and put it all together. I think that would be the most helpful. I'll even name a horse for you... lol Oh, I'm learning JS through YouTube tutorials so I can improve my skills. Posted at 2019-02-02 by Robin Sat 2019.02.02
That is a good thing, but don't let this overwhelm you. There are plenty of examples/tutorials on the site (if you haven't already perused them) to gain the insight on individual tasks that may pop up in the future. We now have a better understanding of your knowledge level is and the depth of responses we'll need to keep effective communication going. Although it hasn't been clarified if you have the light panel complete, but still trying to learn what the center spacing is of each lane indicator light. My gut feeling is the following could be bent (thin mylar backing) in a serpentine fashion to match up if necessary. Back in post #7 there is a link to the Neopixel strip. I recommend I'd spend the hour or two this weekend and get this part on order now, as it takes ~3-5 weeks (although I did get one shipment in twelve days) to arrive. Setting up the account is the worst part, a pain as I remember it, but goes very smoothly once one or two orders have been placed. I have also found that making smaller qty orders ensures delivery to your mail box, rather than a trip across town to the P.O. or U.P.S. in case that package is too large. This is your best low cost option, as picking up one of these in the U.S. or on Amazon will set you back up to five times the cost. For the extra week wait, the low cost will offset the time factor. FYI only, I've made thirty CH orders over the last two years and each electronics parts ones matched the web page exactly, but did have one order that never arrived. Did get my $$ back though. This will also give us two weeks to confirm which Espruino part as that could get to you in as little as two days via Amazon. Could you also respond to device type/project direction questions in post #7 please. In addition, using a Pixl with LCD output might assist in real time changes to the game along with additional visual feedback. See working Pixl and 8 Neopixel strip - two images: One word of caution, although the Pixl can provide the data, it may not have the memory for a full blown game. Hard to judge at this point. . . . . also would like some insight to your solder/construction skills to get an idea on whether to breadboard first (recommended) which may result in having a few devices to make life easier. May I ask what kind of budget range we have for the electronics side so all of us here could make appropriate suggestions? Can you scrounge/scavenge parts since there are no more Radio Shacks around? Sounds like yes.
See if there is a 5V DC 2000mamp (two amp or better) wall charger in the mix. That's what I use for breadboarding.
Does this mean they are too involved with school or too overwhelmed with the simple idea of Javascript as a solution? To answer that, I stumbled across this by Espruino's originator Gordon. Last line in thread.
I'm excited that this project is now underway!! . . . Posted at 2019-02-03 by Robin Sat 2019.02.02
It's more likely too much analysis/paralysis. I was in that mode two years ago. Follow my 30+ forum posts in reverse chronological order to see my original fears. It's easier that one might think. Time to just jump in. Found a video that shows the Neopixel strip in action, which should help with visualizing how the output might appear and the flexibility of the mylar backing. Remember that there is minimal wiring as opposed to individual Neopixels. You'll also have more control over color and intensity that the original game didn't have. Could even duplicate the fading bulbs to give that retro look. ;-) A quick parts list to get you up and running and excited to keep at it. My vote is for the Pico as it just plugs in and you could be writing code immediately. After the Neopixel strip is ordered: The WiFi you were after or maybe the Pico and the USB cable to Laptop or a quick snapshot of all the devices That should be enough to get some coding practice in before the Neopixel strip arrives. |
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Posted at 2019-02-09 by @allObjects After playing with/as (grand) kids on the real 20 x 7 board, the software needed some serious upgrade to keep the momentum of the game going and increase the pressure:
Enhancements since breadboard prototype:
Btw, excitement of players and watchers is easily to boost: game / tournament host has to cheer and document like a sports reporter in the ball bark. I can tell you this had the grand kids out of morning sleep onto high alert in no time! Last pic shows my version of rainbow colors from color wheel. Board status as shown in attached picture:
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Posted at 2019-02-09 by Robin Sat 2019.02.09 Nicely done @allObjects Peppered with many good examples of accessing arrays and program flow logic - Bonus!! Any chance of getting a short 20 sec video of the excitement during actual game play? Posted at 2019-02-09 by @allObjects ...sure... just returned from a tournament. Had to enforce a break to calm down the gaming seas... - will take a clip on text one. Posted at 2019-03-04 by @allObjects @robin, as promised: attached a short clip of the game while it is going on... paddles connected to / active on / playing 2nd and 4th lanes... Stills show start, in progress, and win - win by player in 4th lane! Attachments: Posted at 2019-03-04 by Robin Sun 2019.03.03 Nice completed project! From #26
and my #27
I was attempting to visualize the actual player interface mechanics. I do hear the tapping and as I realize the prototyping need for a simplified pin ball lane equivalent, is the micro switch one of those with a springy extender arm, and the effect is to trip/time during a set interval, but not too fast in succession? Posted at 2019-03-04 by @allObjects @robin, yes the switches are for emulating the pin ball exit lanes. @matencio is on the pin ball boards, as far as I know. Since this display work went pretty well, I'm thinking about something that has 5 times the pixels for a display and then build a two player Tetris.... one where two shoots drop tiles and the faster player can pass the slower one and faster points. So far it is only a thought. Posted at 2019-03-09 by Robin Fri 2019.03.08 I like the idea! @allObjects Can't wait to see how you contrive your super-duper innovation over the first link in #1 tetris.js from: and wireless joysticks: Maybe with the MDBT42Q perhaps? Think On! |
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Posted at 2019-01-02 by @allObjects
Edit: Updated/extended version available w/ post 26#.
Conversation about Help for Newbie. LED lights for game board by @ser96445 (@user96449) made me dig up the Neopixles that I got as part of the Espruino PICO Kickstarter reward and some other scraps and make a prototype show the status of a reaction game. So fare I did not neopixel yet (from 'to neopixel'). The perfect opportunity to put these forgotten 4-legged 5mm round neopixel LEDs finally to work has just come.
A clip shows you the last - 4th - race step of the last - 3rd - race of a game. These are the events:
If event 7 would have been race win only, briefly only last LED for position and LED for wins would have been lit and game would have resumed with event 9: players' horses back in start position of next race.
A user pressing too early the button is shamed with lane fully lit. Race step is repeated.
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