NET3001 Fall 12. Assignment 4 (revised Oct 12,2012) Part 1 Reaction Time Tester (15 marks, assign41.c)

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1 NET3001 Fall 12 Assignment 4 (revised Oct 12,2012) Due: Oct 25, beginning of class Submitting: Use the submit.exe program. The files should be named assign41.c assign42.c assign43.c Do either Part 1 or Part 2 of this assignment, not both. Do Part 3. Overview: In the first part of the assignment, you are going to write a game to test the user's reaction time. In the second part, you are going to write code that might be used to test a combination lock. In the third part, you are going to write a mini version of the crown and anchor game. All the code should be written in C and built to run on the MTS2 board. Use interrupt techniques for managing the time. You may use interrupt techniques for the keyboard (optional). Use the motor library you developed in lab 6. Part 1 Reaction Time Tester (15 marks, assign41.c) The main of concept for this part of the assignment is to spin the stepper motor arrowhead to a random position on a dial, and then measure how long it takes the user to push the key which corresponds to the arrow position. You may use the dial shown on the right as a guide for positions in the game The system operates as follows: 1. at the beginning of a game, system moves the stepper motor to position 0, by repeatedly moving counterclockwise; make sure the silver arrow on your stepper 2 8 motor is pointing directly south the user then hits buttona; the game lasts 15 seconds 0 3. the system then spins the stepper motor to a random position on the dial; the system issues a short mid-pitch beep; the system will never pick the same number two times in a row, so there will always be a movement 4. the user must then press the matching key (0...9); the user should press it as quickly as possible 5. if the user hits the correct key, the system gives the user a short high-pitch tone, starts the DC motor spinning and the system spins again, with another challenge 6. if the user hits the incorrect key, the system gives the user a short low-pitch tone, stops the DC motor, then pauses for 1 second, and spins with another challenge 7. for each correct match, the user is given a score (see below); the faster the user can react, the higher the score; incorrect keys do not receive any score 8. at the end of 15 seconds, if the score is high enough, the system plays a reward tone; if the score is too low, the system plays a sad tune

2 Write the code to implement this system. Arrange for the system to continuously repeat the above sequence. You should use the buttona to trigger a new game. Stepper Control In order to make the game interesting, there are some restrictions on the movement of the stepper motor: you may choose how fast to move the stepper when you have to move to a new number, you will have to keep track of the old number, so you know how many steps to move, and whether to move CW or CCW there are 10 numbers on the stepper position chart; that means there are 9 gaps between numbers; it's up to you to determine the number of steps to move for each number you will have to create a random number system that guarantees the system never picks the same number two times in a row Calibration At system power on, (or at the beginning of each game), you will need to return the stepper motor to its start position, marked 0 on the chart. Just move it repeatedly CCW. LCD Screen You should prompt the user at each stage in the sequence. The recommended prompts are: [step 1] Welcome to the reaction time test Press ButtonA to begin the test [step 4] Press the matching key [step 5] Good! Keep going :) [step 6] Too bad :( Try again [step 7] Congratulations! Score: or Not bad Score: 1400 or

3 :( oops :( Score: 80 Leave the score on the screen until the user starts a new game. Timer You must create a timer interrupt which increments a tick variable. In your main() code, when you are waiting for the passage of time, you can watch the tick variable. I suggest you run your timer at either 1000 ticks/sec (1msec) or 100 ticks/sec (10msec). Keyboard You may implement the keyboard using the interrupt technique, or by the scanning technique of assignment 3. I recommend you use the interrupt technique, which will give you a good foundation for assignment 5. Score The score for each guess may be calculated with the following formula: new_score = 1000 delay_time; where delay_time is the time between when the stepper motor stops at the challenge position, and the correct keypress. The time should be in msec. Therefore, if the user can press the key in 0.2sec (200msec), that user should score 800. If the user takes longer than 1000msec, then there no score for that guess. Incorrect keys get no score. Plus, the user has a one second pause as a penalty. Add the scores up as the game progresses. At the end of the game, you can decide whether a score is large enough for the reward music. If you wish, you may also reward the user with flashing lights. Random Numbers This subroutine will generate random numbers from 0 to 9. You should use this subroutine as it is, untouched. But outside the subroutine, you will need to add extra code to make sure that: the first digit selected is not 0 (so the stepper moves away from the start position) the same digit is not selected two times in a row (so that the stepper always moves) /** generate random numbers between 0 and 9 (inclusive) a random integer 0..9 */ char random10(void) { static int seed; if (seed==0) seed = SysTick->VAL; // use the timer as a source of randomness char r; do { seed = (seed << 5) - seed - seed - seed; // multiply by 29 seed += 55; // and add 55 r = (seed>>8) & 0x0F; // make a number } while (r>9); // and throw away 10,11,12,13,14 & 15 return r; }

4 Game Music At the end of the game, the user will hear a musical sequence, either success or fail. To do this, create a subroutine with this prototype: void play_note(int tone_period, int duration, int pause); The subroutine should make a noise on the beeper with a pitch of tone_period cycles, and this should last for duration msec. The tone should be followed by pause msec of silence. Make a table with the following data and send it to the play_note() routine, to play a nice little tune. Success tune (suggestion) tone_period duration pause Failure tune (suggestion) tone_period duration pause You may use your own tunes. To make the musical note, you could use this code in a loop: // run this next line of code once, at power up PADDR_HIGH =?????; // PortA.11 is an output // make a tone using the half-period (in usec) (put this in subroutine) tone_period = period/16; for (i=0; i<tone_period; i++) {} PAOUT = 0x0800; // beeper clicks up for (i=0; i<tone_period; i++) {} PAOUT &= ~0x0800; // beeper clicks down or you could use this code, which lets the timer run the beeper for us: // run these next 5 lines of code once, at power up PADDR_HIGH =?????; // PortA.11 is a special function output TIM1->PSC = 7; // count down from 8MHz to 1MHz TIM1->CCER = 0x1000; // channel 4 output enabled TIM1->CCMR2 = 0x3000; // set channel 4 to toggle when it gets a match TIM1->BDTR = 0x8000; // master output enable // to make a tone using the half-period (in usec) (put this in subroutine) TIM1->ARR = period; // timer counts up to this number // start the tone with

5 TIM1->CR1 = 1; // wait for duration ; use your own code here // and shut off the tone with TIM1->CR1 = 0; You will have to write the rest of the code (for duration and pause) yourself

6 Part 2: Combination Lock Tester (15 marks, assign42.c) This part of the assignment is an alternative to Part 1. Do either part 1 or part 2, not both. In general, the notes of Part 1 apply here: Keyboard, Timer, LCD Screen, Stepper Motor, Calibration In this assignment, your system must do the following: 1) greet the user with a welcome message 2) accept 6 keypresses from the user, display them on the screen and keep track of the duration between key presses* 3) move the stepper motor to the 6 positions, and reproduce the delay between key presses 4) ask the user to re-enter the 6 keypresses 5) if the user enters the keys correctly, play a reward 6) if the user enters the keys incorrectly, inform the user 7) repeat *The 6 digit sequence must not start with a 0, and must not have repeated keys. For example, would be allowed, would not be allowed, and would not be allowed. Your code must enforce this. In stage 4, timing is not important...just wait for 6 keypresses. LCD Display You can chose your own welcome and progress greetings. To display 6 digits, you may want to do something like this: lcdprintf(1,28, Digits: %d %d %d %d %d %d,digit[0],digit[1],digit[2],digit[3],digit[4],digit[5]); Rewards The rewards in this part of the assignment are fairly simple. For a good reward, play a high pitched tone for a half second (or play a tune as in Part 1) flash the green LED For an indication of failure play a low pitched tone for a half seconds, in short bursts (or play a tune as in Part 1) flash the red LED

7 Part 3 The Crown and Anchor Game (10 marks, assign43.c) Now step it up to a more realistic game. At the beginning of the game, the user is granted $1000 in imaginary loot. The game then proceeds to a betting phase, where the user can select a number to bet upon. Then the user can select how much imaginary money he wishes to bet. When the user presses the go key (ButtonA), the system spins the stepper motor two complete sweeps, then stops at a random number. If the user has guessed the correct number, the user wins 8 times the bet amount. Return the stepper motor to vertical and prompt the user for another round. Use the LCD display to 1) prompt the user for the next action (select number, enter amount, go ) 2) show the user-selected number...the guess 3) show the final number of the stepper action (after the stepper has stopped moving) 4) the user's total $$ If the user's account is reduced to zero, the LCD display informs the user and the red LED lights. If the user's account hits $2000, the display informs the user and the green and white LEDs light and flash twice. Other operations of the beeper, LCD screen, the 7 segment display and the other colored LEDs are at your discretion. I recommend that you make a short beep with each keystroke, so the user knows when he's entered a key. Also the game will feel more fun if you play a reward tune when the user wins. Also, think about how you could make the stepper motor slow down as the arrow approaches its final position. Decimal key entry In this game, the user enters his bet amount by typing a sequence of digits on the display, in decimal. Just like on a telephone, or a calculator, when the user is presented with 10 keys, the user should assume that the entry is in decimal. As the programmer in this system, you don't know how many digits the user is going to enter until the user hits the go key. Therefore, you may want to try come code like this: set a variable like sum to 0 while (entering_digits) { get a key, called k if (k is the go key) break; else sum = 10*sum + k; } While you are keeping track of the user's money, you can do that in binary, using an unsigned int. At the other end, when you want to display the user's money on the LCD display, you can use the

8 lcdsprintf() subroutine to convert binary back to decimal. NOTES ON WRITING CODE: Code is not real code without comments. You should expect to type as many keystrokes for your comments as for your code. If you name your variables properly, you can help the reader understand your code better, and maybe have a few less comments. You have no excuse to not comment your code. The marks for code submitted without comments will be immediately reduced by 50%, and then marked downward from there.

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