DETAILED DESCRIPTION
This project was my final project in my Computer Organization class.
Project video: https://www.youtube.com/watch?v=toq-e9w-Z7I
== Components ==
** All components are in the Super Starter Kit I purchased for the class:
> https://www.amazon.com/gp/product/B01D8KOZF4/ref=ppx_yo_dt_b_asin_title_o03_s00?ie=UTF8&psc=1
- 1 Arduino Uno
- 1 Breadboard
- 1 LCD Text Display (LCD1602 Module)
- 1 RGB LED
- 2 Buttons
- 1 10k Potentiometer
- 4 220 Resistors
- A lot of wires
== Schematic ==
I have found a way to build my schematic virtually and have placed it below this text. For additional help, check out the additional images. Each part (buttons, RGB LED, LCD display) are simply placed as I found in other tutorials, so there is likely a more efficient way to build this.
== Code ==
I have the code attached (see ClockWatchersCode.zip). The zip includes the ClockWatchers.ino with its enums in the separate document enumLists.h. Both files are required for the code to run properly. The code uses an enum 'gameState' with a switch statement in the loop function that allows the buttons to behave differently in different states.
== How to Play ==
Lobby State:
State the game starts in. State will not change until it is told to.
- Button 1: Changes player count
- Button 2: Starts Game (sends to Game State)
Game State:
Player turns. Always starts with player 1. A target time will appear on the upper half of the screen, then the timer starts counting on the bottom half. After about 2 seconds, the bottom timer vanishes. The goal of the player is to push the button as close to the target time as possible.
- Button 1: Stops timer and starts results (Results State)
Results State:
Player results. Displays Final time on top half and player score on bottom half (absolute value of the difference between target time and actual time).
- Button 2: Starts next player turn (Game State); if no more players, end game (End State)
End State:
Shows winner of the game (player with the lowest score).
- Button 1 & 2: Returns game to start (Lobby State)
Ready and Loading states also exist, but these simply disable all button inputs during them.
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