High Level Design

Our initial high level design is included below. This design was modified during our design process.

 

NES 8 Controller - We realized that the entire frame was essentially a cube. We wanted to use the NES controller for all our claw movements. We used the D-pad as a directional controller for the claw in the X-Y axis, and the A and B for the Z-axis. Finally the select and start are used for claw open-close and pause, respectively. In this way, the entire game can be controlled from one single source, the NES-8 controller. Please see software design for more details.

LCD Time Control - On the other end of our design, the entire timing of the game is controlled via the LCD and associated software. The LCD provides a visual implementation of the game, directing the user when their time is up and buttons have been pushed.

Grid Movement (Sensor - was not used in final product) - In general, no measurement concepts were used in the development of this project. One idea that we had was to plot out the frame as a grid. By using search algorithms, be able to locate a certain object on the grid. However, we did not have enough time to figure out how to incorporate the sensor into our design, so this concept was eventually abandoned.

        The various subcomponents are listed above with links that lead to component descriptions. For more information, we have included links in the appendix section for some of the components we used.

                   Our design was modified slightly, as you can see from the incorporation of different components and functions. In general, we stuck to our project proposal.

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