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Smart Puzzle Game

Introduction

The purpose of this project is to build an interactive digital puzzle game based on the ATmega328P Xplained Mini development board. The game will run directly on a 16×2 LCD, where the user will see the current level, the remaining time, and the puzzle state. The user will interact with the system through a keypad, while a bi-color LED and a buzzer will provide visual and audio feedback.

The main idea behind the project is to create a simple embedded game that combines display control, keypad input, timing logic, and feedback signals. The project started from the idea of a simple access system, then evolved into a puzzle box concept, and finally became a fully digital puzzle game displayed on the LCD. This version is more practical, easier to test, and better suited for the available hardware.

We chose this idea because it is interactive, easy to demonstrate, and allows us to combine several topics studied during the laboratory sessions, especially interrupts, timers/PWM, and UART for debugging. We think the project is useful for us because it gives us practical experience with both hardware and software integration.

General Description

The project is built around the ATmega328P Xplained Mini development board, which controls all the hardware components. The system has the following main modules:

  • Main control unit – the ATmega328P Xplained Mini coordinates the entire system.
  • Input module – a 4×4 keypad is used for user input, menu navigation, start, finish, and reset actions.
  • Display module – a 16×2 LCD shows the puzzle, the current level, the remaining time, and result messages.
  • Feedback module – a buzzer and a bi-color LED indicate game status, success, timeout, or errors.
  • Game logic module – software manages the countdown, level difficulty, puzzle updates, state transitions, and result validation.
  • Debug module – UART can be used for debugging and testing the hardware modules during development.

A simple logical flow of the system is the following:

  • the system waits in an idle state
  • the user presses a keypad button to start the game
  • the LCD shows the puzzle, the current level, and the countdown timer
  • the user interacts with the puzzle using the keypad
  • the puzzle state is updated on the LCD
  • if the user solves the puzzle before timeout, the system shows success and moves to the next level
  • if the timer reaches zero first, the system signals failure
  • the user can restart the game or continue to the next round

The project can be described using the following software states:

  • Idle
  • Start Game
  • Game Running
  • Success
  • Fail / Timeout
  • Next Level / Reset

Block Diagram

The following block diagram presents the main hardware modules of the system and the way they interact. The ATmega328P Xplained Mini is the central control unit. It receives input from the buttons, controls the LCD, drives the servo motor, activates the buzzer and LEDs, and can optionally communicate with a PC through UART for debugging.

Untitled Diagram.drawio.html

Hardware Design

Components list

  • 1 x ATmega328P Xplained Mini development board
  • 1 x micro-USB data cable
  • 1 x 4×4 keypad
  • 1 x 16×2 LCD, 5V
  • 1 x SG90 micro servo motor
  • 1 x active buzzer
  • 1 x bi-color LED (red/green, 3 pins)
  • 2 x 220 Ohm resistors
  • 1 x 10 kOhm potentiometer
  • 1 x breadboard
  • jumper wires

Hardware description

The ATmega328P Xplained Mini is the main controller and will be placed on a breadboard together with the supporting passive components. A 16 MHz crystal and two 22 pF capacitors will be used for stable clock generation. The reset pin will use a push button and a 10 kOhm pull-up resistor.

The LCD will display the current level, the timer, and game messages such as:

  • “Press Start”
  • “Level 1”
  • “Time left: 45 s”
  • “Success”
  • “Time over”

The servo motor will be used to physically open the box. Because the servo may create small voltage fluctuations, a larger capacitor (100 uF) will be placed on the power rail for stabilization.

The buzzer will provide sound notifications:

  • game start
  • warning near timeout
  • success
  • failure

The LEDs will provide simple visual feedback:

  • green LED = success
  • red LED = failure or timeout

The buttons will be used as follows:

  • Start button – starts the round and opens the box
  • Finish button – confirms the end of the round
  • Reset / Next button – moves to the next level or restarts the game

Covered laboratory topics

The project is designed to cover at least three laboratory topics from the course, not counting Lab 0.

  • Lab 1 – UART
    • sending debug messages to a PC terminal
    • printing the current state of the system
    • displaying information such as level, remaining time, success, or failure
  • Lab 2 – Interrupts
    • handling button events
    • reacting to time-based events more efficiently
    • improving responsiveness of the game logic
  • Lab 3 – Timers / PWM
    • implementing the countdown timer
    • generating the PWM signal for servo control
    • controlling timing for buzzer and visual feedback

Optionally, the project may also include:

  • Lab 6 – I2C
    • if an I2C LCD adapter is used, the display can be controlled through the I2C interface

Although GPIO is naturally used in the project for buttons, LEDs, and basic control signals, the core requirement of covering at least three laboratories is satisfied through UART, Interrupts, and Timers/PWM.

Software Design

The firmware will be developed in C for AVR using PlatformIO as the main development environment. PlatformIO is useful for this project because it offers an easier build system, project structure, library management, serial monitor support, and firmware upload integration.

At this stage, the implementation is still in progress, so this section presents the general software structure and the main ideas that will be used in the final version.

Development environment

  • PlatformIO – used for project management, building, uploading, and serial monitoring
  • AVR toolchain – used for compiling the firmware for the ATmega328P
  • AVRDUDE – used for uploading the compiled code to the development board
  • UART serial monitor – used for debugging and hardware testing during development

Libraries and external resources

For the moment, the project mainly relies on standard AVR headers and basic low-level control of the microcontroller peripherals. Depending on the final implementation, simple helper modules may be added for:

  • LCD control
  • keypad scanning
  • UART debugging
  • timer management
  • game logic

At this stage, the focus is on understanding and controlling the hardware directly, without relying too much on complex third-party libraries.

General software structure

The software will be organized into simple functional modules, each responsible for one part of the system. A possible structure is the following:

  • `main.c` – main program flow and initialization
  • `keypad.c / keypad.h` – keypad scanning and key detection
  • `lcd.c / lcd.h` – LCD control and message display
  • `buzzer.c / buzzer.h` – buzzer control and sound signals
  • `led.c / led.h` – bi-color LED control
  • `timer.c / timer.h` – countdown and timing logic
  • `uart.c / uart.h` – debugging through serial communication
  • `game.c / game.h` – game states, puzzle logic, and level progression

The exact number of source files may change during implementation, but the software will follow this modular idea.

Main algorithms and planned logic

The project will be based on a finite state machine, because the application naturally moves through several distinct stages. The most important software states are:

  • Idle – the system waits for user input
  • Start Game – a new round begins
  • Running – the puzzle is active and the countdown is displayed
  • Success – the user finishes in time
  • Fail / Timeout – the user does not finish before the timer expires
  • Next Level / Reset – the system prepares the next round

The main software logic will include:

  • keypad input reading
  • LCD screen updates
  • countdown handling using timers
  • buzzer and LED feedback
  • digital puzzle generation and update
  • level progression and reset logic
  • UART-based debugging during testing

Planned firmware behavior

At a general level, the firmware is expected to work as follows:

  • initialize all hardware modules
  • wait for the user to start the game
  • display the puzzle on the LCD
  • show the current level and remaining time on the LCD
  • read user commands from the keypad
  • update the puzzle state according to the pressed keys
  • detect whether the puzzle is completed in time
  • signal success or failure using the buzzer and bi-color LED
  • move to the next level or restart the game

Conclusions

Jurnal

pm/prj2026/jan.vaduva/33160.1778356081.txt.gz · Last modified: 2026/05/09 22:48 by tudor_mihai.petcu
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