Difference between revisions of "Bingo Game Machine 05"
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|[[Sensor-Joystick|Joystick]]||1||Equivalent to the gamepad, to input control | |[[Sensor-Joystick|Joystick]]||1||Equivalent to the gamepad, to input control | ||
− | + | |} | |
===Other Equipment=== | ===Other Equipment=== | ||
*USB cable*1 | *USB cable*1 | ||
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[[File:mixly-ctrl-mixly-ctrl-Bingo game5-code.jpg|600px|center]] | [[File:mixly-ctrl-mixly-ctrl-Bingo game5-code.jpg|600px|center]] | ||
<br> | <br> | ||
− | '''2. Function setup | + | '''2. Function setup'' |
<br> | <br> | ||
Change the setup function into: save the value in 0 of the EEPROM address into top. Display top on OLED. | Change the setup function into: save the value in 0 of the EEPROM address into top. Display top on OLED. |
Latest revision as of 07:10, 30 March 2017
ContentsOverviewImprove the game machine, implementing the function of storing the top record.
Module ListModule
Other Equipment
Module SetupSetup
ProgrammingProgramming ThoughtAdd the code of storing the top record and comparison, and other programming thought is same with that in the last course. At the beginning of the game, the top record is displayed. At the end of the game, judge whether the top record is broken, if it is, it will be updated. Required Program Blocks
Start to Program1. Declare variables for storing data
3. Function win
5.Function display is unchanged
6.Fucntion BINGO is unchanged
7.Function time_out is unchanged
Execute the functions Technical Specification
Relative CasesFAQ |