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Building an Escape Room-in-a-Box: Network Setup and Puzzle Status Indicators - Part 6

Playful Technology via YouTube

Overview

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Dive into the sixth part of a video series on constructing an Escape Room-in-a-Box, focusing on creating playable elements to transform the project from a networking test into a functional game. Learn how to resolve 5V-3.3V PJON level shifting issues, select and implement PL9823 programmable LEDs for status display, update Arduino code for puzzle controllers with network registration and LED pattern indicators, rewire the network into a centralized "star" design with separate power supply, and witness a demonstration of system initialization, puzzle solving, and reset with status indicators and network messaging. Gain insights into practical problem-solving approaches and the importance of prioritizing functionality over perfection in game development.

Syllabus

00:00:00- Resolving the 5V-3.3V PJON level shifting issues - logic level convertor with pulldown resistors, or voltage divider with diode - but don't get distracted by the pursuit of the "optimum" solution, just get something that works and move on!
00:03:57- Selecting an LED to display the status of each module to assist in development and in gameplay. I'm hoping to use PL9823 progammable LEDs, which work like Neopixel WS2812, but come in a standard 5mm LED form factor. So they can be animated between any RGB values, flashed etc. as a way to indicate the different status of each puzzle.
00:10:50- Updating the puzzle controller Arduino code to include the PJON network registration and indicating the puzzle status through different LED patterns. On startup, the master controller attempts to pin every device ID and keeps track of which ones respond in much the same way an I2C scanner detects the address of any connected I2C device so it knows which modules are in use. Modules are initially brought online in a disabled state, but these can be brought online by the master controller, and the LEDs change pattern to guide the player as to what the current "head" of the game progress is and be able to have some sort of directed gameflow rather than all the puzzles be available and solveable from the outset.
00:16:20- Rewiring the network into a centralised "star" network design and supplying a separate power supply to prevent trying to draw current to power all the separate puzzle controllers via USB and the thin traces of the ESP32 Vin port
00:22:41- Demonstration of system initialisation, puzzle solving, and reset, with status indicators and network messaging.

Taught by

Playful Technology

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