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1 Chapter 5: Accelerometer Gaming Basics Smart Sensors and Applications Chapter 5: Accelerometer Gaming Basics Presented by: Andy Lindsay Parallax, Inc.

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Presentation on theme: "1 Chapter 5: Accelerometer Gaming Basics Smart Sensors and Applications Chapter 5: Accelerometer Gaming Basics Presented by: Andy Lindsay Parallax, Inc."— Presentation transcript:

1 1 Chapter 5: Accelerometer Gaming Basics Smart Sensors and Applications Chapter 5: Accelerometer Gaming Basics Presented by: Andy Lindsay Parallax, Inc. alindsay@parallax.com

2 2 Copyrights and Trademarks This documentation is copyright 2007 by Parallax Inc. By downloading or obtaining a printed copy of this documentation or software you agree that it is to be used exclusively with Parallax products. Any other uses are not permitted and may represent a violation of Parallax copyrights, legally punishable according to Federal copyright or intellectual property laws. Any duplication of this documentation for commercial uses is expressly prohibited by Parallax Inc. Duplication for educational use is permitted, subject to the following conditions: the text, or any portion thereof, may not be duplicated for commercial use; it may be duplicated only for educational purposes when used solely in conjunction with Parallax products, and the user may recover from the student only the cost of duplication. BASIC Stamp, Stamps in Class, Board of Education, Boe-Bot, SumoBot, SX-Key and Toddler are registered trademarks of Parallax, Inc. HomeWork Board, Propeller, Ping))) Parallax, and the Parallax logo are trademarks of Parallax Inc. If you decide to use trademarks of Parallax Inc. on our web page or in printed material, you must state that "(trademark) is a (registered) trademark of Parallax Inc.” upon the first appearance of the trademark name in each printed document or web page. Other brand and product names are trademarks or registered trademarks of their respective holders.

3 3 Chapter 5, Activity #1, Pages 167 - 168 Accelerometers are useful for Human Interface Devices Activity #1: PBASIC Graph Character Display Activity #2: Background Store and Refresh with EEPROM Activity #3: Tilt the Bubble Graph Activity #4: Game Control

4 4 Chapter 5, Activity #1, Pages 169 -170 Program: CrsrxyPlot.bs2 on page 169 √ Follow the checkmark instructions on page 169 and 170.

5 5 Chapter 5, Activity #1, Pages 171 - 172

6 6 Chapter 5, Activity #1, Pages 174, 176 Scale and Offset for Coordinate Systems Program: PlotXYGraph.bs2, page 172 √ Follow the checkmark instructions on pages 172 and 174.

7 7 Chapter 5, Activity #1, Pages 174 - 179 Algebra to Determine Scale and Offset Program: Start with PlotXYGraph.bs2 √ Follow checkmark instructions on pages 175 &179. (1) Substitute the two before and after data points from Table 5-1 into separate copies of the equation. (2) If needed, multiply one of the two equations by a term that causes the number of one of the unknowns in the top and bottom equations to be equal. (3) Subtract one of the equations from the other to make one of the unknowns zero. Solving Two Equations in Two Unknowns ( 4) Solve for the unknown that did not subtract to zero. (5) Substitute the value you just solved for one of the original equations. (6) Solve for the second unknown. (7) Incorporate solved unknowns into your equation.

8 8 Chapter 5, Activity #2, Pages 181 - 182 Program: EepromBackgroundDisplay.bs2 on page 181 √ Follow the checkmarks on pages 181-183.

9 9 Chapter 5, Activity #2, Pages 184 - 185 Re-Drawing the Background Program: EepromBackgroundRefresh.bs 2 on page 185 √ Follow the checkmark instructions on page 185.

10 10 Chapter 5, Activity #3, Pages 188 - 189 Circuit: Figure 5-10, page 189 √ Follow the checkmark on page 188.

11 11 Chapter 5, Activity #3, Pages 189 - 190 Tilt Control of Asterisk Display Program: BubbleGraph.bs2 √ Follow the checkmark instructions on pages 191 and 192.

12 12 Chapter 5, Activity #4, Page 197 Program: TiltObstacleGame.bs2 on page 198 √ Follow the checkmarks on page 198.


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