Conversation about Help for Newbie. LED lights for game board by @ser96445 (@user96449) made me dig up the Neopixles that I got as part of the Espruino PICO Kickstarter reward and some other scraps and make a prototype show the status of a reaction game. So fare I did not neopixel yet (from 'to neopixel'). The perfect opportunity to put these forgotten 4-legged 5mm round neopixel LEDs finally to work has just come.

If event 7 would have been race win only, briefly only last LED for position and LED for wins would have been lit and game would have resumed with event 9: players' horses back in start position of next race.


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Choice of Espruino board: see Espruino-WiFi - is a nice, fully featured board with integrated Wifi connectivity thru espressif's ESP8266 ESP-12, mounted on the bottom of Espruino-Wifi board, prewired, and with blue LED3 on top showing Wifi status/activities. Can work as connecting station and also as ACCESS station that can be connected to. Espruino can run Web client AND/OR http Web server on http(s) protocol level and on socket level. (Wifi could be used to implement Web Server for publishing game status or playing distributed game over the Web. :O....... 21 GPIO 5V tolerant pins are plenty for a lot to do... Further on board: red LED1 and green LED2 and Btn/Btn1 for application. Power supply is thru USB or Bat_in pin (3.3..5V) and onboard w/ LDO 3.3V voltage regulator. --- Any other Espruiono board would do well as well... even Espruino Puck.js... ...with some soldering to get enough pins connected.

Neopixel signal time precision is crucial because Neopixel LEDs are picky... and it is noticeable, especially when running rainbow wave through the LEDs before each game: sometimes some LEDs show messed up or no color at all... The 'fat' capacitor helped, but there are still some glitches.

Below is The Code. To be upfront: I'm not a game developer... this is about the 2nd or 3rd game in my career - so not much treasure to find. Nor is the code structured to my desire or performance optimized: so far it is a big pile of functions - close to a treason to my screen name (sure, I was thinking in objects, but the functions have to still find their 'class' home... and some have to split for that). The code came together as I went and explored aspect by aspect. For certain things a nice oo-refactoring with consideration of performance is advised - especially when thinking of driving large(r) boards. On the other hand I'm pleased by t as a prototype. It works as originally intended... and even ended up as a simpler implementation then I had anticipated, especially in regard of game control and game status communication. BUT: UX's writing is already on the wall: allow users to pick their lane color... and let them keep it across games...

Yes, it is so easy... while the thing is running, you need no special tools or skills to inspect and influence things on the micro controller, as I just did in the previous post: you just invoke a function in the console by name - dump() - and its return result is right printed. Or you enter the name of a variable that references a plain scalar, simple or complex object or structure - players - , it is right away dumped into the console. players is an array of objects, of which some properties are arrays of numbers. Without adding anything, the information is display with structure visible in the console. And if you want to change a value, for example player 1's race pos, you just assign it with an JavaScript expression / statement in the console: players[1].reacePos = 4;. And for sure, also updating the board works and goes like this: setBoard()... and this is just the tip of the ice berg of easy ness. Espruino has also a built-in single step debug function that allows you to go step by step thru the code and inspect and set/change what you want to change.

For programming just think of the lights as memory entities: 3 bytes reflect one position, and since they are daisy chained, it is just pushing the memory into the sting. One Espruino should be good for quite many positions. It all depends how many players or lanes (horses) you want, and how many steps or positions the race should have.

If the machine works more like a pin ball machine where the ball can bounce like crazy between positions and each bounce advances the horse on the board, then it may look a bit different. The cool part would be multiple pin ball machines so players can play simultaneously...

Consider a strip of neopixels to cut down on the amount of wiring. Just three wires for a strip. I am running a meter of 60 neos with approximate spacing of 5/8" Very flexible. Would a strip fit the player lane from #1: 329107/

Brings back a memory of when my brother and I, around age 10-12 were at a carnival (IN) watching one of these in action. Both of us were in back looking at all the clicking relays and advancing horse mechanism, fascinated instead of watching the players shoot the ball and who would win. Interestingly, both of us started careers in Electronics, then on to Software. It was around thirty years ago, I saw (WI) the last of the mechanical but did see a lit board like the one you possess.

The image of the game is the actual game. There weren't any mechanical horses though. Awesome pic because that is the guy that ran it back in the day. That is the actual game I'm reproducing. Very cool. I don't have the board unfortunately. I have to build it too. Still, well worth the effort. I love that second game with mechanical horses but never played. I'd love to build that too but wouldn't know where to start.

Now to answer questions.

number of rollover switches: you need only one per lane where the ball passes. - In the 'old' electromechanical days, there was no software that did the job: it was stepping relays _en.html for a score wheel, or, when using horse thinghy with lights, you would (ab-)use a phone switch relays with 10 steps... or a plain rotary stepping switch... Ledex-1.html - and they needed the pulse(s)... ;-)

Power Supply: As with everything in Engineering, the answer is always: ...it all depends. Assuming that there are max 3 pixels lit per player and they would light all up - worst case - fully and white, this makes 3 (pixels) x 3 (LEDs - R, G and B each) x 18 (players) x 20ma (each LED) = 3x3x18x20 ma = 3240 ma = 3.240 A. Since not all LEDs in the Pixel are fully up at the same time because you want to have different colors, therefore you can go for half of that current. In other words, you a 5 volt power supply w/ 1.8..2A for the LEDs and paralleling feed lines. Feed lines are similar like done on overheads for tramways/trolley/trains along their route. Espruino drives only the first pixel's signal input. You just connect the Espruino board to that same 5 volt supply when running with both, 5V and Ground. At development, you run Espruino from USB, BUT you keepGROUNDs of Espruino and the pixel string connected. If you do not connect the GROUNDs, the control signal has no reference and is floating, and you lights go northern... --------- As said: it all depends. When you want to do some splashing with your board - and with 18x30 lights you really can put some text and light shows on - you need to severely rethink your power supply setup: 600x60ma = 36000ma = 36A... (@5V: 180W). Some old PC power supply or supplies joined - if joinable - may do that (Just checked: AT/ATX max Amps on 5 V is about 15A, not exactly enough for what you are looking for). For reliable results, go for something like 5V 40A, for example, -200-5-MEAN-WELL-200-Watt-Single-Output-Power-Supply-with-PFC-Function-5-Volts-40-Amps_2173933.html (I have no shares; I was just a googling for 5V 20A 200W single output power supply). NOTE: There are 5V and 12V versions of these 5050 or LED-like Neopixel strings. With 12 Volt, a bit less Amps / less thick line feed wires are required, but the Wattage stays the same. WS2812B - 5V - come in strings of 5M w/ 150 or 300 pixels (30 or 60 /m). You can also get wired ones, but they are much pricier.

Even as a child I remember what appeared to be 'glitches' in the way the (now lights) mechanical horses advanced. It sometimes seemed a random group of three advanced, when two of the three still had a ball waiting to enter a lane. I wonder if this is how they got around that timing issue, by creating a diversion, perhaps?

...yeah, but the issue here is that the higher wins and is the only one detected, and all the others are not detected and loose completely out. Therefore, timing in regard who comes first among the 'simultaneous ones' is not the actual issue. The real issue is that only one is noticed. This makes me think that each line would have to have a latch (RS flip-flop), just as the mechanical horses had their own dedicated wire and stepping relays - and having adjustable end switches for winner detection can be pretty precise and accurate. This makes me think to have a latch for each of the pin ball machine exit lanes in order to make sure that no scores are lost. The time between two balls is ample to handle the 'signal'/event.

You have been working on this 100% from the beginning and other folks have chimed in but now I'm suffering from data overload or TMI. I'm sticking with you only. So let's do this, help me create code for 12 competing players. I need to know exactly which board number (the Wi-Fi is what you suggested), the correct light string, I have 15-20 power supplies from stuff over the years. If I have to buy one, no problem. I ordered the switches for the lanes. The college students flaked out on me... as you already wrote most of the code, can you finish the coding so it will work for 12 players? I'll upload it and put it all together. I think that would be the most helpful. I'll even name a horse for you... lol

Thanks, Mike 006ab0faaa

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