27 March 2021

Branch: Progress Review

 

The controller is contained in a single speaker shaped container, and held in the users hand. When the speaker is turned up, the accelerometers sense this and register it as the up arrow being pressed, and the speaker outputs a note that is the same tone as the games when the up arrow is pressed. The same is true if the speaker is turned left, right, or down. Conceptually the game revolves around arrow inputs, so there is a close relationship with the thought of pressing the up arrow and turning the speaker up. The game also makes heavy use of speakers as props and art assets. When the note plays when the speaker is turned in a certain direction, a note that match the in game note for when that arrow is pressed, the mind builds a relationship between the speaker and the arrow keys.

 

1. Do you think this design acts as a strong conceptual model that will be easy for the user to understand, and if not how can it be improved?

 

2. What bells and whistles could be added to this design to further improve the feedback?




CODE:

//speaker custome controller for FNF
// By Tennyson Branch
#include <Adafruit_CircuitPlayground.h>
#include <Adafruit_Circuit_Playground.h>
#include <Keyboard.h>


void setup() {
  // put your setup code here, to run once:

  CircuitPlayground.begin();
}

void loop() {
  // put your main code here, to run repeatedly:
  float x = CircuitPlayground.motionX();
  float y = CircuitPlayground.motionY();
  int r = map(x, -10, 10, 0, 255);
  int b = map(y, -10, 10, 0, 255);

  // Postive in Y direction = up arrow Key, once a threshold is met
  // Negative in Y Direction = Down arrow Key, once a threshold is met
  // Postive in X diretion = right arrow key, once a threshold is met
  // Negative in x direction = left arrow key, once a threshold is met
  // if(r >= threshhold)
  // CircuitPlayground.playTone(play right note);
  // if(r >= -threshhold)
  // CircuitPlayground.playTone(play left note);
  // if(b >= threshhold)
  // CircuitPlayground.playTone(play up note);
  // if(b >= -threshhold)
  // CircuitPlayground.playTone(play down note);
}



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