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Thames & Kosmos Code Gamer User Manual

Thames & Kosmos Code Gamer
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EXPERIMENT MANUAL
620141-03-090816
Franckh-Kosmos Verlags-GmbH & Co. KG, Pfizerstr. 5-7, 70184 Stuttgart, Germany | +49 (0) 711 2191-0 | www.kosmos.de
Thames & Kosmos, 301 Friendship St., Providence, RI, 02903, USA | 1-800-587-2872 | www.thamesandkosmos.com
Thames & Kosmos UK Ltd, Goudhurst, Kent, TN17 2QZ , United Kingdom | 01580 212000 | www.thamesandkosmos.co.uk
CodeGamer manual cover english.indd 1 8/9/16 10:04 AM
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Thames & Kosmos Code Gamer Specifications

General IconGeneral
BrandThames & Kosmos
ModelCode Gamer
CategoryGame
LanguageEnglish

Summary

IMPORTANT INFORMATION

Safety Information

General safety guidelines and warnings for users.

FCC Part 15 Statement

Compliance statement regarding FCC radio frequency regulations.

FCC RF Exposure Statement

Compliance statement regarding FCC radio frequency exposure limits.

IC Statement

Compliance statement regarding Industry Canada radio frequency regulations.

Disposal of Electrical and Electronic Components

Instructions for environmentally responsible disposal of electronic waste.

Disposal of Battery

Guidelines for the proper disposal of batteries.

Safety for Experiments with the Rechargeable Battery

Specific safety precautions related to the rechargeable battery.

Safe Handling of Electronic Components

Precautions for safely handling electronic components.

Kosmos Quality and Safety

Statement on the manufacturer's commitment to product quality and safety.

KIT CONTENTS

Checklist: Find Inspect Check off

A detailed list of all components included in the experiment kit.

GETTING STARTED

ASSEMBLING THE GAMEPAD

Step-by-step instructions for assembling the CodeGamer gamepad.

ASSEMBLING THE SENSORBOTS

Instructions for assembling the housings for the sensorbot modules.

THE APP

SYSTEM REQUIREMENTS

Specifies the hardware and software requirements for using the CodeGamer app.

HOW TO DOWNLOAD THE FREE APP

Guide on how to download and install the CodeGamer mobile application.

The World of the Microcontroller

BUT WHAT IS A MICROCONTROLLER?

Explains the fundamental concepts and components of a microcontroller.

WHAT DOES ARDUINO MEAN, ANYWAY?

Provides background on the Arduino platform and its development.

THE KOSMOBITS CONTROLLER

Preparation

Steps required to prepare your computer for programming the KosmoDuino.

INSTALLATION OF THE ARDUINO SOFTWARE

Instructions for downloading and installing the Arduino IDE.

INSTALLATION OF THE KOSMOBITS LIBRARIES AND SAMPLES

Guide to installing necessary libraries and sample programs for KosmoBits.

PROJECT 1: Blink!

PROGRAM CODE EXPLAINED

Explanation of the structure and components of Arduino program code.

Your first program: Blink!

Introduces the first programming project to make an LED blink.

UPLOADING A PROGRAM TO KOSMODUINO

Detailed steps for uploading code from the Arduino IDE to the KosmoDuino.

ERROR MESSAGE?

Guidance on identifying and resolving common programming error messages.

EXPLANATION

Detailed explanation of the 'Blink!' program code and its functionality.

BUT WHAT DOES int MEAN?

Explains the 'int' data type and its usage in Arduino programming.

FUNCTIONS

Explains the concept and application of functions in programming for code organization.

PROJECT 2: Off switch

PREPARATION

Steps for preparing the hardware for the 'Off switch' project.

THE PROGRAM

Explanation of the code used to control an LED with a switch.

PROJECT 3: On switch

PREPARATION

Hardware setup for the 'On switch' project.

THE PROGRAM

Explanation of the code to reverse the switch behavior for the LED.

EXPLANATION

Detailed explanation of the 'On switch' program code.

JUMPER WIRES

Description and explanation of different types of jumper wires.

The Interaction Board

Components of the Interaction Board

Overview of the components and features of the interaction board.

PROJECT 4: Colored light

THE PLAN

Outlines the project goal: controlling the NeoPixel's color.

THE PROGRAM

Explains how to use the NeoPixel to display different colors.

SOFTWARE LIBRARIES

Explains the concept and usage of software libraries in programming.

Additive Color Mixing

Understanding RGB Color Mixing

Explains how red, green, and blue light mix to create colors.

PROJECT 5: At the push of a button

THE PLAN

Defines the project's behavior: NeoPixel changes color based on button presses.

THE PROGRAM

Explains the code for controlling the NeoPixel with buttons.

WHAT ACTUALLY HAPPENS WHEN YOU UPLOAD SOMETHING?

Explains the process of code compilation and uploading to the microcontroller.

The "if" Instruction

Conditional Logic with 'if'

Introduces the 'if' statement for controlling program flow based on conditions.

Extending Conditions with 'else' and 'else if'

Explains how to use 'else' and 'else if' for more complex conditional logic.

PROJECT 6: A blinking die

THE PLAN

Outlines the project: turning the KosmoDuino into a random number die.

THE PROGRAM

Explains the code for simulating a die roll with blinking LEDs.

The roll() Function

Explains the custom 'roll()' function for generating random numbers.

Understanding the for loop

Introduces the 'for loop' construct for repetitive tasks.

The FOR LOOP

Structure and Operation of 'for' Loops

Detailed explanation of 'for' loop syntax, initialization, condition, and increment.

PROJECT 7: The serial monitor

THE PLAN

Describes sending messages from the KosmoDuino to the computer screen.

THE PROGRAM

Explains the code for using the serial monitor to display output.

Using Serial.println()

Explains the 'Serial.println()' command for outputting text with line breaks.

PROJECT 8: Thermometer

PREPARATION

Instructions for mounting the temperature sensor on the interaction board.

THE PLAN

Outlines turning the KosmoDuino into a thermometer.

THE PROGRAM

Explains code to read temperature sensor and output readings.

Modifying the Thermometer Program

Steps to update the code for displaying temperature in Celsius.

CALCULATING IN THE PROGRAM

Basic Arithmetic Operations

Explains arithmetic operators (+, -, *, /) used in programming.

PROJECT 9: Finger disco

THE PLAN

Goal: create a finger-drumming disco lighting effect.

THE PROGRAM

Explains code to control NeoPixel based on motion sensor input.

Calculating Resting Value and Deviation

Explains how to calculate a baseline sensor reading and deviations.

PROJECT 10: Cheep!

THE PLAN

Outlines turning the KosmoDuino into a sound producer.

THE PROGRAM

Explains the code for producing sounds using the buzzer.

PROJECT 11: Random sounds!

THE PLAN

Random generator for pitch and duration of tones.

THE PROGRAM

Explains code for generating random sounds.

SOUND Physics Explained

Explains the physics of sound, frequency, and perception.

PROJECT 12: Siren

THE PROGRAM

Explains code to create a rising and falling siren sound.

Arrays

Understanding Array Structure

Explains how to declare, access, and use arrays in programming.

PROJECT 13: Musical scale

THE PLAN

KosmoDuino plays a musical scale using programmed frequencies.

THE PROGRAM

Explains code to generate a musical scale using frequency relationships.

PROJECT 14: Sensor organ

THE PLAN

Produce musical notes by moving the interaction board.

THE PROGRAM

Explains code for a sensor-controlled musical instrument.

PROJECT 15: The serial plotter

THE PLAN

Using the serial plotter to visualize sensor data graphically.

THE PROGRAM

Explains code to send sensor readings for plotting.

PROJECT 16: Clap switch

THE PLAN

Turning the NeoPixel on/off with clap sound detection.

THE PROGRAM

Explains code for a clap-activated switch using sound sensor.

PROJECT 17: Drawer monitor

THE PLAN

Outlines the process for monitoring a drawer's state using a light sensor.

PREPARATION: MEASURING SENSOR VALUES

Steps to measure light sensor readings for determining open/closed states.

IN IDLE Mode

Describes the initial waiting state of the drawer monitor.

COUNTDOWN Mode

Describes the countdown sequence before monitoring begins.

WAIT_UNTIL_DARK Mode

Describes the state of waiting for the environment to become dark.

MONITORING (CLOSED) Mode

Describes the active monitoring of the drawer's closed state.

INTRUDERS? (OPEN) Mode

Describes detecting if the drawer was opened by an intruder.

OUTPUT Function

Explains how to display the monitoring results via NeoPixel and serial interface.

PROJECT 18: Looking inside the fridge

PREPARATION

Setting up the light sensor and jumper wires to monitor fridge light.

THE PLAN

Using a sensor to measure fridge brightness and display it via NeoPixel.

THE PROGRAM

Explains code for monitoring fridge light using a light sensor.

PROJECT 19: Ghostly eyes

THE PLAN

Making LED eyes blink colorfully and producing a hissing sound.

PREPARATION

Assembling electronic components on a breadboard for the project.

Breadboard Assembly Instructions

Step-by-step guide for connecting components on the breadboard.

THE PROGRAM

Explains code for flickering LEDs and a hissing sound effect.

BREADBOARD

Breadboard Circuit Assembly

Explanation of breadboard layout, connections, and power supply.

Where Does it Go From Here?

Continuing Your Arduino Journey

Encouragement and resources for further Arduino learning and projects.

Indented Code Formatting

Improving Code Readability with Indentation

Explains how indentation makes programming code easier to read and understand.

What is a bug, anyway?

Origin of the Term 'Bug'

Historical account of the term 'bug' in computer programming, related to an actual insect.

Arduino and the Maker

The Maker Movement and Arduino

Discusses the maker movement, hackerspaces, and Arduino's role in DIY electronics.

3D Printers

Introduction to 3D Printing Technology

Explains the principles of 3D printing and its application in hobbyist projects.

Common Error Messages

Troubleshooting Programming Errors

Lists common error messages and provides solutions for fixing them.

NOTES