130-28029 Parallax Inc, 130-28029 Datasheet - Page 179
![KIT PARTS SMART SENSORS](/photos/9/0/90016/mfg_130-28029_sml.jpg)
130-28029
Manufacturer Part Number
130-28029
Description
KIT PARTS SMART SENSORS
Manufacturer
Parallax Inc
Datasheet
1.122-28029.pdf
(340 pages)
Specifications of 130-28029
Accessory Type
Education Kit
Product
Microcontroller Accessories
Lead Free Status / RoHS Status
Contains lead / RoHS non-compliant
For Use With/related Products
BASIC Stamp®
Lead Free Status / RoHS Status
Lead free / RoHS Compliant, Contains lead / RoHS non-compliant
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Chapter 5: Accelerometer Gaming Basics
Chapter 3 introduced you to the Memsic Dual-Axis Accelerometer. Similar devices can
be found in lots of HIDs (Human Interface Devices), a category which includes computer
mice, keyboards, and more generally, anything that makes it possible for humans to
interact with microprocessors. With limited space on PDAs (Personal Digital Assistants)
like the one in Figure 5-1, tilt control eliminates the need for extra buttons. In this
example, tilting allows the user to pan around on a map without pushing any buttons. Tilt
control is also a popular feature in certain game controllers.
Figure 5-1:Tilt-Controlled PDA
Photos of RotoView® tilt-controlled PDA interface in action courtesy of Innoventions®,
www.innoventions.com
This chapter has four activities that demonstrate the various facets of using tilt to control
a display. Here are summaries of each activity:
•
•
•
Activity #1: PBASIC Graphic Character Display – introduces some Debug
Terminal cursor control and coordinate-plotting basics.
Activity #2: Background Store and Refresh with EEPROM – Each time your
game character moves, whatever it was covering up on the screen has to be re-
drawn. This activity demonstrates how you can move your character and refresh
the background with the help of the BASIC Stamp’s EEPROM.
Activity #3: Tilt the Bubble Graph – With a moving asterisk on a graph, this
first application illustrates how the hot air pocket inside the MX2125 moves
when you tilt it. At the same time, it puts the accelerometer fundamentals to
work along with the techniques from Activity #2.
Chapter 5: Accelerometer Gaming Basics · Page 167
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