While debugging the stop and turn signals, I made some changes to the pinouts. That introduced some mess along with the mess of numeric key wires that got soldered somewhat randomly. Both issues needed fixing even if this assembly is far from being the final one.
I also added three more buttons. I am not really sure if I need all of them, but I need a way to control complexity level. I only have 2 digital and 2 analog pins available. I may have to get rid of numeric inputs and repurpose them for a more constrained input. Allowing the user input numeric values freely does not really help anyways. That way, I can allocate mode switch, level control and any other input solely to the mux. That will allow me use the remaining 4 pins as feedbacks those modes require to indicate.
I imagine there will be two modes, or rather levels of complexity controlled by a slider switch:
1) Toy mode
Pre-recorded motion and light effects played out depending of which preset is selected. iGZR will behave just like any other regular toy car with some fancy features.
Some of the presets I can think of are: infinity or 8 shaped motion, circle, square, forward and backward, 180 degree turn motion with LED feedback.
2) Engineer mode
This mode requires the user to decide movements beforehand and input the motion sequence and distance values.
The system is utilizing all the pins of the Arduino nano. This means, there is no more room for further feature upgrades. The main objective of this project was to do just that, utilize all the pins and provide fully programmable interface with appropriate feedback to guide the user through the process. IGZR must not be complicated or confusing to operate.
As you can see, there is still some more changes to be made to the 3D model as well.
