Goalkeeper Robot with Pinoo

Purpose of the Project: To make a goalkeeper robot project using the Pinoo control card, joystick module and servo motor module. In the project, we will move the servo motor with the joystick module.

Duration: 2 lessons

Age Group: 9 years old and above

Pinoo Set: Maker set and full set.

Benefits:

  • Learns to code Pinoo control card.
  • Learns to use the joystick module.
  • Learns to use servo motor.
  • Improves the skill of setting up algorithms.
  • Improves coding skill.

 

Required Materials: Mblock 3 program, Pinoo control card, joystick module, servo motor module.

Required Materials: Mblock 3 program, Pinoo control card, joystick module, servo motor module.

 

 

Project Preparation:

For our project, let's start with designing a castle first. We will use the tongue stick to design the castle.

 

We connect the tongue sticks in a triangle. These will form the sides of the castle.

 

 We connect the back corners of the triangle with the tongue stick.

 

We cover the back of the castle with the help of cardboard.

 

We cut 2 triangular shapes with colored cardboard and eva to cover the sides of the castle.

 

We created the floor. We placed the castle.

 

We created the floor. We placed the castle.

 

We insert the servo motor and pass its cable through the space at the back of the castle.

NOTE: Check the angles of the servo motor before sticking.

 

We form a goalkeeper hand with colored cardboard.

 

We stick it on the tip of the servo motor.

NOTE: Check the angles of the servo motor before sticking.

 

We connect the joystick module.

 

Adding Pinoo extension:

 

 

From the Extensions tab, we click on the "Manage Extensions" option.

 

 

In the window that opens, we type "Pinoo" into the search engine and simply say download to the result. It was installed on our computer.

 

Connecting the Pinoo control board to the computer:

 

 

In Mblock 3, we click on the "Connect" tab on the upper left.

 

 

We click on the "Serial Port" section from the window that opens and select the "COM6" option from the page that opens.

NOTE: Since the port entries of each computer are different, the numbers next to the COM text may change.

 

 

We click on the Cards tab.

 

 

We select the "Arduino Nano" card option used by the Pinoo control card from the window that opens.

 

 

We click on the Extensions tab.

 

In the window that opens, we select the extension "Pinoo" of the control card we are using.

 

 We click on the Connect tab.

We click on "Firmware Update" from the window that opens.

 

Coding:

Let's see the values ​​of the joystick module on the puppet. For this, we place the Joystick Value Read code block into the "de" command.

NOTE: Since we will only work on the horizontal plane in this project, we made the axis option "x".

 

When we push the joystick handle to the far left, we get the value of "0".

 

When we push the joystick handle to the far right, we get the value of "1023".

 

When we leave the joystick handle idle, we get the value of "501". This value can vary. But we will code according to this value. Because when the joystick is idle, the puppet or the module we want to control to work properly.

 

Since we will move our goalkeeper hand to the right and left, we receive 2 "if" commands.

 

We will determine the right and left direction according to the situation of being bigger and smaller than our middle value.

 

Our median value was "501". We will look at the situation of less than 450 for the left. We're going to look at a situation greater than 550 for the right.

NOTE: You can get healthier results if you determine the right and left sides of -50 and +50 values ​​from the middle value.

 

We specify what values ​​it should check. Since we are looking at the conditions of our joystick module, we are placing the joystick code block.

 

If the joystick value is less than "450", the servo motor will go to the value "0", so to the left side. If the joystick value is greater than "550", it will go to the value "180", so to the right side.

NOTE: If your goalkeeper’s hand hits the ground, you can change the angles to "35" and "135".

 

Since there is nothing on the Pinoo sensor card that it can show on the dummy, we remove the "de" command and make a "Pinoo Program" that we will load at the beginning of the event.

 

We right click on the "Pinoo Program" event and click the "Upload to Arduino" option from the window that opens.

 

On the page that opens, we click the "Upload to Arduino" button selected in red. Our codes are uploaded to our Pinoo control card. We click on the "Close" button after the "Download Finished" text appears. After the installation is finished, the battery compartment is inserted and the project is run.

 

Working Status of the Project:

 

After the program is installed, we connect it with a 9V battery to run the project independently from the computer.

 

 

 

 

 

With Pinoo sets, children can make hundreds of projects with materials they can easily find in their homes.