Just as a backstop in case you can't get the resonant coils working. From different perspectives:
How about a magnet in the base of each piece and a hall effect sensor in each square?.
Using analog hall effect sensors rather than hall effect switches you might be able to get enough discrimination to use different size/strength magnets to get additional information about pieces, if useful. e.g big magnet kings and queens, medium bishops rooks knights, small magnets pawns.
Alternatively you could put a photo transistor in the centre of each square to detect when a piece is lifted. Then you wouldn't have to do anything to the pieces as long as they were opaque. Bit of a problem if you want to play in the dark of course.....
You already know the following:
Where the pieces start.
Where they can move to, for the different pieces.
That one piece moves at a time.
Whether it is white or blacks move.
If it is whites move and a black piece is lifted first it has been taken and will be replaced by a white piece
etc.
You want to show possible moves so a lot of that information will be in the software you create and you could possibly keep track of the game that way.
Hope you get lots of learning, enjoyment and success with this project.
Thank you for the well wishes! Of course, knowing the start position of each piece makes this project comically easy. However, I’d specifically like to be able to ID pieces regardless of position or turn or whatnot, so any piece can be ID’d at any given time or position, rather than being “known” in the code.
Hall effect sensors rather than switches is not something I considered, I might look into it, but I don’t know the possibility of 12 different ID’s there. Alternatively one can have multiple magnets per piece and encode patterns that way, but then the pieces need to be sternly positioned in a specific orientation, which again takes some of the “charm” away…
Statistics: Posted by Llama_Over_Lord — Sat Jan 18, 2025 11:56 pm