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+
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+# Reaction Gamepad
+
+A classic reaction-based gamepad with STM32U545RETx microcontroller, playable via USB connection to PC.
+
+:::info
+
+**Author**: Furkan Korkmaz
+**GitHub Project Link**: https://github.com/UPB-PMRust-Students/fils-project-2026-FurkanKorkmaz1
+
+:::
+
+\---
+
+## Description
+
+Reaction Gamepad is a fully functional implementation of a reaction-based game system, running on an STM32 microcontroller. The player uses 8 physical buttons connected to the microcontroller, which communicates with a PC via USB as a gamepad device. The game displays on the PC monitor through a custom graphics engine. Features include multiple game modes, difficulty levels, and visual feedback systems.
+
+\---
+
+## Motivation
+
+This project demonstrates embedded game development on microcontrollers. It combines real-time input handling, game state management, USB protocol implementation, and Rust embedded systems programming. The reaction gamepad serves as a practical platform for learning microcontroller programming while creating an engaging interactive experience.
+
+\---
+
+## Architecture
+
+**Main Components:**
+
+* **STM32U545RETx Microcontroller**: Central processor running game logic, manages GPIO input and USB output
+* **8 Physical Buttons**: User input connected to GPIO pins with debouncing
+* **USB Gamepad Emulation**: HID protocol implementation for PC communication
+* **Game State Manager**: Handles game state, score, and level progression
+* **Collision Detection Engine**: Detects input validation and timing
+
+**How They Connect:**
+
+* Buttons connect to GPIO pins → Firmware reads debounced input
+* Game logic updates based on button input
+* Game state is converted to HID gamepad commands
+* PC receives gamepad data via USB and renders graphics/audio
+
+!\[snake\_game\_architecture](./images/snake\_game\_architecture.svg)
+
+!\[tiny\_knight\_architecture](./images/tiny\_knight\_architecture.svg)
+
+\---
+
+## Log
+
+### Week 5 - 11 May
+
+Project concept selected. Decided to build a reaction-based gamepad using STM32U545RETx microcontroller. First version will use buttons as input with PC display for visual feedback.
+
+### Week 12 - 18 May
+
+Hardware architecture planned. Buttons configured as GPIO inputs. Main software logic designed with game loop structure and timing measurement.
+
+### Week 19 - 25 May
+
+Documentation page created. Project description, motivation, architecture, hardware plan, and software plan documented. Game modes and difficulty levels finalized in design.
+
+\---
+
+## Hardware
+
+STM32U545RETx (Nucleo-U545RE-Q) development board serves as the main microcontroller. Prototype built on breadboard using 8 push buttons for input, USB connection to PC for gamepad communication. Buttons connected via GPIO pins with pull-down resistors for debouncing. All power supplied via USB cable.
+
+\---
+
+## Schematics
+
+!\[gamepad](./images/gamepad.svg)
+
+\---
+
+## Bill of Materials
+
+|Device|Usage|Price|
+|-|-|-|
+|STM32 Nucleo-U545RE-Q|Main microcontroller|Borrowed from FILS|
+|Push Buttons (x8)|Player input controls|20 RON|
+|Breadboard|Circuit assembly|18 RON|
+|Jumper Wires|Component connections|20 RON|
+|Resistors (10kΩ)|Button debouncing|1.20 RON|
+|USB Micro Cable|Power and communication|12 RON|
+|**Total**||**71.20 RON**|
+
+\---
+
+## Software
+
+|Library|Description|Usage|
+|-|-|-|
+|embassy-stm32|STM32 hardware abstraction layer|Controls GPIO pins and USB device|
+|embassy-usb|USB device stack|Implements HID gamepad protocol|
+|usbd-hid|USB HID device support|Sends gamepad input to PC|
+|embedded-hal|Embedded hardware traits|Standard interface for GPIO operations|
+|stm32u5|STM32U5 specific bindings|Direct microcontroller access|
+
+\---
+
+## Links
+
+1. [STM32U5 Datasheet](https://www.st.com/resource/en/datasheet/stm32u545re.pdf)
+2. [Nucleo-U545RE-Q User Manual](https://www.st.com/resource/en/user_manual/um2912-stm32u545-discovery-kit-stmicroelectronics.pdf)
+3. [Rust Embedded Book](https://rust-embedded.github.io/book/)
+4. [Embassy Documentation](https://embassy.dev/)
+