LCD Game Code TEXT FILE

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    Mnemonics101
    Keymaster

    #include

    #define PIN_BUTTON 2
    #define PIN_AUTOPLAY 1
    #define PIN_READWRITE 10
    #define PIN_CONTRAST 12

    #define SPRITE_RUN1 1
    #define SPRITE_RUN2 2
    #define SPRITE_JUMP 3
    #define SPRITE_JUMP_UPPER ‘.’ // Use the ‘.’ character for the head
    #define SPRITE_JUMP_LOWER 4
    #define SPRITE_TERRAIN_EMPTY ‘ ‘ // User the ‘ ‘ character
    #define SPRITE_TERRAIN_SOLID 5
    #define SPRITE_TERRAIN_SOLID_RIGHT 6
    #define SPRITE_TERRAIN_SOLID_LEFT 7

    #define HERO_HORIZONTAL_POSITION 1 // Horizontal position of hero on screen

    #define TERRAIN_WIDTH 16
    #define TERRAIN_EMPTY 0
    #define TERRAIN_LOWER_BLOCK 1
    #define TERRAIN_UPPER_BLOCK 2

    #define HERO_POSITION_OFF 0 // Hero is invisible
    #define HERO_POSITION_RUN_LOWER_1 1 // Hero is running on lower row (pose 1)
    #define HERO_POSITION_RUN_LOWER_2 2 // (pose 2)

    #define HERO_POSITION_JUMP_1 3 // Starting a jump
    #define HERO_POSITION_JUMP_2 4 // Half-way up
    #define HERO_POSITION_JUMP_3 5 // Jump is on upper row
    #define HERO_POSITION_JUMP_4 6 // Jump is on upper row
    #define HERO_POSITION_JUMP_5 7 // Jump is on upper row
    #define HERO_POSITION_JUMP_6 8 // Jump is on upper row
    #define HERO_POSITION_JUMP_7 9 // Half-way down
    #define HERO_POSITION_JUMP_8 10 // About to land

    #define HERO_POSITION_RUN_UPPER_1 11 // Hero is running on upper row (pose 1)
    #define HERO_POSITION_RUN_UPPER_2 12 // (pose 2)

    LiquidCrystal lcd(11, 9, 6, 5, 4, 3);
    static char terrainUpper[TERRAIN_WIDTH + 1];
    static char terrainLower[TERRAIN_WIDTH + 1];
    static bool buttonPushed = false;

    void initializeGraphics(){
    static byte graphics[] = {
    // Run position 1
    B01110,
    B01100,
    B00000,
    B01100,
    B11110,
    B01100,
    B01110,
    B11011,
    // Run position 2
    B01110,
    B01100,
    B00000,
    B01100,
    B01100,
    B01100,
    B01100,
    B01110,
    // Jump
    B01110,
    B01100,
    B00000,
    B11110,
    B01101,
    B11111,
    B10000,
    B00000,
    // Jump lower
    B11110,
    B01101,
    B11111,
    B10000,
    B00000,
    B00000,
    B00000,
    B00000,
    // Ground
    B11111,
    B11111,
    B11111,
    B11111,
    B11111,
    B11111,
    B11111,
    B11111,
    // Ground right
    B00011,
    B00011,
    B00011,
    B00011,
    B00011,
    B00011,
    B00011,
    B00011,
    // Ground left
    B11000,
    B11000,
    B11000,
    B11000,
    B11000,
    B11000,
    B11000,
    B11000,
    };
    int i;
    // Skip using character 0, this allows lcd.print() to be used to
    // quickly draw multiple characters
    for (i = 0; i < 7; ++i) { lcd.createChar(i + 1, &graphics[i * 8]); } for (i = 0; i < TERRAIN_WIDTH; ++i) { terrainUpper[i] = SPRITE_TERRAIN_EMPTY; terrainLower[i] = SPRITE_TERRAIN_EMPTY; } } // Slide the terrain to the left in half-character increments // void advanceTerrain(char* terrain, byte newTerrain){ for (int i = 0; i < TERRAIN_WIDTH; ++i) { char current = terrain[i]; char next = (i == TERRAIN_WIDTH-1) ? newTerrain : terrain[i+1]; switch (current){ case SPRITE_TERRAIN_EMPTY: terrain[i] = (next == SPRITE_TERRAIN_SOLID) ? SPRITE_TERRAIN_SOLID_RIGHT : SPRITE_TERRAIN_EMPTY; break; case SPRITE_TERRAIN_SOLID: terrain[i] = (next == SPRITE_TERRAIN_EMPTY) ? SPRITE_TERRAIN_SOLID_LEFT : SPRITE_TERRAIN_SOLID; break; case SPRITE_TERRAIN_SOLID_RIGHT: terrain[i] = SPRITE_TERRAIN_SOLID; break; case SPRITE_TERRAIN_SOLID_LEFT: terrain[i] = SPRITE_TERRAIN_EMPTY; break; } } } bool drawHero(byte position, char* terrainUpper, char* terrainLower, unsigned int score) { bool collide = false; char upperSave = terrainUpper[HERO_HORIZONTAL_POSITION]; char lowerSave = terrainLower[HERO_HORIZONTAL_POSITION]; byte upper, lower; switch (position) { case HERO_POSITION_OFF: upper = lower = SPRITE_TERRAIN_EMPTY; break; case HERO_POSITION_RUN_LOWER_1: upper = SPRITE_TERRAIN_EMPTY; lower = SPRITE_RUN1; break; case HERO_POSITION_RUN_LOWER_2: upper = SPRITE_TERRAIN_EMPTY; lower = SPRITE_RUN2; break; case HERO_POSITION_JUMP_1: case HERO_POSITION_JUMP_8: upper = SPRITE_TERRAIN_EMPTY; lower = SPRITE_JUMP; break; case HERO_POSITION_JUMP_2: case HERO_POSITION_JUMP_7: upper = SPRITE_JUMP_UPPER; lower = SPRITE_JUMP_LOWER; break; case HERO_POSITION_JUMP_3: case HERO_POSITION_JUMP_4: case HERO_POSITION_JUMP_5: case HERO_POSITION_JUMP_6: upper = SPRITE_JUMP; lower = SPRITE_TERRAIN_EMPTY; break; case HERO_POSITION_RUN_UPPER_1: upper = SPRITE_RUN1; lower = SPRITE_TERRAIN_EMPTY; break; case HERO_POSITION_RUN_UPPER_2: upper = SPRITE_RUN2; lower = SPRITE_TERRAIN_EMPTY; break; } if (upper != ' ') { terrainUpper[HERO_HORIZONTAL_POSITION] = upper; collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true; } if (lower != ' ') { terrainLower[HERO_HORIZONTAL_POSITION] = lower; collide |= (lowerSave == SPRITE_TERRAIN_EMPTY) ? false : true; } byte digits = (score > 9999) ? 5 : (score > 999) ? 4 : (score > 99) ? 3 : (score > 9) ? 2 : 1;

    // Draw the scene
    terrainUpper[TERRAIN_WIDTH] = ‘\0’;
    terrainLower[TERRAIN_WIDTH] = ‘\0’;
    char temp = terrainUpper[16-digits];
    terrainUpper[16-digits] = ‘\0’;
    lcd.setCursor(0,0);
    lcd.print(terrainUpper);
    terrainUpper[16-digits] = temp;
    lcd.setCursor(0,1);
    lcd.print(terrainLower);

    lcd.setCursor(16 – digits,0);
    lcd.print(score);

    terrainUpper[HERO_HORIZONTAL_POSITION] = upperSave;
    terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave;
    return collide;
    }

    // Handle the button push as an interrupt
    void buttonPush() {
    buttonPushed = true;
    }

    void setup(){
    pinMode(PIN_READWRITE, OUTPUT);
    digitalWrite(PIN_READWRITE, LOW);
    pinMode(PIN_CONTRAST, OUTPUT);
    digitalWrite(PIN_CONTRAST, LOW);
    pinMode(PIN_BUTTON, INPUT);
    digitalWrite(PIN_BUTTON, HIGH);
    pinMode(PIN_AUTOPLAY, OUTPUT);
    digitalWrite(PIN_AUTOPLAY, HIGH);

    // Digital pin 2 maps to interrupt 0
    attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);

    initializeGraphics();

    lcd.begin(16, 2);
    }

    void loop(){
    static byte heroPos = HERO_POSITION_RUN_LOWER_1;
    static byte newTerrainType = TERRAIN_EMPTY;
    static byte newTerrainDuration = 1;
    static bool playing = false;
    static bool blink = false;
    static unsigned int distance = 0;

    if (!playing) {
    drawHero((blink) ? HERO_POSITION_OFF : heroPos, terrainUpper, terrainLower, distance >> 3);
    if (blink) {
    lcd.setCursor(0,0);
    lcd.print(“Prof-EX”);
    }
    delay(250);
    blink = !blink;
    if (buttonPushed) {
    initializeGraphics();
    heroPos = HERO_POSITION_RUN_LOWER_1;
    playing = true;
    buttonPushed = false;
    distance = 0;
    }
    return;
    }

    // Shift the terrain to the left
    advanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
    advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);

    // Make new terrain to enter on the right
    if (–newTerrainDuration == 0) {
    if (newTerrainType == TERRAIN_EMPTY) {
    newTerrainType = (random(3) == 0) ? TERRAIN_UPPER_BLOCK : TERRAIN_LOWER_BLOCK;
    newTerrainDuration = 2 + random(10);
    } else {
    newTerrainType = TERRAIN_EMPTY;
    newTerrainDuration = 10 + random(10);
    }
    }

    if (buttonPushed) {
    if (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos = HERO_POSITION_JUMP_1; buttonPushed = false; } if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) {
    playing = false; // The hero collided with something. Too bad.
    } else {
    if (heroPos == HERO_POSITION_RUN_LOWER_2 || heroPos == HERO_POSITION_JUMP_8) {
    heroPos = HERO_POSITION_RUN_LOWER_1;
    } else if ((heroPos >= HERO_POSITION_JUMP_3 && heroPos <= HERO_POSITION_JUMP_5) && terrainLower[HERO_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) { heroPos = HERO_POSITION_RUN_UPPER_1; } else if (heroPos >= HERO_POSITION_RUN_UPPER_1 && terrainLower[HERO_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {
    heroPos = HERO_POSITION_JUMP_5;
    } else if (heroPos == HERO_POSITION_RUN_UPPER_2) {
    heroPos = HERO_POSITION_RUN_UPPER_1;
    } else {
    ++heroPos;
    }
    ++distance;

    digitalWrite(PIN_AUTOPLAY, terrainLower[HERO_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
    }
    delay(100);
    }

    • This topic was modified 3 years, 2 months ago by Mnemonics101.
    • This topic was modified 1 year, 7 months ago by Mnemonics101.
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