Components and supplies
1
Switch Actuator, APEM A01 series Illuminated Push-Button Switches
1
Plastic Enclosure, Precision Miniature Case
1
Arduino UNO
1
Jumper wires (generic)
Tools and machines
1
Solder Wire, Lead Free
1
Soldering iron (generic)
Apps and platforms
1
Arduino IDE
Project description
Code
endless_run_game
c_cpp
written in arduino programming language and c++
1 2// Arduino Endless Run game with Lcd i2c Screen 3 4#include <LiquidCrystal_I2C.h> 5#include <Wire.h> 6 7#define PIN_BUTTON 2 8#define PIN_AUTOPLAY 1 9#define PIN_READWRITE 10 10#define PIN_CONTRAST 7 11 12 #define SPRITE_RUN1 1 13#define SPRITE_RUN2 2 14#define SPRITE_JUMP 3 15#define SPRITE_JUMP_UPPER '.' 16#define SPRITE_JUMP_LOWER 4 17#define SPRITE_TERRAIN_EMPTY ' ' 18#define SPRITE_TERRAIN_SOLID 5 19#define SPRITE_TERRAIN_SOLID_RIGHT 6 20#define SPRITE_TERRAIN_SOLID_LEFT 7 21 22#define HERO_HORIZONTAL_POSITION 1 // Horizontal position of hero on screen 23 24#define TERRAIN_WIDTH 16 25#define TERRAIN_EMPTY 0 26#define TERRAIN_LOWER_BLOCK 1 27#define TERRAIN_UPPER_BLOCK 2 28 29#define HERO_POSITION_OFF 0 // Hero is invisible 30#define HERO_POSITION_RUN_LOWER_1 1 31#define HERO_POSITION_RUN_LOWER_2 2 32 33#define HERO_POSITION_JUMP_1 3 // Starting a jump 34#define HERO_POSITION_JUMP_2 4 // Half-way up 35#define HERO_POSITION_JUMP_3 5 // Jump is on upper row 36#define HERO_POSITION_JUMP_4 6 // Jump is on upper row 37#define HERO_POSITION_JUMP_5 7 // Jump is on upper row 38#define HERO_POSITION_JUMP_6 8 // Jump is on upper row 39#define HERO_POSITION_JUMP_7 9 // Half-way down 40#define HERO_POSITION_JUMP_8 10 // About to land 41 42#define HERO_POSITION_RUN_UPPER_1 11 // Hero is running on upper row (pose 1) 43#define HERO_POSITION_RUN_UPPER_2 12 // (pose 2) 44 45LiquidCrystal_I2C lcd(0x27,16,2); 46 47static char terrainUpper[TERRAIN_WIDTH + 1]; 48static char terrainLower[TERRAIN_WIDTH + 1]; 49static bool buttonPushed = false; 50 51void initializeGraphics(){ 52 static byte graphics[] = { 53 // Run position 1 54 B01100, 55 B01100, 56 B00000, 57 B01110, 58 B11100, 59 B01100, 60 B11010, 61 B10011, 62 // Run position 2 63 B01100, 64 B01100, 65 B00000, 66 B01100, 67 B01100, 68 B01100, 69 B01100, 70 B01110, 71 // Jump 72 B01100, 73 B01100, 74 B00000, 75 B11110, 76 B01101, 77 B11111, 78 B10000, 79 B00000, 80 // Jump lower 81 B11110, 82 B01101, 83 B11111, 84 B10000, 85 B00000, 86 B00000, 87 B00000, 88 B00000, 89 // Ground 90 B11111, 91 B11111, 92 B11111, 93 B11111, 94 B11111, 95 B11111, 96 B11111, 97 B11111, 98 // Ground right 99 B00011, 100 B00011, 101 B00011, 102 B00011, 103 B00011, 104 B00011, 105 B00011, 106 B00011, 107 // Ground left 108 B11000, 109 B11000, 110 B11000, 111 B11000, 112 B11000, 113 B11000, 114 B11000, 115 B11000, 116 }; 117 int i; 118 // Skip using character 0, this allows lcd.print() to be used to 119 // quickly draw multiple characters 120 for (i = 0; i < 7; ++i) { 121 lcd.createChar(i + 1, &graphics[i * 8]); 122 } 123 for (i = 0; i < TERRAIN_WIDTH; ++i) { 124 terrainUpper[i] = SPRITE_TERRAIN_EMPTY; 125 terrainLower[i] = SPRITE_TERRAIN_EMPTY; 126 } 127} 128 129// Slide the terrain to the left in half-character increments 130// 131void advanceTerrain(char* terrain, byte newTerrain){ 132 for (int i = 0; i < TERRAIN_WIDTH; ++i) { 133 char current = terrain[i]; 134 char next = (i == TERRAIN_WIDTH-1) ? newTerrain : terrain[i+1]; 135 switch (current){ 136 case SPRITE_TERRAIN_EMPTY: 137 terrain[i] = (next == SPRITE_TERRAIN_SOLID) ? SPRITE_TERRAIN_SOLID_RIGHT : SPRITE_TERRAIN_EMPTY; 138 break; 139 case SPRITE_TERRAIN_SOLID: 140 terrain[i] = (next == SPRITE_TERRAIN_EMPTY) ? SPRITE_TERRAIN_SOLID_LEFT : SPRITE_TERRAIN_SOLID; 141 break; 142 case SPRITE_TERRAIN_SOLID_RIGHT: 143 terrain[i] = SPRITE_TERRAIN_SOLID; 144 break; 145 case SPRITE_TERRAIN_SOLID_LEFT: 146 terrain[i] = SPRITE_TERRAIN_EMPTY; 147 break; 148 } 149 } 150} 151 152bool drawHero(byte position, char* terrainUpper, char* terrainLower, unsigned int score) { 153 bool collide = false; 154 char upperSave = terrainUpper[HERO_HORIZONTAL_POSITION]; 155 char lowerSave = terrainLower[HERO_HORIZONTAL_POSITION]; 156 byte upper, lower; 157 switch (position) { 158 case HERO_POSITION_OFF: 159 upper = lower = SPRITE_TERRAIN_EMPTY; 160 break; 161 case HERO_POSITION_RUN_LOWER_1: 162 upper = SPRITE_TERRAIN_EMPTY; 163 lower = SPRITE_RUN1; 164 break; 165 case HERO_POSITION_RUN_LOWER_2: 166 upper = SPRITE_TERRAIN_EMPTY; 167 lower = SPRITE_RUN2; 168 break; 169 case HERO_POSITION_JUMP_1: 170 case HERO_POSITION_JUMP_8: 171 upper = SPRITE_TERRAIN_EMPTY; 172 lower = SPRITE_JUMP; 173 break; 174 case HERO_POSITION_JUMP_2: 175 case HERO_POSITION_JUMP_7: 176 upper = SPRITE_JUMP_UPPER; 177 lower = SPRITE_JUMP_LOWER; 178 break; 179 case HERO_POSITION_JUMP_3: 180 case HERO_POSITION_JUMP_4: 181 case HERO_POSITION_JUMP_5: 182 case HERO_POSITION_JUMP_6: 183 upper = SPRITE_JUMP; 184 lower = SPRITE_TERRAIN_EMPTY; 185 break; 186 case HERO_POSITION_RUN_UPPER_1: 187 upper = SPRITE_RUN1; 188 lower = SPRITE_TERRAIN_EMPTY; 189 break; 190 case HERO_POSITION_RUN_UPPER_2: 191 upper = SPRITE_RUN2; 192 lower = SPRITE_TERRAIN_EMPTY; 193 break; 194 } 195 if (upper != ' ') { 196 terrainUpper[HERO_HORIZONTAL_POSITION] = upper; 197 collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true; 198 } 199 if (lower != ' ') { 200 terrainLower[HERO_HORIZONTAL_POSITION] = lower; 201 collide |= (lowerSave == SPRITE_TERRAIN_EMPTY) ? false : true; 202 } 203 204 byte digits = (score > 9999) ? 5 : (score > 999) ? 4 : (score > 99) ? 3 : (score > 9) ? 2 : 1; 205 206 // Draw the scene 207 terrainUpper[TERRAIN_WIDTH] = '\\0'; 208 terrainLower[TERRAIN_WIDTH] = '\\0'; 209 char temp = terrainUpper[16-digits]; 210 terrainUpper[16-digits] = '\\0'; 211 lcd.setCursor(0,0); 212 lcd.print(terrainUpper); 213 terrainUpper[16-digits] = temp; 214 lcd.setCursor(0,1); 215 lcd.print(terrainLower); 216 217 lcd.setCursor(16 - digits,0); 218 lcd.print(score); 219 220 terrainUpper[HERO_HORIZONTAL_POSITION] = upperSave; 221 terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave; 222 return collide; 223} 224 225// Handle the button push as an interrupt 226void buttonPush() { 227 buttonPushed = true; 228} 229 230void setup(){ 231 pinMode(PIN_READWRITE, OUTPUT); 232 digitalWrite(PIN_READWRITE, LOW); 233 pinMode(PIN_CONTRAST, OUTPUT); 234 digitalWrite(PIN_CONTRAST, LOW); 235 pinMode(PIN_BUTTON, INPUT); 236 digitalWrite(PIN_BUTTON, HIGH); 237 pinMode(PIN_AUTOPLAY, OUTPUT); 238 digitalWrite(PIN_AUTOPLAY, HIGH); 239 lcd.backlight(); 240 241 lcd.begin(16,2); 242 243 // Digital pin 2 maps to interrupt 0 244 attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING); 245 246 initializeGraphics(); 247 248// lcd.begin(); 249} 250 251void loop(){ 252 static byte heroPos = HERO_POSITION_RUN_LOWER_1; 253 static byte newTerrainType = TERRAIN_EMPTY; 254 static byte newTerrainDuration = 1; 255 static bool playing = false; 256 static bool blink = false; 257 static unsigned int distance = 0; 258 259 if (!playing) { 260 drawHero((blink) ? HERO_POSITION_OFF : heroPos, terrainUpper, terrainLower, distance >> 3); 261 if (blink) { 262 lcd.setCursor(0,0); 263 lcd.print("Press Start"); 264 } 265 delay(250); 266 blink = !blink; 267 if (buttonPushed) { 268 initializeGraphics(); 269 heroPos = HERO_POSITION_RUN_LOWER_1; 270 playing = true; 271 buttonPushed = false; 272 distance = 0; 273 } 274 return; 275 } 276 277 // Shift the terrain to the left 278 advanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY); 279 advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY); 280 281 // Make new terrain to enter on the right 282 if (--newTerrainDuration == 0) { 283 if (newTerrainType == TERRAIN_EMPTY) { 284 newTerrainType = (random(3) == 0) ? TERRAIN_UPPER_BLOCK : TERRAIN_LOWER_BLOCK; 285 newTerrainDuration = 2 + random(10); 286 } else { 287 newTerrainType = TERRAIN_EMPTY; 288 newTerrainDuration = 10 + random(10); 289 } 290 } 291 292 if (buttonPushed) { 293 if (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos = HERO_POSITION_JUMP_1; 294 buttonPushed = false; 295 } 296 297 if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) { 298 playing = false; // The hero collided with something. Too bad. 299 } else { 300 if (heroPos == HERO_POSITION_RUN_LOWER_2 || heroPos == HERO_POSITION_JUMP_8) { 301 heroPos = HERO_POSITION_RUN_LOWER_1; 302 } else if ((heroPos >= HERO_POSITION_JUMP_3 && heroPos <= HERO_POSITION_JUMP_5) && terrainLower[HERO_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) { 303 heroPos = HERO_POSITION_RUN_UPPER_1; 304 } else if (heroPos >= HERO_POSITION_RUN_UPPER_1 && terrainLower[HERO_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) { 305 heroPos = HERO_POSITION_JUMP_5; 306 } else if (heroPos == HERO_POSITION_RUN_UPPER_2) { 307 heroPos = HERO_POSITION_RUN_UPPER_1; 308 } else { 309 ++heroPos; 310 } 311 ++distance; 312 313 digitalWrite(PIN_AUTOPLAY, terrainLower[HERO_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW); 314 } 315 delay(100); 316} 317 318// Thank you................................... 319
Downloadable files
schematic diagram
Its all detailed in the diagram
schematic diagram

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