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Código Jump Boy

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0% found this document useful (0 votes)
16 views6 pages

Código Jump Boy

Uploaded by

falaze411
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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// Código de Funcionamento Jump Boy

// Traduzido e adaptado por Usinainfo


// www.usianinfo.com.br

#include <LiquidCrystal.h>

#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 '.'
#define SPRITE_JUMP_LOWER 4
#define SPRITE_TERRAIN_EMPTY ' '
#define SPRITE_TERRAIN_SOLID 5
#define SPRITE_TERRAIN_SOLID_RIGHT 6
#define SPRITE_TERRAIN_SOLID_LEFT 7

#define HERO_HORIZONTAL_POSITION 1 // Define a posição horizontal do personagem


na tela

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

#define HERO_POSITION_OFF 0 // Torna personagem invisível


#define HERO_POSITION_RUN_LOWER_1 1 // Posição do personagem (pose 1)
#define HERO_POSITION_RUN_LOWER_2 2 // (pose 2)

#define HERO_POSITION_JUMP_1 3 // Inicia o salto


#define HERO_POSITION_JUMP_2 4 // Metade do caminha para cima
#define HERO_POSITION_JUMP_3 5 // Salta para a linha superior
#define HERO_POSITION_JUMP_4 6 // Salta para a linha superior
#define HERO_POSITION_JUMP_5 7 // Salta para a linha superior
#define HERO_POSITION_JUMP_6 8 // Salta para a linha superior
#define HERO_POSITION_JUMP_7 9 // Metade do caminho para baixo
#define HERO_POSITION_JUMP_8 10 // Define local de caminhada

#define HERO_POSITION_RUN_UPPER_1 11 // Personagem executado em linha superior


(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[] = {
// Posição 1
B01100,
B01100,
B00000,
B01110,
B11100,
B01100,
B11010,
B10011,
// Posição 2
B01100,
B01100,
B00000,
B01100,
B01100,
B01100,
B01100,
B01110,
// Salto
B01100,
B01100,
B00000,
B11110,
B01101,
B11111,
B10000,
B00000,
// Salto baixo
B11110,
B01101,
B11111,
B10000,
B00000,
B00000,
B00000,
B00000,
// Chão
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
// Chão a direita
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
// Chão a esquerda
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
};
int i;
// Desenha personagem e campo
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;
}
}

// Desliza o terreno para esquerda


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;

// Desenha a cena
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;
}

// Considerar o premir do botão como uma interrupção


void buttonPush() {
buttonPushed = true;
}

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

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(1, 0);
lcd.print("Feliz dia das");
lcd.setCursor(4, 1);
lcd.print("Criancas");
delay(1000);
}
{
lcd.setCursor(1, 0);
lcd.print("Inicie o Jogo");
lcd.setCursor(4, 1);
lcd.print("Jump Boy");
delay(1000);

}
delay(250);
blink = !blink;
if (buttonPushed) {
initializeGraphics();
heroPos = HERO_POSITION_RUN_LOWER_1;
playing = true;
buttonPushed = false;
distance = 0;
}
return;
}

// Desloca o terreno para esquerda


advanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ?
SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ?
SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
// Cria um novo terreno para entrar a direita
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; // O personagem colidiu com algo
}
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);
}

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