Code
Code
#include "LiquidCrystal_I2C.h"
LiquidCrystal_I2C lcd(0x27,16,2);
#define PIN_BUTTON 2
#define PIN_AUTOPLAY 12
#define SPRITE_RUN1 1
#define SPRITE_RUN2 2
#define SPRITE_JUMP 3
#define SPRITE_JUMP_LOWER 4
#define SPRITE_TERRAIN_SOLID 5
#define SPRITE_TERRAIN_SOLID_RIGHT 6
#define SPRITE_TERRAIN_SOLID_LEFT 7
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2
#define HERO_POSITION_RUN_LOWER_1 1
#define HERO_POSITION_RUN_LOWER_2 2
void initializeGraphics(){
// Run position 1
B00000,
B01110,
B01101,
B00110,
B11110,
B01110,
B10010,
B00000,
// Run position 2
B00000,
B01110,
B01101,
B00110,
B11110,
B01110,
B01100,
B00000,
// Jump
B00000,
B01110,
B01101,
B11110,
B00010,
B01110,
B00000,
B00000,
// Jump lower
B01110,
B00000,
B00000,
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;
terrainUpper[i] = SPRITE_TERRAIN_EMPTY;
terrainLower[i] = SPRITE_TERRAIN_EMPTY;
//
switch (current){
case SPRITE_TERRAIN_EMPTY:
break;
case 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) {
switch (position) {
case HERO_POSITION_OFF:
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;
terrainUpper[HERO_HORIZONTAL_POSITION] = upper;
terrainLower[HERO_HORIZONTAL_POSITION] = lower;
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';
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;
void buttonPush() {
buttonPushed = true;
void setup(){
pinMode(PIN_BUTTON, INPUT_PULLUP);
pinMode(PIN_AUTOPLAY, OUTPUT);
lcd.init();
lcd.backlight();
initializeGraphics();
//lcd.begin();
void loop(){
if (!playing) {
if (blink) {
lcd.setCursor(0,0);
lcd.print("Press Start");
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
if (--newTerrainDuration == 0) {
if (newTerrainType == TERRAIN_EMPTY) {
newTerrainDuration = 2 + random(10);
} else {
newTerrainType = TERRAIN_EMPTY;
newTerrainDuration = 10 + random(10);
if (buttonPushed) {
buttonPushed = false;
} else {
heroPos = HERO_POSITION_RUN_LOWER_1;
heroPos = HERO_POSITION_RUN_UPPER_1;
heroPos = HERO_POSITION_RUN_UPPER_1;
} else {
++heroPos;
++distance;
delay(100);