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The document contains a C++ code for an Arduino game using an LCD display, where a hero character can run and jump over terrain obstacles. It defines various constants for the hero's positions, terrain types, and graphics, and includes functions for initializing graphics, advancing terrain, and handling button inputs. The main game loop manages the hero's movements, terrain generation, and collision detection while updating the display accordingly.

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0% found this document useful (0 votes)
8 views

Code

The document contains a C++ code for an Arduino game using an LCD display, where a hero character can run and jump over terrain obstacles. It defines various constants for the hero's positions, terrain types, and graphics, and includes functions for initializing graphics, advancing terrain, and handling button inputs. The main game loop manages the hero's movements, terrain generation, and collision detection while updating the display accordingly.

Uploaded by

balindadzasky
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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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_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 // 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

#define HERO_POSITION_RUN_LOWER_2 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)

static char terrainUpper[TERRAIN_WIDTH + 1];

static char terrainLower[TERRAIN_WIDTH + 1];

static bool buttonPushed = false;

void initializeGraphics(){

static byte graphics[] = {

// 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;

// 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_BUTTON, INPUT_PULLUP);

pinMode(PIN_AUTOPLAY, OUTPUT);

lcd.init();

lcd.backlight();

// Digital pin 2 maps to interrupt 0


attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);

initializeGraphics();

//lcd.begin();

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("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

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 ? LOW


: HIGH);

delay(100);

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