ARDUINO İLE SUPER MARIO OYUNU
KODLAR
---------------------------------------------
#include <LiquidCrystal_I2C.h>
LiquidCrystal_I2C lcd(0x27,16,2);
#define SPRITE_TERRAIN_EMPTY ' '
#define SPRITE_TERRAIN_SOLID 5
#define SPRITE_TERRAIN_SOLID_RIGHT 6
#define SPRITE_TERRAIN_SOLID_LEFT 7
#define Joy_X_axis 2
#define Autostartpin 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 BOY_HORIZONTAL_POSITION 1
#define TERRAIN_WIDTH 16
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2
#define BOY_POSITION_OFF 0 // boy is invisible
#define BOY_POSITION_RUN_LOWER_1 1 // boy is running on lower row (pose 1)
#define BOY_POSITION_RUN_LOWER_2 2 // (pose 2)
#define BOY_POSITION_JUMP_1 3 // Starting a jump
#define BOY_POSITION_JUMP_2 4 // Half-way up
#define BOY_POSITION_JUMP_3 5 // Jump is on upper row
#define BOY_POSITION_JUMP_4 6 // Jump is on upper row
#define BOY_POSITION_JUMP_5 7 // Jump is on upper row
#define BOY_POSITION_JUMP_6 8 // Jump is on upper row
#define BOY_POSITION_JUMP_7 9 // Half-way down
#define BOY_POSITION_JUMP_8 10 // About to land
#define BOY_POSITION_RUN_UPPER_1 11 // boy is running on upper row (pose 1)
#define BOY_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
B01100,
B01100,
B00000,
B01110,
B11100,
B01100,
B11010,
B10011,
// Run position 2
B01100,
B01100,
B00000,
B01100,
B01100,
B01100,
B01100,
B01110,
// Jump
B01100,
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 drawBoy(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {
bool collide = false;
char upperSave = terrainUpper[BOY_HORIZONTAL_POSITION];
char lowerSave = terrainLower[BOY_HORIZONTAL_POSITION];
byte upper, lower;
switch (position) {
case BOY_POSITION_OFF:
upper = lower = SPRITE_TERRAIN_EMPTY;
break;
case BOY_POSITION_RUN_LOWER_1:
upper = SPRITE_TERRAIN_EMPTY;
lower = SPRITE_RUN1;
break;
case BOY_POSITION_RUN_LOWER_2:
upper = SPRITE_TERRAIN_EMPTY;
lower = SPRITE_RUN2;
break;
case BOY_POSITION_JUMP_1:
case BOY_POSITION_JUMP_8:
upper = SPRITE_TERRAIN_EMPTY;
lower = SPRITE_JUMP;
break;
case BOY_POSITION_JUMP_2:
case BOY_POSITION_JUMP_7:
upper = SPRITE_JUMP_UPPER;
lower = SPRITE_JUMP_LOWER;
break;
case BOY_POSITION_JUMP_3:
case BOY_POSITION_JUMP_4:
case BOY_POSITION_JUMP_5:
case BOY_POSITION_JUMP_6:
upper = SPRITE_JUMP;
lower = SPRITE_TERRAIN_EMPTY;
break;
case BOY_POSITION_RUN_UPPER_1:
upper = SPRITE_RUN1;
lower = SPRITE_TERRAIN_EMPTY;
break;
case BOY_POSITION_RUN_UPPER_2:
upper = SPRITE_RUN2;
lower = SPRITE_TERRAIN_EMPTY;
break;
}
if (upper != ' ') {
terrainUpper[BOY_HORIZONTAL_POSITION] = upper;
collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;
}
if (lower != ' ') {
terrainLower[BOY_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[BOY_HORIZONTAL_POSITION] = upperSave;
terrainLower[BOY_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(Joy_X_axis, INPUT);
digitalWrite(Joy_X_axis, HIGH);
pinMode(Autostartpin, OUTPUT);
digitalWrite(Autostartpin, HIGH);
// Digital pin 2 maps to interrupt 0
attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);
initializeGraphics();
lcd.begin();
}
void loop(){
static byte boyPos = BOY_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) {
drawBoy((blink) ? BOY_POSITION_OFF : boyPos, terrainUpper, terrainLower, distance >> 3);
if (blink) {
lcd.setCursor(0,0);
lcd.print("Push to Start");
}
delay(250);
blink = !blink;
if (buttonPushed) {
initializeGraphics();
boyPos = BOY_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 (boyPos <= BOY_POSITION_RUN_LOWER_2) boyPos = BOY_POSITION_JUMP_1;
buttonPushed = false;
}
if (drawBoy(boyPos, terrainUpper, terrainLower, distance >> 3)) {
playing = false; // The boy collided with something. Too bad.
} else {
if (boyPos == BOY_POSITION_RUN_LOWER_2 || boyPos == BOY_POSITION_JUMP_8) {
boyPos = BOY_POSITION_RUN_LOWER_1;
} else if ((boyPos >= BOY_POSITION_JUMP_3 && boyPos <= BOY_POSITION_JUMP_5) && terrainLower[BOY_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) {
boyPos = BOY_POSITION_RUN_UPPER_1;
} else if (boyPos >= BOY_POSITION_RUN_UPPER_1 && terrainLower[BOY_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {
boyPos = BOY_POSITION_JUMP_5;
} else if (boyPos == BOY_POSITION_RUN_UPPER_2) {
boyPos = BOY_POSITION_RUN_UPPER_1;
} else {
++boyPos;
}
++distance;
digitalWrite(Autostartpin, terrainLower[BOY_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
}
delay(100);
}
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