零知开源小项目 LCD屏制作简单小游戏

本次的趣味项目结合舵机、超声波模块并配合上位机Processing制作超声波雷达效果。

1、硬件连接

零知迷你板(点击购买)

LCD1602、电阻(1K)、按钮、旋钮电位器等,在零知初学者套件中:

零知初学者学习入门套件(点击购买)

连线

2、程序

使用零知开发工具,新建工程后,把下面代码粘贴到代码编辑器中:


												
	/**********************************************************
	*    文件: lcd-game.ino      by 零知实验室([url]www.lingzhilab.com[/url])
	*    -^^- 零知开源,让电子制作变得更简单! -^^-
	*    时间: 2019/06/18 18:07
	*    说明: 
	************************************************************/
	 
	#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 '.'         // Use the '.' character for the head
	#define SPRITE_JUMP_LOWER 4
	#define SPRITE_TERRAIN_EMPTY ' '      // User the ' ' character
	#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  // Hero is running on lower row (pose 1)
	#define HERO_POSITION_RUN_LOWER_2 2  //                              (pose 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)
	 
	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 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_READWRITE, OUTPUT);
	  digitalWrite(PIN_READWRITE, LOW);
	  pinMode(PIN_CONTRAST, OUTPUT);
	  digitalWrite(PIN_CONTRAST, LOW);
	  pinMode(PIN_BUTTON, INPUT_PULLUP);
	  digitalWrite(PIN_BUTTON, HIGH);
	  pinMode(PIN_AUTOPLAY, OUTPUT);
	  digitalWrite(PIN_AUTOPLAY, HIGH);
	   
	  // Digital pin 2 interrupt
	  attachInterrupt(PIN_BUTTON/*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(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 ? HIGH : LOW);
	  }
	  delay(50);
	}
						

将上面代码验证后上传到零知迷你板中,然后我们就可以开始玩我们的小游戏啦,看看你能得到多少分:

说明:选择编码器用于调节屏幕亮度,左边按键即连接2号脚的是向上跳的动作控制按钮,右边按键即连接1号引脚的是自动跳跃按钮(一直按住后就会自动跳过障碍物)。