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- #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);
- digitalWrite(PIN_BUTTON, HIGH);
- pinMode(PIN_AUTOPLAY, OUTPUT);
- digitalWrite(PIN_AUTOPLAY, HIGH);
- // Digital pin 2 maps to interrupt 0
- 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(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(100);
- }
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