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  1. #include <LiquidCrystal.h>
  2.  
  3. #define PIN_BUTTON 2
  4. #define PIN_AUTOPLAY 1
  5. #define PIN_READWRITE 10
  6. #define PIN_CONTRAST 12
  7.  
  8. #define SPRITE_RUN1 1
  9. #define SPRITE_RUN2 2
  10. #define SPRITE_JUMP 3
  11. #define SPRITE_JUMP_UPPER '.' // Use the '.' character for the head
  12. #define SPRITE_JUMP_LOWER 4
  13. #define SPRITE_TERRAIN_EMPTY ' ' // User the ' ' character
  14. #define SPRITE_TERRAIN_SOLID 5
  15. #define SPRITE_TERRAIN_SOLID_RIGHT 6
  16. #define SPRITE_TERRAIN_SOLID_LEFT 7
  17.  
  18. #define HERO_HORIZONTAL_POSITION 1 // Horizontal position of hero on screen
  19.  
  20. #define TERRAIN_WIDTH 16
  21. #define TERRAIN_EMPTY 0
  22. #define TERRAIN_LOWER_BLOCK 1
  23. #define TERRAIN_UPPER_BLOCK 2
  24.  
  25. #define HERO_POSITION_OFF 0 // Hero is invisible
  26. #define HERO_POSITION_RUN_LOWER_1 1 // Hero is running on lower row (pose 1)
  27. #define HERO_POSITION_RUN_LOWER_2 2 // (pose 2)
  28.  
  29. #define HERO_POSITION_JUMP_1 3 // Starting a jump
  30. #define HERO_POSITION_JUMP_2 4 // Half-way up
  31. #define HERO_POSITION_JUMP_3 5 // Jump is on upper row
  32. #define HERO_POSITION_JUMP_4 6 // Jump is on upper row
  33. #define HERO_POSITION_JUMP_5 7 // Jump is on upper row
  34. #define HERO_POSITION_JUMP_6 8 // Jump is on upper row
  35. #define HERO_POSITION_JUMP_7 9 // Half-way down
  36. #define HERO_POSITION_JUMP_8 10 // About to land
  37.  
  38. #define HERO_POSITION_RUN_UPPER_1 11 // Hero is running on upper row (pose 1)
  39. #define HERO_POSITION_RUN_UPPER_2 12 // (pose 2)
  40.  
  41. LiquidCrystal lcd(11, 9, 6, 5, 4, 3);
  42. static char terrainUpper[TERRAIN_WIDTH + 1];
  43. static char terrainLower[TERRAIN_WIDTH + 1];
  44. static bool buttonPushed = false;
  45.  
  46. void initializeGraphics(){
  47. static byte graphics[] = {
  48. // Run position 1
  49. B01100,
  50. B01100,
  51. B00000,
  52. B01110,
  53. B11100,
  54. B01100,
  55. B11010,
  56. B10011,
  57. // Run position 2
  58. B01100,
  59. B01100,
  60. B00000,
  61. B01100,
  62. B01100,
  63. B01100,
  64. B01100,
  65. B01110,
  66. // Jump
  67. B01100,
  68. B01100,
  69. B00000,
  70. B11110,
  71. B01101,
  72. B11111,
  73. B10000,
  74. B00000,
  75. // Jump lower
  76. B11110,
  77. B01101,
  78. B11111,
  79. B10000,
  80. B00000,
  81. B00000,
  82. B00000,
  83. B00000,
  84. // Ground
  85. B11111,
  86. B11111,
  87. B11111,
  88. B11111,
  89. B11111,
  90. B11111,
  91. B11111,
  92. B11111,
  93. // Ground right
  94. B00011,
  95. B00011,
  96. B00011,
  97. B00011,
  98. B00011,
  99. B00011,
  100. B00011,
  101. B00011,
  102. // Ground left
  103. B11000,
  104. B11000,
  105. B11000,
  106. B11000,
  107. B11000,
  108. B11000,
  109. B11000,
  110. B11000,
  111. };
  112. int i;
  113. // Skip using character 0, this allows lcd.print() to be used to
  114. // quickly draw multiple characters
  115. for (i = 0; i < 7; ++i) {
  116. lcd.createChar(i + 1, &graphics[i * 8]);
  117. }
  118. for (i = 0; i < TERRAIN_WIDTH; ++i) {
  119. terrainUpper[i] = SPRITE_TERRAIN_EMPTY;
  120. terrainLower[i] = SPRITE_TERRAIN_EMPTY;
  121. }
  122. }
  123.  
  124. // Slide the terrain to the left in half-character increments
  125. //
  126. void advanceTerrain(char* terrain, byte newTerrain){
  127. for (int i = 0; i < TERRAIN_WIDTH; ++i) {
  128. char current = terrain[i];
  129. char next = (i == TERRAIN_WIDTH-1) ? newTerrain : terrain[i+1];
  130. switch (current){
  131. case SPRITE_TERRAIN_EMPTY:
  132. terrain[i] = (next == SPRITE_TERRAIN_SOLID) ? SPRITE_TERRAIN_SOLID_RIGHT : SPRITE_TERRAIN_EMPTY;
  133. break;
  134. case SPRITE_TERRAIN_SOLID:
  135. terrain[i] = (next == SPRITE_TERRAIN_EMPTY) ? SPRITE_TERRAIN_SOLID_LEFT : SPRITE_TERRAIN_SOLID;
  136. break;
  137. case SPRITE_TERRAIN_SOLID_RIGHT:
  138. terrain[i] = SPRITE_TERRAIN_SOLID;
  139. break;
  140. case SPRITE_TERRAIN_SOLID_LEFT:
  141. terrain[i] = SPRITE_TERRAIN_EMPTY;
  142. break;
  143. }
  144. }
  145. }
  146.  
  147. bool drawHero(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {
  148. bool collide = false;
  149. char upperSave = terrainUpper[HERO_HORIZONTAL_POSITION];
  150. char lowerSave = terrainLower[HERO_HORIZONTAL_POSITION];
  151. byte upper, lower;
  152. switch (position) {
  153. case HERO_POSITION_OFF:
  154. upper = lower = SPRITE_TERRAIN_EMPTY;
  155. break;
  156. case HERO_POSITION_RUN_LOWER_1:
  157. upper = SPRITE_TERRAIN_EMPTY;
  158. lower = SPRITE_RUN1;
  159. break;
  160. case HERO_POSITION_RUN_LOWER_2:
  161. upper = SPRITE_TERRAIN_EMPTY;
  162. lower = SPRITE_RUN2;
  163. break;
  164. case HERO_POSITION_JUMP_1:
  165. case HERO_POSITION_JUMP_8:
  166. upper = SPRITE_TERRAIN_EMPTY;
  167. lower = SPRITE_JUMP;
  168. break;
  169. case HERO_POSITION_JUMP_2:
  170. case HERO_POSITION_JUMP_7:
  171. upper = SPRITE_JUMP_UPPER;
  172. lower = SPRITE_JUMP_LOWER;
  173. break;
  174. case HERO_POSITION_JUMP_3:
  175. case HERO_POSITION_JUMP_4:
  176. case HERO_POSITION_JUMP_5:
  177. case HERO_POSITION_JUMP_6:
  178. upper = SPRITE_JUMP;
  179. lower = SPRITE_TERRAIN_EMPTY;
  180. break;
  181. case HERO_POSITION_RUN_UPPER_1:
  182. upper = SPRITE_RUN1;
  183. lower = SPRITE_TERRAIN_EMPTY;
  184. break;
  185. case HERO_POSITION_RUN_UPPER_2:
  186. upper = SPRITE_RUN2;
  187. lower = SPRITE_TERRAIN_EMPTY;
  188. break;
  189. }
  190. if (upper != ' ') {
  191. terrainUpper[HERO_HORIZONTAL_POSITION] = upper;
  192. collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;
  193. }
  194. if (lower != ' ') {
  195. terrainLower[HERO_HORIZONTAL_POSITION] = lower;
  196. collide |= (lowerSave == SPRITE_TERRAIN_EMPTY) ? false : true;
  197. }
  198.  
  199. byte digits = (score > 9999) ? 5 : (score > 999) ? 4 : (score > 99) ? 3 : (score > 9) ? 2 : 1;
  200.  
  201. // Draw the scene
  202. terrainUpper[TERRAIN_WIDTH] = '\0';
  203. terrainLower[TERRAIN_WIDTH] = '\0';
  204. char temp = terrainUpper[16-digits];
  205. terrainUpper[16-digits] = '\0';
  206. lcd.setCursor(0,0);
  207. lcd.print(terrainUpper);
  208. terrainUpper[16-digits] = temp;
  209. lcd.setCursor(0,1);
  210. lcd.print(terrainLower);
  211.  
  212. lcd.setCursor(16 - digits,0);
  213. lcd.print(score);
  214.  
  215. terrainUpper[HERO_HORIZONTAL_POSITION] = upperSave;
  216. terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave;
  217. return collide;
  218. }
  219.  
  220. // Handle the button push as an interrupt
  221. void buttonPush() {
  222. buttonPushed = true;
  223. }
  224.  
  225. void setup(){
  226. pinMode(PIN_READWRITE, OUTPUT);
  227. digitalWrite(PIN_READWRITE, LOW);
  228. pinMode(PIN_CONTRAST, OUTPUT);
  229. digitalWrite(PIN_CONTRAST, LOW);
  230. pinMode(PIN_BUTTON, INPUT);
  231. digitalWrite(PIN_BUTTON, HIGH);
  232. pinMode(PIN_AUTOPLAY, OUTPUT);
  233. digitalWrite(PIN_AUTOPLAY, HIGH);
  234.  
  235. // Digital pin 2 maps to interrupt 0
  236. attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);
  237.  
  238. initializeGraphics();
  239.  
  240. lcd.begin(16, 2);
  241. }
  242.  
  243. void loop(){
  244. static byte heroPos = HERO_POSITION_RUN_LOWER_1;
  245. static byte newTerrainType = TERRAIN_EMPTY;
  246. static byte newTerrainDuration = 1;
  247. static bool playing = false;
  248. static bool blink = false;
  249. static unsigned int distance = 0;
  250.  
  251. if (!playing) {
  252. drawHero((blink) ? HERO_POSITION_OFF : heroPos, terrainUpper, terrainLower, distance >> 3);
  253. if (blink) {
  254. lcd.setCursor(0,0);
  255. lcd.print("Press Start");
  256. }
  257. delay(250);
  258. blink = !blink;
  259. if (buttonPushed) {
  260. initializeGraphics();
  261. heroPos = HERO_POSITION_RUN_LOWER_1;
  262. playing = true;
  263. buttonPushed = false;
  264. distance = 0;
  265. }
  266. return;
  267. }
  268.  
  269. // Shift the terrain to the left
  270. advanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
  271. advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
  272.  
  273. // Make new terrain to enter on the right
  274. if (--newTerrainDuration == 0) {
  275. if (newTerrainType == TERRAIN_EMPTY) {
  276. newTerrainType = (random(3) == 0) ? TERRAIN_UPPER_BLOCK : TERRAIN_LOWER_BLOCK;
  277. newTerrainDuration = 2 + random(10);
  278. } else {
  279. newTerrainType = TERRAIN_EMPTY;
  280. newTerrainDuration = 10 + random(10);
  281. }
  282. }
  283.  
  284. if (buttonPushed) {
  285. if (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos = HERO_POSITION_JUMP_1;
  286. buttonPushed = false;
  287. }
  288.  
  289. if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) {
  290. playing = false; // The hero collided with something. Too bad.
  291. } else {
  292. if (heroPos == HERO_POSITION_RUN_LOWER_2 || heroPos == HERO_POSITION_JUMP_8) {
  293. heroPos = HERO_POSITION_RUN_LOWER_1;
  294. } else if ((heroPos >= HERO_POSITION_JUMP_3 && heroPos <= HERO_POSITION_JUMP_5) && terrainLower[HERO_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) {
  295. heroPos = HERO_POSITION_RUN_UPPER_1;
  296. } else if (heroPos >= HERO_POSITION_RUN_UPPER_1 && terrainLower[HERO_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {
  297. heroPos = HERO_POSITION_JUMP_5;
  298. } else if (heroPos == HERO_POSITION_RUN_UPPER_2) {
  299. heroPos = HERO_POSITION_RUN_UPPER_1;
  300. } else {
  301. ++heroPos;
  302. }
  303. ++distance;
  304.  
  305. digitalWrite(PIN_AUTOPLAY, terrainLower[HERO_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
  306. }
  307. delay(100);
  308. }
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