dnyArduino ile LCD Ekranda Oyun Oynama

Merhaba Arkadaşlar,
dnyArduino ile LCD ekran ve Buton yardımıyla oynanan bir oyun uygulaması göstereceğim.Aşağıda kolaylıkla yapabileceğiniz bağlantı şeması yer almakta.hasankahraman2

İlgili kodlar aşağıda bulunmaktadır.
[csharp]#include //LCD ekran Kütüphanesini Çağırdık

#define PIN_BUTTON 2 // B1 butonu 2. pin e tanımladık
#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 ‘.’ // ‘.’ Karaterini kafa olarak ayarla
#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 // Oyun Kahramanımızın dikey pozisyonu

#define TERRAIN_WIDTH 16
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2

#define HERO_POSITION_OFF 0 // Oyun Kahramanımız görünmez durumda
#define HERO_POSITION_RUN_LOWER_1 1 // Kahramanımız alt satırda koşuyor (1. pozisyon)
#define HERO_POSITION_RUN_LOWER_2 2 // (2. Pozisyon)

#define HERO_POSITION_JUMP_1 3 // Zıplama Başlatması
#define HERO_POSITION_JUMP_2 4 // Yarı ilerleme
#define HERO_POSITION_JUMP_3 5 // Üst satırda zıplama
#define HERO_POSITION_JUMP_4 6 // Üst satırda zıplama
#define HERO_POSITION_JUMP_5 7 // Üst satırda zıplama
#define HERO_POSITION_JUMP_6 8 // Üst satırda zıplama
#define HERO_POSITION_JUMP_7 9 // yarım aşağı
#define HERO_POSITION_JUMP_8 10 // zemin

#define HERO_POSITION_RUN_UPPER_1 11 // Kahramanımız üst satırda koşuyor ( 1.pozisyon)
#define HERO_POSITION_RUN_UPPER_2 12 // (2. Pozisyon)

LiquidCrystal lcd(11,9, 6, 5, 4, 3); // LCD ekran pinlerimizi tanımladık
static char terrainUpper[TERRAIN_WIDTH + 1];
static char terrainLower[TERRAIN_WIDTH + 1];
static bool buttonPushed = false;

void initializeGraphics(){
static byte graphics[] = {
// 1. Pozisyonda ilerle
B01100,
B01100,
B00000,
B01110,
B11100,
B01100,
B11010,
B10011,
// Pozisyon 2 de ilerle
B01100,
B01100,
B00000,
B01100,
B01100,
B01100,
B01100,
B01110,
// Zıpla
B01100,
B01100,
B00000,
B11110,
B01101,
B11111,
B10000,
B00000,
// Alçak zıplama
B11110,
B01101,
B11111,
B10000,
B00000,
B00000,
B00000,
B00000,
// Zemin
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
// Zemin sağ taraf
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
// Zemin sol taraf
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 ekranın ilk satırı üst haraketler için
lcd.print(terrainUpper);
terrainUpper[16-digits] = temp;
lcd.setCursor(0,1); //LCD ekranın ikinici satırı alt hareketler için
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); //Gerekli giriş ve çıkış pinlerini ayarlıyoruz
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);
}
// Tekrar eden döngüleri belirliyoruz
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(“OYUNU BASLAT”); // Ekrana Oyunun durumu hakkında bilgi yazıyoruz
}
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);
} // www.instructables.com/id/Arduino-LCD-Game sitesinden alıntıdır. dnyArduino için uyarlanmıştır. [/csharp]

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