#include #define PIN_BUTTON 2 #define PIN_AUTOPLAY 1 #define PIN_BUZZER 8 #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 SPRITE_TERRAIN_EMPTY ' ' #define SPRITE_TERRAIN_SOLID 5 #define SPRITE_TERRAIN_SOLID_RIGHT 6 #define SPRITE_TERRAIN_SOLID_LEFT 7 #define HERO_HORIZONTAL_POSITION 1 // Pozitia orizontala a omuletului #define TERRAIN_WIDTH 16 #define TERRAIN_EMPTY 0 #define TERRAIN_LOWER_BLOCK 1 #define TERRAIN_UPPER_BLOCK 2 #define HERO_POSITION_OFF 0 #define HERO_POSITION_RUN_LOWER_1 1 #define HERO_POSITION_RUN_LOWER_2 2 // Animatiile pentru saritura, de la inceputul sariturii pana la aterizare #define HERO_POSITION_JUMP_1 3 // Saritura 1 (inceput) #define HERO_POSITION_JUMP_2 4 // Saritura 2 (mijloc urcare) #define HERO_POSITION_JUMP_3 5 // Saritura 3 (mers in aer) #define HERO_POSITION_JUMP_4 6 // Saritura 4 (mers in aer) #define HERO_POSITION_JUMP_5 7 // Saritura 5 (mers in aer) #define HERO_POSITION_JUMP_6 8 // Saritura 6 (mers in aer) #define HERO_POSITION_JUMP_7 9 // Saritura 7 (mijloc coborare) #define HERO_POSITION_JUMP_8 10 // Saritura 8 (aterizare) #define HERO_POSITION_RUN_UPPER_1 11 // Omuletul alearga in partea de sus (Animatie 1) #define HERO_POSITION_RUN_UPPER_2 12 // Omuletul alearga in partea de sus (Animatie 2) LiquidCrystal_I2C lcd(0x27, 16, 2); static char terrainUpper[TERRAIN_WIDTH + 1]; static char terrainLower[TERRAIN_WIDTH + 1]; static bool playing = false; static bool blink = false; static byte heroPos = HERO_POSITION_RUN_LOWER_1; static byte newTerrainType = TERRAIN_EMPTY; static byte newTerrainDuration = 1; static unsigned int distance = 0; void initializeGraphics(){ static byte graphics[] = { // Alergare 1 B01100, B01100, B00000, B01110, B11100, B01100, B11010, B10011, // Alergare 2 B01100, B01100, B00000, B01100, B01100, B01100, B01100, B01110, // Saritura B01100, B01100, B00000, B11110, B01101, B11111, B10000, B00000, // Saritura 2 B11110, B01101, B11111, B10000, B00000, B00000, B00000, B00000, // Sol B11111, B11111, B11111, B11111, B11111, B11111, B11111, B11111, // Sol2 B00011, B00011, B00011, B00011, B00011, B00011, B00011, B00011, // Sol3 B11000, B11000, B11000, B11000, B11000, B11000, B11000, B11000, }; int i; 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; } } 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; 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; } 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); pinMode(PIN_BUZZER,OUTPUT); digitalWrite(PIN_BUZZER, LOW); initializeGraphics(); lcd.init(); lcd.backlight(); } void loop(){ int buttonPushed = digitalRead(PIN_BUTTON); if (!playing) { drawHero((blink) ? HERO_POSITION_OFF : heroPos, terrainUpper, terrainLower, distance >> 3); if (blink) { lcd.setCursor(0,0); lcd.print("Press Start"); } delay(500); blink = !blink; if (buttonPushed == LOW) { initializeGraphics(); heroPos = HERO_POSITION_RUN_LOWER_1; playing = true; distance = 0; } } else { advanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY); advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY); 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 == LOW) { if (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos = HERO_POSITION_JUMP_1; digitalWrite(PIN_BUZZER,HIGH); } if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) { playing = false; for (int i = 0; i <= 2; i++) { digitalWrite(PIN_BUZZER, HIGH); delay(100); digitalWrite(PIN_BUZZER, LOW); delay(100); } return; } 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); digitalWrite(PIN_BUZZER,LOW); } }