亿迅智能制造网
工业4.0先进制造技术信息网站!
首页 | 制造技术 | 制造设备 | 工业物联网 | 工业材料 | 设备保养维修 | 工业编程 |
home  MfgRobots >> 亿迅智能制造网 >  >> Manufacturing Technology >> 制造工艺

用蜂鸣器和摇杆制作经典 Arduino LCD 街机游戏

元件与材料

面包板 (通用)×1
跳线 (通用)×1
Arduino UNO×1
USB-A 转 B 型数据线×1
旋转电位器 (通用)×1
模拟摇杆 (通用,需带按键)×1
蜂鸣器×1
Adafruit 标准 LCD - 16x2 白字蓝底×1

应用与在线服务

项目简介

这个项目基于网上找到的一款视频游戏。主要特点包括:蜂鸣器在角色碰撞或跳过障碍物时发声;摇杆(必须自带按键)用于控制跳跃,按下摇杆按钮即可起跳。游戏内容是经典的“小人跑酷跳跃躲避障碍物”,目标是坚持尽可能长的时间,每存活一秒得 1 分。

代码

#include <LiquidCrystal.h>
#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
#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
#define HERO_POSITION_JUMP_1 3
#define HERO_POSITION_JUMP_2 4
#define HERO_POSITION_JUMP_3 5
#define HERO_POSITION_JUMP_4 6
#define HERO_POSITION_JUMP_5 7
#define HERO_POSITION_JUMP_6 8
#define HERO_POSITION_JUMP_7 9
#define HERO_POSITION_JUMP_8 10
#define HERO_POSITION_RUN_UPPER_1 11
#define HERO_POSITION_RUN_UPPER_2 12

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[] = {
    // 奔跑姿势 1
    B01100, B01100, B00000, B01110, B11100, B01100, B11010, B10011,
    // 奔跑姿势 2
    B01100, B01100, B00000, B01100, B01100, B01100, B01100, B01110,
    // 跳跃
    B01100, B01100, B00000, B11110, B01101, B11111, B10000, B00000,
    // 跳跃下半身
    B11110, B01101, B11111, B10000, B00000, B00000, B00000, B00000,
    // 地面
    B11111, B11111, B11111, B11111, B11111, B11111, B11111, B11111,
    // 地面右侧
    B00011, B00011, B00011, B00011, B00011, B00011, B00011, B00011,
    // 地面左侧
    B11000, B11000, B11000, B11000, B11000, B11000, B11000, B11000,
  };
  for (int i = 0; i < 7; ++i) {
    lcd.createChar(i + 1, &graphics[i * 8]);
  }
  for (int i = 0; i < TERRAIN_WIDTH; ++i) {
    terrainUpper[i] = SPRITE_TERRAIN_EMPTY;
    terrainLower[i] = SPRITE_TERRAIN_EMPTY;
  }
}

// 以半字符为单位向左滚动地形
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;
}

// 按键中断处理
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);
  pinMode(PIN_BUZZER, OUTPUT);
  digitalWrite(PIN_BUZZER, LOW);
  attachInterrupt(0, 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;
  }

  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) {
    if (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos = HERO_POSITION_JUMP_1;
    buttonPushed = false;
    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);
    }
  } 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);
}

原理图

原理图展示了所有元件的连接方式,封面图未显示全部接线。

用蜂鸣器和摇杆制作经典 Arduino LCD 街机游戏

制造工艺

  1. 基于 Edge Impulse 的 TinyML 语言检测器:Arduino Nano 33 BLE Sense 实战
  2. Arduino Nano 与 MPU-6050 构建实时陀螺仪游戏
  3. Arduino 数字骰子:LCD 显示随机点数的电子骰子
  4. 用 Arduino Nano 自制 37 灯珠轮盘赌游戏机
  5. DIY Arduino USB 游戏手柄 — 自制高性能游戏手柄
  6. Arduino + 模拟摇杆互动游戏:五向 LED 反馈
  7. Find Me:基于 Arduino 与蓝牙的智能寻物器制作指南
  8. Pixel Chaser:Arduino Nano 单键 NeoPixel 追逐小游戏
  9. DIY Arduino Nano 示波器:10 Hz–50 kHz / 128×64 LCD
  10. 声控氛围灯:Arduino Nano + 麦克风模块 + WS2812B 灯珠
  11. Arduino Nano 驱动 NeoPixel 矩阵:自制霓虹乒乓游戏
  12. DIY Arduino 手柄方向盘 - 游戏竞速模拟器自制指南