/******************************************************************************* * * Jogo 6 - Jogo no display LCD * Adaptado por Angelo Luis Ferreira * 13/03/2021 * http://squids.com.br/arduino * *******************************************************************************/ // inclui biblioteca para o lcd e conexão I2C #include #include // Inicializa o display no endereco 0x27 LiquidCrystal_I2C lcd(0x27,2,1,0,4,5,6,7,3, POSITIVE); // definiçõea (constantes e variáveis iniciais) #include "defs.h" 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 (ao clicar no botão, buttonPushed passa a ser true) attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING); initializeGraphics(); // inicializa a tela gráfica lcd.begin(16, 2); // inicializa o display lcd } 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); } // 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; } } } // Desenha man e o cenário 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] = NULL; terrainLower[TERRAIN_WIDTH] = NULL; char temp = terrainUpper[16-digits]; terrainUpper[16-digits] = NULL; 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; }