ELEDTROLED
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Video Game with Arduino and LCD 1602

How to make a video game with an Arduino and 1602 LCD display.

IntermediateProtip2,731
Video Game with Arduino and LCD 1602

Things used in this project

Hardware components

Switch Actuator, Head for spring return push-button
Switch Actuator, Head for spring return push-button
×1
Single Turn Potentiometer- 10k ohms
Single Turn Potentiometer- 10k ohms
×1
Resistor 220 ohm
Resistor 220 ohm
×1
Alphanumeric LCD, 16 x 2
Alphanumeric LCD, 16 x 2
×1
Arduino UNO
Arduino UNO
×1

Hand tools and fabrication machines

Prototyping Kit, Breadboard
Prototyping Kit, Breadboard
10 Pc. Jumper Wire Kit, 5 cm Long
10 Pc. Jumper Wire Kit, 5 cm Long

Story

Read more

Schematics

Esquematico

Code

LCD_videogame[1].ino

Arduino
#include <LiquidCrystal.h>
 
#define PIN_BUTTON 2
 
#define SPRITE_RUN1 1
#define SPRITE_RUN2 2
#define SPRITE_JUMP 3
#define SPRITE_JUMP_UPPER '.'         // Use the '.' character for the head
#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    // Horizontal position of hero on screen
 
#define TERRAIN_WIDTH 16
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2
 
#define HERO_POSITION_OFF 0          // Hero is invisible
#define HERO_POSITION_RUN_LOWER_1 1  // Hero is running on lower row (pose 1)
#define HERO_POSITION_RUN_LOWER_2 2  //                              (pose 2)
 
#define HERO_POSITION_JUMP_1 3       // Starting a jump
#define HERO_POSITION_JUMP_2 4       // Half-way up
#define HERO_POSITION_JUMP_3 5       // Jump is on upper row
#define HERO_POSITION_JUMP_4 6       // Jump is on upper row
#define HERO_POSITION_JUMP_5 7       // Jump is on upper row
#define HERO_POSITION_JUMP_6 8       // Jump is on upper row
#define HERO_POSITION_JUMP_7 9       // Half-way down
#define HERO_POSITION_JUMP_8 10      // About to land
 
#define HERO_POSITION_RUN_UPPER_1 11 // Hero is running on upper row (pose 1)
#define HERO_POSITION_RUN_UPPER_2 12 //                              (pose 2)
 
 //DB7
    
LiquidCrystal lcd(7, 8, 9, 10, 11, 12);// Configura pines de salida para el LCD

              
 
char terrainUpper[TERRAIN_WIDTH + 1];
char terrainLower[TERRAIN_WIDTH + 1];
volatile boolean buttonPushed = false;
 
void initializeGraphics() {
    byte graphics[] = {
        // Run position 1
        B01100,
        B01100,
        B00000,
        B01110,
        B11100,
        B01100,
        B11010,
        B10011,
        // Run position 2
        B01100,
        B01100,
        B00000,
        B01100,
        B01100,
        B01100,
        B01100,
        B01110,
        // Jump
        B01100,
        B01100,
        B00000,
        B11110,
        B01101,
        B11111,
        B10000,
        B00000,
        // Jump lower
        B11110,
        B01101,
        B11111,
        B10000,
        B00000,
        B00000,
        B00000,
        B00000,
        // Ground
        B11111,
        B11111,
        B11111,
        B11111,
        B11111,
        B11111,
        B11111,
        B11111,
        // Ground right
        B00011,
        B00011,
        B00011,
        B00011,
        B00011,
        B00011,
        B00011,
        B00011,
        // Ground left
        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;
        }
    }
}
 
boolean drawHero(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {
    boolean 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.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;
}
 
void setup() {
    pinMode(PIN_BUTTON, INPUT_PULLUP);
 
    // Digital pin 2 maps to interrupt 0
    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 boolean playing = false;
    static boolean 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;
    }
 
    delay(100);
}

Credits

ELEDTROLED

ELEDTROLED

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