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Visit my blog to see more projects
https://www.electronicsisfun08.in/2022/12/lcd-gaming-using-joystick-module.html
Hey Guyzz...
In this pandemic I trust everybody is at home staying safe.
I made a Game using Joystick module and LCD.
Enjoy this game at home with your siblings..
If you like this project respect it.
Give me suggestions so I can improve it or any feedback you want to give to my YouTube channel.
link is : https://studio.youtube.com/channel/UCaXI2PcsTlH5g0et67kdD6g
Also you can give me suggestions on "What I made next project.?"
Stepstomakethisproject:
1. Gather components like Arduino, Joystick Module, BreadBoard, LCD display, pot 10k, 330 ohm resistor, Jumper wires etc.
2. Place LCD on BB and do connections from circuit diagram.
3. Connect joystick module with the help of jumper wires.
4. Upload the code and test the game.
Your project is ready...!!!
Visit my YouTube channel once and see more interesting projects.
"Electronics is Fun"
If you like my channel subscribe it please.
link: https://studio.youtube.com/channel/UCaXI2PcsTlH5g0et67kdD6g
//www.YouTube.com/Electronics is Fun//
//Mohd Sohail//
#include <LiquidCrystal.h>
#define JoyX 2
#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 '.' // 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 BOY_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 BOY_POSITION_OFF 0 // boy is invisible
#define BOY_POSITION_RUN_LOWER_1 1 // boy is running on lower row (pose 1)
#define BOY_POSITION_RUN_LOWER_2 2 // (pose 2)
#define BOY_POSITION_JUMP_1 3 // Starting a jump
#define BOY_POSITION_JUMP_2 4 // Half-way up
#define BOY_POSITION_JUMP_3 5 // Jump is on upper row
#define BOY_POSITION_JUMP_4 6 // Jump is on upper row
#define BOY_POSITION_JUMP_5 7 // Jump is on upper row
#define BOY_POSITION_JUMP_6 8 // Jump is on upper row
#define BOY_POSITION_JUMP_7 9 // Half-way down
#define BOY_POSITION_JUMP_8 10 // About to land
#define BOY_POSITION_RUN_UPPER_1 11 // boy is running on upper row (pose 1)
#define BOY_POSITION_RUN_UPPER_2 12 // (pose 2)
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[] = {
// 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;
}
}
}
bool drawBoy(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {
bool collide = false;
char upperSave = terrainUpper[BOY_HORIZONTAL_POSITION];
char lowerSave = terrainLower[BOY_HORIZONTAL_POSITION];
byte upper, lower;
switch (position) {
case BOY_POSITION_OFF:
upper = lower = SPRITE_TERRAIN_EMPTY;
break;
case BOY_POSITION_RUN_LOWER_1:
upper = SPRITE_TERRAIN_EMPTY;
lower = SPRITE_RUN1;
break;
case BOY_POSITION_RUN_LOWER_2:
upper = SPRITE_TERRAIN_EMPTY;
lower = SPRITE_RUN2;
break;
case BOY_POSITION_JUMP_1:
case BOY_POSITION_JUMP_8:
upper = SPRITE_TERRAIN_EMPTY;
lower = SPRITE_JUMP;
break;
case BOY_POSITION_JUMP_2:
case BOY_POSITION_JUMP_7:
upper = SPRITE_JUMP_UPPER;
lower = SPRITE_JUMP_LOWER;
break;
case BOY_POSITION_JUMP_3:
case BOY_POSITION_JUMP_4:
case BOY_POSITION_JUMP_5:
case BOY_POSITION_JUMP_6:
upper = SPRITE_JUMP;
lower = SPRITE_TERRAIN_EMPTY;
break;
case BOY_POSITION_RUN_UPPER_1:
upper = SPRITE_RUN1;
lower = SPRITE_TERRAIN_EMPTY;
break;
case BOY_POSITION_RUN_UPPER_2:
upper = SPRITE_RUN2;
lower = SPRITE_TERRAIN_EMPTY;
break;
}
if (upper != ' ') {
terrainUpper[BOY_HORIZONTAL_POSITION] = upper;
collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;
}
if (lower != ' ') {
terrainLower[BOY_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[BOY_HORIZONTAL_POSITION] = upperSave;
terrainLower[BOY_HORIZONTAL_POSITION] = lowerSave;
return collide;
}
// Handle the button push as an interrupt
void buttonPush() {
buttonPushed = true;
}
void setup(){
pinMode(PIN_READWRITE, OUTPUT);
digitalWrite(PIN_READWRITE, LOW);
pinMode(PIN_CONTRAST, OUTPUT);
digitalWrite(PIN_CONTRAST, LOW);
pinMode(JoyX, INPUT);
digitalWrite(JoyX, 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);
}
void loop(){
static byte boyPos = BOY_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) {
drawBoy((blink) ? BOY_POSITION_OFF : boyPos, terrainUpper, terrainLower, distance >> 3);
if (blink) {
lcd.setCursor(0,0);
lcd.print("Press Start");
}
delay(250);
blink = !blink;
if (buttonPushed) {
initializeGraphics();
boyPos = BOY_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 (boyPos <= BOY_POSITION_RUN_LOWER_2) boyPos = BOY_POSITION_JUMP_1;
buttonPushed = false;
}
if (drawBoy(boyPos, terrainUpper, terrainLower, distance >> 3)) {
playing = false; // The boy collided with something. Too bad.
} else {
if (boyPos == BOY_POSITION_RUN_LOWER_2 || boyPos == BOY_POSITION_JUMP_8) {
boyPos = BOY_POSITION_RUN_LOWER_1;
} else if ((boyPos >= BOY_POSITION_JUMP_3 && boyPos <= BOY_POSITION_JUMP_5) && terrainLower[BOY_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) {
boyPos = BOY_POSITION_RUN_UPPER_1;
} else if (boyPos >= BOY_POSITION_RUN_UPPER_1 && terrainLower[BOY_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {
boyPos = BOY_POSITION_JUMP_5;
} else if (boyPos == BOY_POSITION_RUN_UPPER_2) {
boyPos = BOY_POSITION_RUN_UPPER_1;
} else {
++boyPos;
}
++distance;
digitalWrite(PIN_AUTOPLAY, terrainLower[BOY_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
}
delay(100);
}
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