Skip to content

Instantly share code, notes, and snippets.

@RobolinkAkademi
Last active October 28, 2019 07:17
Show Gist options
  • Save RobolinkAkademi/e2f1a0199182502bd6d4b8df9042e18f to your computer and use it in GitHub Desktop.
Save RobolinkAkademi/e2f1a0199182502bd6d4b8df9042e18f to your computer and use it in GitHub Desktop.
tum_yil_icin_arduino_mufredati_35.2
// ŞEMA
// GND and Pin 3 - Buzzer
// GND and Pin 2 - button
// --------DISPLAY---------
// SCL - A5
// SDA - A4
// GND - GND
// VCC - 5V
#include <LiquidCrystal_I2C.h>
volatile int grasw;
volatile int napis;
volatile int podmenu;
#define PIN_BUTTON 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 '.'
#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_I2C lcd(0x27,16,2);
static char terrainUpper[TERRAIN_WIDTH + 1];
static char terrainLower[TERRAIN_WIDTH + 1];
static bool butonabasildi = false;
char secim;
char secimpoz;
void grafikbaslat(){
static byte graphics[] = {
// Çalışma Pozisyonu 1
B01100,
B01100,
B00000,
B01110,
B11100,
B01100,
B11010,
B10011,
// Çalışma Pozisyonu 2
B01100,
B01100,
B00000,
B01100,
B01100,
B01100,
B01100,
B01110,
// Zıplama
B01100,
B01100,
B00000,
B11110,
B01101,
B11111,
B10000,
B00000,
// Aşağı düşüş
B11110,
B01101,
B11111,
B10000,
B00000,
B00000,
B00000,
B00000,
// Zemin
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
// Sağ Zemin
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
// Sol Zemin
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;
}
}
}
void gl (int czas, int glos){
tone(3, glos);
delay(czas);
noTone(3);
}
bool drawHero(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {
bool carpismak = 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;
carpismak = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;
}
if (lower != ' ') {
terrainLower[HERO_HORIZONTAL_POSITION] = lower;
carpismak |= (lowerSave == SPRITE_TERRAIN_EMPTY) ? false : true;
}
byte digits = (score > 9999) ? 5 : (score > 999) ? 4 : (score > 99) ? 3 : (score > 9) ? 2 : 1;
// Sahneyi çiz
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 carpismak;
}
// Düğmeyi bir kesinti olarak ele almak
void buttonPush() {
butonabasildi = true;
}
void gra(int poziomgry){
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.clear();
lcd.setCursor(0,0);
lcd.print("Bas Zipla");
}
delay(250);
blink = !blink;
if (butonabasildi) {
gl(100,400);
gl(100,600);
gl(100,400);
grafikbaslat();
heroPos = HERO_POSITION_RUN_LOWER_1;
playing = true;
butonabasildi = false;
distance = 0;
}
return;
}
// Araziyi sola kaydır
advanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ? SPRITE_TERRAIN_SOLID :
SPRITE_TERRAIN_EMPTY);
advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ? SPRITE_TERRAIN_SOLID :
SPRITE_TERRAIN_EMPTY);
// Sağa girmek için yeni arazi yap
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 (butonabasildi) {
if (heroPos <= HERO_POSITION_RUN_LOWER_2)
gl(100,300);
heroPos = HERO_POSITION_JUMP_1;
butonabasildi = false;
}
if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) {
playing = false; // Kahraman bir şeye çaptı.
gl(100,500);
gl(100,400);
gl(120,300);
gl(160,400);
lcd.clear();
}
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(poziomgry);
}
void setup(){
pinMode(4, INPUT_PULLUP);
pinMode(3, OUTPUT);
pinMode(PIN_BUTTON, INPUT);
digitalWrite(PIN_BUTTON, HIGH);
napis = 1;
attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);
grafikbaslat();
lcd.begin();
do{menu();}while(digitalRead(2) == HIGH);
}
void loop() {
switch (grasw) {
case 1:
gra(70);
break;
case 2:
gra(50);
break;
case 3:
gra(15);
break;
case 4:
gra(1);
break;
}
}
void menu() {
if (napis > 4 || napis < 0) {napis == 0;}
if (digitalRead(4) == LOW) { napis++;}
switch (napis) {
case 1:
if(digitalRead(2) == LOW) {
grasw = 1;
grasw;}
break;
case 2:
if(digitalRead(2) == LOW) {
grasw = 2;
grasw;}
break;
case 3:
if(digitalRead(2) == LOW) {
grasw = 3;
grasw;}
break;
case 4:
if(digitalRead(2) == LOW) {
grasw = 4;
grasw;}
break;
default:
napis = 0;
break;
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment