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Endless Runner Game
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/** | |
* Endless Runner | |
* Date: August 18, 2017 | |
* Author: Joshua Brooks (http://www.instructables.com/member/joshua.brooks/) | |
* Modified by: Shawn Hymel (SparkFun Electronics) | |
* | |
* Adjust LCD contrast with the potentiometer. Press the button | |
* to start the game. During gameplay, press the button to jump | |
* and avoid obstacles. Running into an object will result in | |
* restarting. Points are awarded based on distance. | |
*/ | |
#include <LiquidCrystal.h> | |
// Constants | |
#define BTN_PIN 7 | |
#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 | |
// Globals | |
LiquidCrystal lcd(8, 9, 10, 11, 12, 13); | |
static char terrainUpper[TERRAIN_WIDTH + 1]; | |
static char terrainLower[TERRAIN_WIDTH + 1]; | |
static bool buttonPushed = false; | |
void setup() { | |
initializeGraphics(); | |
lcd.begin(16, 2); | |
pinMode(BTN_PIN, INPUT_PULLUP); | |
} | |
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; | |
// Check if button is pressed | |
if ( digitalRead(BTN_PIN) == LOW ) { | |
buttonPushed = true; | |
} | |
// Show start screen if not currently playing game | |
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); | |
} | |
} | |
// Jump if button is pressed | |
if (buttonPushed) { | |
if (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos = HERO_POSITION_JUMP_1; | |
buttonPushed = false; | |
} | |
// Draw hero on screen and check for collisions | |
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); | |
} | |
// Create custom character LCD graphics | |
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]); | |
} | |
// Fill screen with empty terrain | |
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; | |
} | |
} | |
} | |
// Draw hero on screen and check for collisions | |
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; | |
// Draw the appropriate sprite for the hero (run or jump) | |
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; | |
} | |
// Detect collisions with terrain | |
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; | |
} | |
// Calculate number of digits needed to draw the score | |
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); | |
// Draw score in upper right of screen | |
lcd.setCursor(16 - digits, 0); | |
lcd.print(score); | |
terrainUpper[HERO_HORIZONTAL_POSITION] = upperSave; | |
terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave; | |
return collide; | |
} |
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Hello!
When you have a minute, can you update line 52 [ https://gist.github.com/ShawnHymel/0f9a931209be4dd2271d4d2925e81e47#file-endless_runner-ino-L52 ] to say:
The pins are not initialized correctly. =)