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Arduino Powered 3D Snake
/*
3D Snake
Classic snake running on a 3x3x3 LED cube,
controlled by a two axis joystick, mounted together with an accelerometer.
*****************************
Video of working circuit:
https://goo.gl/photos/teLkEi5afuj9UzuS9
*****************************
Created February 2017
By Chandler Childs
*/
void setup();
// Configure Accelerometer ------
#include<Wire.h>
const int MPU_addr=0x68; // I2C address of the MPU-6050
struct ChipData {
int16_t x;
int16_t y;
int16_t z;
};
ChipData chip;
void initChip(){
Wire.begin();
Wire.beginTransmission(MPU_addr);
Wire.write(0x6B); // PWR_MGMT_1 register
Wire.write(0); // set to zero (wakes up the MPU-6050)
Wire.endTransmission(true);
}
void readChip(){
Wire.beginTransmission(MPU_addr);
Wire.write(0x3B); // starting with register 0x3B (ACCEL_XOUT_H)
Wire.endTransmission(false);
Wire.requestFrom(MPU_addr,14,true); // request a total of 14 registers
chip.x=Wire.read()<<8|Wire.read(); // 0x3B (ACCEL_XOUT_H) & 0x3C (ACCEL_XOUT_L)
chip.y=Wire.read()<<8|Wire.read(); // 0x3D (ACCEL_YOUT_H) & 0x3E (ACCEL_YOUT_L)
chip.z=Wire.read()<<8|Wire.read(); // 0x3F (ACCEL_ZOUT_H) & 0x40 (ACCEL_ZOUT_L)
}
// Accelerometer Calculations ---
struct Directions {
int x = 0;
int y = 0;
int z = 0;
};
Directions directions;
void updateDirections(){
int threshold = 8000;
if(chip.x > threshold){
directions.x = -1;
} else if(chip.x < -threshold) {
directions.x = 1;
} else {
directions.x = 0;
}
if(chip.y > threshold){
directions.y = 1;
} else if(chip.y < -threshold) {
directions.y = -1;
} else {
directions.y = 0;
}
if(chip.z > threshold){
directions.z = 1;
} else if(chip.z < -threshold) {
directions.z = -1;
} else {
directions.z = 0;
}
}
void printDirections(){
Serial.print(directions.x);
Serial.print(directions.y);
Serial.println(directions.z);
}
// Configure pins for cube -----
const int DIM = 3;
int zx_pins[3][3] = {
{ 5, 6, 7},
{ 8, 9,10},
{11,12,13}
};
int y_pins[3] = { 4, 3, 2};
void initCubePins(){
for(int i = 0; i < DIM; i++){
for(int j = 0; j < DIM; j++){
pinMode(zx_pins[i][j], OUTPUT);
}
pinMode(y_pins[i], OUTPUT);
}
for(int i = 0; i < DIM; i++){
for(int j = 0; j < DIM; j++){
digitalWrite(zx_pins[i][j], LOW);
}
digitalWrite(y_pins[i], HIGH);
}
}
// Matrix Display Operations ----
int rate = 350;
int matrix[DIM][DIM][DIM];
void zeroMatrix(){
for(int z = 0; z < DIM; z++){
for(int y = 0; y < DIM; y++){
for(int x = 0; x < DIM; x++){
matrix[z][y][x] = 0;
}
}
}
}
void displayMatrix(int grid[3][3][3], int frameDelay){
while(frameDelay--){
for(int z = 0; z < DIM; z++){
for(int y = 0; y < DIM; y++){
// Turn on y row of pins (by grounding annode)
digitalWrite(y_pins[y], LOW);
// Turn ON x pins accross row at (y,z)
for(int x = 0; x < DIM; x++){
digitalWrite(zx_pins[z][x], grid[z][y][x]);
}
// Turn OFF x pins accross row at (y,z)
for(int x = 0; x < DIM; x++){
digitalWrite(zx_pins[z][x], LOW);
}
// Turn off y row of pins (by pulling up annode)
digitalWrite(y_pins[y], HIGH);
}
}
}
}
void displayMatrix(){
displayMatrix(matrix, rate);
}
// Joystick ----------------------
struct Joystick {
int x_raw;
int y_raw;
int x;
int y;
int deltaX;
int deltaY;
int deltaZ;
}; Joystick joy;
void readJoystick(){
joy.x_raw = analogRead(A1);
joy.y_raw = analogRead(A0);
int base = 512;
int thresh = 200;
if(joy.x_raw > base + thresh){
joy.x = -1;
}else if(joy.x_raw < base - thresh){
joy.x = 1;
}else{
joy.x = 0;
}
if(joy.y_raw > base + thresh){
joy.y = 1;
}else if(joy.y_raw < base - thresh){
joy.y = -1;
}else{
joy.y = 0;
}
if(abs(joy.x_raw - base) > abs(joy.y_raw - base)){
joy.y = 0;
}else{
joy.x = 0;
}
}
void updateJoyDirections(){
// Controller Flat
if(directions.x == 0 && directions.y == 0 && directions.z == 1){
//Serial.println("Flat");
joy.deltaX = joy.x;
joy.deltaY = joy.y;
joy.deltaZ = 0;
}
// Controller Clockwise
if(directions.x == 1 && directions.y == 0 && directions.z == 0){
//Serial.println("Clockwise");
joy.deltaX = 0;
joy.deltaY = joy.y;
joy.deltaZ = joy.x;
}
// Controller CounterClockwise
if(directions.x == -1 && directions.y == 0 && directions.z == 0){
//Serial.println("CounterClockwise");
joy.deltaX = 0;
joy.deltaY = joy.y;
joy.deltaZ = -joy.x;
}
// Controller PitchBack
if(directions.x == 0 && directions.y == 1 && directions.z == 0){
//Serial.println("PitchBack");
joy.deltaX = joy.x;
joy.deltaY = 0;
joy.deltaZ = joy.y;
}
// Controller PitchForward
if(directions.x == 0 && directions.y == -1 && directions.z == 0){
//Serial.println("PitchForward");
joy.deltaX = joy.x;
joy.deltaY = 0;
joy.deltaZ = -joy.y;
}
// Controller Upsidedown
if(directions.x == 0 && directions.y == 0 && directions.z == -1){
//Serial.println("Upsidedown");
joy.deltaX = -joy.x;
joy.deltaY = joy.y;
joy.deltaZ = 0;
}
}
// Snake -------------------------
bool gameOver = false;
struct Coordinate{
int x = 0;
int y = 0;
int z = 0;
};
bool overlap(struct Coordinate a, struct Coordinate b){
if(a.x == b.x && a.y == b.y && a.z == b.z) return true;
else return false;
}
Coordinate randomCoordinate(){
randomSeed(millis() * (analogRead(A0) + 1) * (analogRead(A1) + 1));
Coordinate point;
point.x = random(3);
point.y = random(3);
point.z = random(3);
return point;
}
Coordinate newHead;
Coordinate snake[27];
int snakeLength;
bool overlapSnake(struct Coordinate point){
for(int i = 0; i < snakeLength; i++){
if(overlap(point, snake[i])) return true;
}
return false;
}
Coordinate apple;
void generateApple(){
Coordinate newApple = randomCoordinate();
while(overlapSnake(newApple) || overlap(newApple, apple)){
newApple = randomCoordinate();
}
apple = newApple;
matrix[apple.z][apple.y][apple.x] = 1;
}
void initSnake(){
snakeLength = 1;
snake[0].x = 0;
snake[0].y = 0;
snake[0].z = 0;
for(int i = snakeLength - 1; i >= 0; i--){
matrix[snake[i].z][snake[i].y][snake[i].x] = 1;
displayMatrix();
}
generateApple();
}
bool findCollision(struct Coordinate head){
if(head.x < 0) return true;
if(head.x >= DIM) return true;
if(head.y < 0) return true;
if(head.y >= DIM) return true;
if(head.z < 0) return true;
if(head.z >= DIM) return true;
if(overlapSnake(head)) return true;
return false;
}
bool moved(){
return !overlap(newHead, snake[0]);
}
void checkGameOver(){
Coordinate space = snake[0];
space.x += 1;
if(!findCollision(space)) return;
space.x -= 2;
if(!findCollision(space)) return;
space.x += 1;
space.y += 1;
if(!findCollision(space)) return;
space.y -= 2;
if(!findCollision(space)) return;
space.y += 1;
space.z += 1;
if(!findCollision(space)) return;
space.z -= 2;
if(!findCollision(space)) return;
//space.z += 1;
gameOver = true;
}
int blinkPos = 0;
void blinkSnake(){
if(blinkPos < snakeLength){
if(blinkPos >= 0){
matrix[snake[blinkPos].z][snake[blinkPos].y][snake[blinkPos].x] = 0;
displayMatrix(matrix, 200);
matrix[snake[blinkPos].z][snake[blinkPos].y][snake[blinkPos].x] = 1;
}
blinkPos++;
} else blinkPos = -6;
}
void updateSnake(){
newHead.x = snake[0].x + joy.deltaX;
newHead.y = snake[0].y + joy.deltaY;
newHead.z = snake[0].z + joy.deltaZ;
if(moved() && !findCollision(newHead)){
if(overlap(newHead, apple)){
snakeLength++;
generateApple();
blinkPos = 0;
}
matrix[newHead.z][newHead.y][newHead.x] = 1;
matrix[snake[snakeLength - 1].z][snake[snakeLength - 1].y][snake[snakeLength - 1].x] = 0;
for(int i = snakeLength - 1; i > 0; i--){
snake[i] = snake[i-1];
}
snake[0] = newHead;
checkGameOver();
}
blinkSnake();
}
void displayScore(){
int blank[DIM][DIM][DIM] = {{{0,0,0},{0,0,0},{0,0,0}},{{0,0,0},{0,0,0},{0,0,0}},{{0,0,0},{0,0,0},{0,0,0}}};
blank[apple.z][apple.y][apple.x] = 1;
for(int i = 0; i < 6; i++){
displayMatrix(blank, 500);
displayMatrix(matrix, 500);
}
initCubePins();
//Score
int tens = floor(snakeLength/10.0);
int ones = snakeLength - tens * 10;
int score[DIM][DIM][DIM] = {{{0,0,0},{0,0,0},{0,0,0}},{{0,0,0},{0,0,0},{0,0,0}},{{0,0,0},{0,0,0},{0,0,0}}};
displayMatrix(score, 1000);
int z = 2;
int y = 2;
int x = 2;
for(int i = 0; i < ones; i++){
if(z < 0){
z = 2;
y--;
}
score[z][y][x] = 1;
z--;
}
for(int i = 0; i < tens; i++){
score[2 - i][2][0] = 1;
}
bool clearScreen = false;
while(analogRead(A0) > 0){
if(!clearScreen) displayMatrix(score, 400);
if(analogRead(A0) > 1020) {
clearScreen = true;
initCubePins();
}
}
setup();
gameOver = false;
}
// ------------------------------
// Setup and Loop ---------------
// ------------------------------
void setup() {
randomSeed(millis());
initChip();
initCubePins();
zeroMatrix();
initSnake();
//Serial.begin(9600);
}
void loop() {
while(!gameOver){
readChip();
updateDirections();
readJoystick();
updateJoyDirections();
updateSnake();
displayMatrix();
}
displayScore();
}
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