Crea un juego interactivo en LCD con Arduino UNO
Componentes y suministros
- Arduino UNO (×1)
- Pantalla LCD RGB 16x2 con retroiluminación (×1)
- Protoboard genérica (×1)
- Resistencia 220 Ω (×1)
- Pulsador 12mm (×1)
- Cables jumper genéricos (×1)
- Cable USB-A a B (×1)
Aplicaciones y servicios en línea
- Arduino IDE
Sobre este proyecto
Construye un juego tipo "endless runner" en una pantalla LCD 16x2. El héroe corre y salta obstáculos. Piezas mostradas en la imagen superior. Empieza con Arduino desconectado; conectarás el USB al programar.
Conexiones
El módulo LCD tiene header macho de 16 pines. Conéctalo a la protoboard como se muestra.
Pines (izquierda a derecha): GND, VCC, V0 (contraste), RS, R/W, E, DB0-DB3 (no usados), DB4-DB7, LED+, LED-.
- Conecta GND y LED- (pines 1 y 16) a fila negra (GND).
- Conecta VCC (pin 2) a fila roja (5V).
- Conecta resistencia 220 Ω entre LED+ y fila roja.
- Conexiones de datos:
- DB7 → Arduino pin 3
- DB6 → Arduino pin 4
- DB5 → Arduino pin 5
- DB4 → Arduino pin 6
- E → Arduino pin 9
- R/W → Arduino pin 10 (o a GND)
- RS → Arduino pin 11
- V0 → Arduino pin 12 (o a GND)
- Pulsador: un pin a GND, otro a pin 2 de Arduino (straddling canal central protoboard).
Código
LCD_Game.ino (Arduino)
#include <LiquidCrystal.h>
#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 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,
};
for (int i = 0; i < 7; ++i) {
lcd.createChar(i + 1, &graphics[i * 8]);
}
for (int 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;
}
}
}
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;
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;
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;
}
void buttonPush() { buttonPushed = true; }
void setup(){
pinMode(PIN_READWRITE, OUTPUT); digitalWrite(PIN_READWRITE, LOW);
pinMode(PIN_CONTRAST, OUTPUT); digitalWrite(PIN_CONTRAST, LOW);
pinMode(PIN_BUTTON, INPUT); digitalWrite(PIN_BUTTON, HIGH);
pinMode(PIN_AUTOPLAY, OUTPUT); digitalWrite(PIN_AUTOPLAY, HIGH);
attachInterrupt(0/*PIN_BUTTON*/, 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 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.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;
}
advanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
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;
} 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(100);
}
Esquemáticos
No hay documento esquemático separado; las conexiones se describen en la sección anterior.
Proceso de manufactura
- Detector de idiomas TinyML con Edge Impulse en Arduino Nano 33 BLE Sense
- Construye un Juego Giroscópico en Tiempo Real con Arduino Nano y Sensor MPU-6050
- Proyecto Dados Digitales Arduino: Construye tu Propio Generador de Números Aleatorios con LCD
- Construye tu Propio Juego de Ruleta de 37 LEDs con Arduino Nano
- Mando USB para juegos DIY con Arduino – Construye tu propio gamepad de alto rendimiento
- Juego interactivo con joystick analógico y LEDs en Arduino
- Find Me: Localizador Inteligente de Objetos con Arduino y Bluetooth
- Pixel Chaser: Juego LED Interactivo de Un Toque con Arduino Nano
- Osciloscopio DIY con Arduino Nano (10 Hz–50 kHz) y LCD 128×64
- Construir una lámpara de escritorio reactiva al audio con Arduino Nano
- Pong Neón en Matriz NeoPixel con Arduino Nano