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Crea un juego interactivo en LCD con Arduino UNO

Componentes y suministros

Aplicaciones y servicios en línea

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-.

  1. Conecta GND y LED- (pines 1 y 16) a fila negra (GND).
  2. Conecta VCC (pin 2) a fila roja (5V).
  3. Conecta resistencia 220 Ω entre LED+ y fila roja.
  4. 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)
  5. 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.

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