아두이노 UNO로 만드는 클래식 LCD 아케이드 게임 - 부저와 조이스틱 포함
부품 및 소모품
| 브레드보드 (일반) | 1개 |
| 점퍼 와이어 (일반) | 1세트 |
| 아두이노 UNO | 1개 |
| USB-A to B 케이블 | 1개 |
| 회전형 포텐셔미터 (일반) | 1개 |
| 아날로그 조이스틱 (일반, 버튼 필수) | 1개 |
| 부저 | 1개 |
| Adafruit 표준 LCD - 16x2 흰색/파란색 | 1개 |
앱 및 온라인 서비스
프로젝트 소개
인터넷에서 발견한 비디오 게임을 기반으로 한 프로젝트입니다. 이 게임에는 캐릭터가 장애물과 충돌하거나 점프할 때 소리를 내는 부저 기능이 있습니다. 또한 조이스틱(버튼 포함)을 사용하여 조이스틱 버튼을 눌러 점프하는 방식으로 비디오 게임의 느낌을 살렸습니다. 이 게임은 캐릭터가 달려가며 장애물을 피하고 점프하는 방식으로, 코스에서 생존한 시간(초당 1점)만큼 점수를 얻는 것이 목표입니다.
코드
#include <LiquidCrystal.h>
#define PIN_BUTTON 2
#define PIN_AUTOPLAY 1
#define PIN_BUZZER 8
#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[] = {
// 달리기 자세 1
B01100, B01100, B00000, B01110, B11100, B01100, B11010, B10011,
// 달리기 자세 2
B01100, B01100, B00000, B01100, B01100, B01100, B01100, B01110,
// 점프
B01100, B01100, B00000, B11110, B01101, B11111, B10000, B00000,
// 점프 하단
B11110, B01101, B11111, B10000, B00000, B00000, B00000, B00000,
// 지면
B11111, B11111, B11111, B11111, B11111, B11111, B11111, B11111,
// 지면 오른쪽
B00011, B00011, B00011, B00011, B00011, B00011, B00011, B00011,
// 지면 왼쪽
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;
}
}
}
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);
pinMode(PIN_BUZZER, OUTPUT);
digitalWrite(PIN_BUZZER, LOW);
attachInterrupt(0, 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;
digitalWrite(PIN_BUZZER, HIGH);
}
if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) {
playing = false;
for (int i = 0; i <= 2; i++) {
digitalWrite(PIN_BUZZER, HIGH);
delay(100);
digitalWrite(PIN_BUZZER, LOW);
delay(100);
}
} 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);
digitalWrite(PIN_BUZZER, LOW);
}
회로도
모든 부품을 연결하는 방법을 보여줍니다. 커버 이미지에는 모든 배선이 표시되지 않았습니다.
