Introduction: LCD Game ! With Level Selector

About: My name is Simao and I love eletronics ,glass art,metal working,casting,paint ,draw... But above all... Trains

This is one of the most popolar games for arduino .You can find other versions on Internet but this versions only cntain one button ,the jump button .This version i find it on Arduino Projects Hub but it are made for a 12C conection display ,I adapt myself the code for a normal display.

Supplies

  1. Arduino UNO R3.
  2. LCD screen 16*2.
  3. 10K potenciometer.
  4. 3 push buttons.
  5. 3 10K resistors.
  6. Piezo Buzzer.
  7. Some jumper wires.

Step 1: The Shematic:

The shematic is simple to make .YYou just need to conect thewwires and components like the image .It's simple.but...pay attention on the wiring because it simple at the limit ,this wiring can make a lot of mess,so ,pay attention what are you doing ,yes?ok.Let's program the arduino...

Step 2: The Code:

Put this code into the Arduino IDE or Arduino Web editor.

#include <LiquidCrystal.h>

volatile int grasw; volatile int napis; volatile int podmenu; #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 (6,7,8,9,10,11); static char terrainUpper[TERRAIN_WIDTH + 1]; static char terrainLower[TERRAIN_WIDTH + 1]; static bool buttonPushed = false; char wybor; char wyborpoz;

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; 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; } } } void gl (int czas, int glos){

tone(3, glos); delay(czas); noTone(3); }

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; // 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); lcd.setCursor(16 - digits,0); lcd.print(score);

terrainUpper[HERO_HORIZONTAL_POSITION] = upperSave; terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave; return collide; }

// Handle the button push as an interrupt void buttonPush() { buttonPushed = true; }

void poczatek(){ lcd.setCursor(0,0); lcd.print("Avoid it"); lcd.setCursor(2,4); lcd.print("And jump"); gl(100,400); gl(100,300); gl(100,200); gl(100,300); gl(100,400); gl(100,600); delay(1000); lcd.clear(); }

void gra(int poziomgry){ 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.clear(); lcd.setCursor(0,0); lcd.print("Press JUMP"); } delay(250); blink = !blink; if (buttonPushed) { gl(100,400); gl(100,600); gl(100,400); 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); } } if (buttonPushed) { if (heroPos <= HERO_POSITION_RUN_LOWER_2) gl(100,300); heroPos = HERO_POSITION_JUMP_1; buttonPushed = false; }

if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) { playing = false; // The hero collided with something. Too bad. gl(100,500); gl(100,400); gl(120,300); gl(160,400); lcd.clear(); } 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(poziomgry); } void setup(){ pinMode(4, INPUT_PULLUP); pinMode(3, OUTPUT); pinMode(PIN_BUTTON, INPUT); digitalWrite(PIN_BUTTON, HIGH); napis = 1;

attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING); initializeGraphics(); lcd.begin(16, 2); poczatek(); do{menu();}while(digitalRead(2) == HIGH);

}

void loop() { switch (grasw) { case 1: gra(70); break; case 2: gra(50); break; case 3: gra(15); break; case 4: gra(1); break; } }

void menu() { if (napis > 4 || napis < 0) {napis == 0;} if (digitalRead(4) == LOW) { napis++;} switch (napis) {

case 1: lcd.setCursor(0,0); lcd.print("Select mode:"); lcd.setCursor(0,1); lcd.print("< Easy >"); delay(500); lcd.clear(); lcd.setCursor(0,0); lcd.print("Select mode:"); lcd.setCursor(0,1); lcd.print("< >"); delay(500); if(digitalRead(2) == LOW) { grasw = 1; grasw;} break; case 2: lcd.setCursor(0,0); lcd.print("Select mode:"); lcd.setCursor(0,1); lcd.print("< Medium >"); delay(500); lcd.clear(); lcd.setCursor(0,0); lcd.print("Select mode:"); lcd.setCursor(0,1); lcd.print("< >"); delay(500); if(digitalRead(2) == LOW) { grasw = 2; grasw;} break;

case 3: lcd.setCursor(0,0); lcd.print("Select mode:"); lcd.setCursor(0,1); lcd.print("< Hard >"); delay(500); lcd.clear(); lcd.setCursor(0,0); lcd.print("Select mode:"); lcd.setCursor(0,1); lcd.print("< >"); delay(500); if(digitalRead(2) == LOW) { grasw = 3; grasw;}

break; case 4: lcd.setCursor(0,0); lcd.print("Select mode:"); lcd.setCursor(0,1); lcd.print("< impossible >"); delay(500); lcd.clear(); lcd.setCursor(0,0); lcd.print("Select mode:"); lcd.setCursor(0,1); lcd.print("< >"); delay(500); if(digitalRead(2) == LOW) { grasw = 4; grasw;} break; default: napis = 0; break; } }

Step 3: How to Play:

  1. Turn on or resset the Arduino .
  2. select level...and...
  3. "Avoid it and Jump".
  4. See the video for learn how to play.

Step 4: Credits:

I appreciate to other user of instructables for making a new schematic for this project, thanks to ...

eightnine

His page on instuctables...eightnine