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  • cliptwings commented on Hackertje's instructable Arduino Morse Decoder1 year ago
    Arduino Morse Decoder

    May I use this code as the basis for a geocache? I will, of course, refer to your name and work in my modified code. The object of the cache would be for the finder to translate a specific word into the dots and dashes of morse code. When the program recognizes the correct word, a servo will release a lock and provide access to the cache container. Please let me know if I may do this.

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  • cliptwings commented on joshua.brooks's instructable Arduino LCD Game1 year ago
    Arduino LCD Game

    Here ya go:/* This program is a one button collision avoidance game. You * are a geocacher running around obstacles to get to the next * cache. If you score 50 or better, you will be presented * with the coordinates to the next stage. If you are too * slow, you get to try again. Thank you to Mr Joshua Brooks * for developing all the code except for the coordinate display. */#include #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 '.' // Use the '.' character for the head#define SPRITE_JUMP_LOWER 4#define SPRITE_TERRAIN_EMPTY ' ' // User the ' ' character#define SPRITE_TERRAIN_SOLID 5#define SPRITE_TERRAIN_SOLID_RIGHT 6#define SPRITE_TERRAIN_S...

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    Here ya go:/* This program is a one button collision avoidance game. You * are a geocacher running around obstacles to get to the next * cache. If you score 50 or better, you will be presented * with the coordinates to the next stage. If you are too * slow, you get to try again. Thank you to Mr Joshua Brooks * for developing all the code except for the coordinate display. */#include #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 '.' // Use the '.' character for the head#define SPRITE_JUMP_LOWER 4#define SPRITE_TERRAIN_EMPTY ' ' // User the ' ' character#define SPRITE_TERRAIN_SOLID 5#define SPRITE_TERRAIN_SOLID_RIGHT 6#define SPRITE_TERRAIN_SOLID_LEFT 7#define HERO_HORIZONTAL_POSITION 1 // Horizontal position of hero on screen#define TERRAIN_WIDTH 16#define TERRAIN_EMPTY 0#define TERRAIN_LOWER_BLOCK 1#define TERRAIN_UPPER_BLOCK 2#define HERO_POSITION_OFF 0 // Hero is invisible#define HERO_POSITION_RUN_LOWER_1 1 // Hero is running on lower row (pose 1)#define HERO_POSITION_RUN_LOWER_2 2 // (pose 2)#define HERO_POSITION_JUMP_1 3 // Starting a jump#define HERO_POSITION_JUMP_2 4 // Half-way up#define HERO_POSITION_JUMP_3 5 // Jump is on upper row#define HERO_POSITION_JUMP_4 6 // Jump is on upper row#define HERO_POSITION_JUMP_5 7 // Jump is on upper row#define HERO_POSITION_JUMP_6 8 // Jump is on upper row#define HERO_POSITION_JUMP_7 9 // Half-way down#define HERO_POSITION_JUMP_8 10 // About to land#define HERO_POSITION_RUN_UPPER_1 11 // Hero is running on upper row (pose 1)#define HERO_POSITION_RUN_UPPER_2 12 // (pose 2)LiquidCrystal lcd(11, 9, 6, 5, 4, 3);static char terrainUpper[TERRAIN_WIDTH + 1];static char terrainLower[TERRAIN_WIDTH + 1];static bool buttonPushed = false;int myscore = 0;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; // Skip using character 0, this allows lcd.print() to be used to // quickly draw multiple characters 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; }}// Slide the terrain to the left in half-character increments//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; // 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);myscore = score; terrainUpper[HERO_HORIZONTAL_POSITION] = upperSave; terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave; return collide;}// Handle the button push as an interruptvoid 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); // Digital pin 2 maps to interrupt 0 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 to Start"); } delay(250); blink = !blink; if (buttonPushed) { 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) heroPos = HERO_POSITION_JUMP_1; buttonPushed = false; } if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) { playing = false; // The hero collided with something. Too bad. if (myscore >= 50) { delay(1000); lcd.clear(); lcd.setCursor(0,0); lcd.print(" You did it! "); lcd.setCursor(0,1); lcd.print("Your Score: "); lcd.print(myscore); delay(3000); lcd.clear(); lcd.setCursor(0,0); lcd.print("Here are the"); lcd.setCursor(0,1); lcd.print("next coords..."); delay(5000); lcd.clear(); lcd.setCursor(0,0); lcd.print("N 32 15.165"); lcd.setCursor(0,1); lcd.print("W 109 50.135"); delay(10000); } else { lcd.clear(); lcd.setCursor(0,0); lcd.print("<<< Too Slow >>>"); lcd.setCursor(0,1); lcd.print(" Try Again! "); delay(2000); } } 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);}

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  • Using a 4 digit, 7 segment display, with arduino

    Thank you for the excellent demonstration. However, when I used the fritzing schematic to set up my breadboard layout, the display showed one segment out of place. I discovered that the display's number 5 pin (segment g) and number 10 pin (segment f) were switched. When I connected the number 5 pin to arduino's number 12 pin, and attached the number 10 pin to arduiono's number 11 pin, the display worked perfectly. You might want to check your fritzing setup.

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  • cliptwings commented on joshua.brooks's instructable Arduino LCD Game2 years ago
    Arduino LCD Game

    Thanks so much for developing this project. I used it and modified it for a geocache I just placed. Once the finder gets at least 50 points, the LCD displays the coordinates for the final stage of the cache.

    Thanks so much for developing this project. I used it and modified it for a geocache I just placed. Once the finder gets at least 50 points, the LCD displays the coordinates for the final stage of the cache.

    Thanks so much for developing this project. I used it and modified it for a geocache I just placed. Once the finder gets at least 50 points, the LCD displays the coordinates for the final stage of the cache.

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