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Arduino Dino Game Code Example

The document contains Arduino code for a simple game using an LCD display, where a hero character can run and jump over obstacles. It defines various constants for button inputs, sprite graphics, and terrain types, and includes functions for initializing graphics, advancing terrain, and handling button presses. The main loop manages the game state, including drawing the hero, updating terrain, and checking for collisions.

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0% found this document useful (0 votes)
2 views5 pages

Arduino Dino Game Code Example

The document contains Arduino code for a simple game using an LCD display, where a hero character can run and jump over obstacles. It defines various constants for button inputs, sprite graphics, and terrain types, and includes functions for initializing graphics, advancing terrain, and handling button presses. The main loop manages the game state, including drawing the hero, updating terrain, and checking for collisions.

Uploaded by

ruchimishra0482
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Arduino Code (38.

ino)
#include <LiquidCrystal_I2C.h>
#include <Wire.h>
LiquidCrystal_I2C lcd(0x27, 16, 2);

#define PIN_BUTTON 2
#define PIN_AUTOPLAY 1
#define PIN_READWRITE 10
#define PIN_CONTRAST 7
#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 ' ' // Use 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)

static char terrainUpper[TERRAIN_WIDTH + 1];


static char terrainLower[TERRAIN_WIDTH + 1];
static bool buttonPushed = false;

void initializeGraphics(){
static byte graphics[] =
{
// Dino Run position 1
B11110,
B10111,
B11110,
B11100,
B11111,
B11100,
B10010,
B11011,
// Dino Run position 2
B11110,
B10111,
B11110,
B11100,
B11111,
B11100,
B01010,
B10011,
// Dino Jump
B11110,
B10111,
B11110,
B11100,
B11111,
B11110,
B10001,
B00000,
// Jump lower part [lower part of Dino while jumping]
B11111,
B11100,
B10010,
B11011,
B00000,
B00000,
B00000,
B00000,
// Cactus Center part
B00100,
B11111,
B00100,
B00101,
B11111,
B00100,
B00100,
B00100,
// Cactus right part
B00000,
B00011,
B00000,
B00000,
B00011,
B00000,
B00000,
B00000,
// Cactus left part
B00000,
B11000,
B00000,
B01000,
B11000,
B00000,
B00000,
B00000,
// Jump upper part [upper part of Dino while jumping]
B00000,
B00000,
B00000,
B00000,
B11110,
B10111,
B11110,
B11100,
};
int i;
for (i = 0; i < 7; ++i) {
[Link](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_EMP
break;
case SPRITE_TERRAIN_SOLID:
terrain[i] = (next == SPRITE_TERRAIN_EMPTY) ? SPRITE_TERRAIN_SOLID_LEFT : SPRITE_TERRAIN_SOLI
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';

[Link](0, 0);
[Link](terrainUpper);
terrainUpper[16 - digits] = temp;
[Link](0, 1);
[Link](terrainLower);

[Link](16 - digits, 0);


[Link](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 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);

// Initialize the LCD


[Link]();
[Link]();

// Digital pin 2 maps to interrupt 0


attachInterrupt(digitalPinToInterrupt(PIN_BUTTON), buttonPush, FALLING);

initializeGraphics();
}

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) {
[Link](0,0);
[Link]("Press 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_
advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_

// 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.
} 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[H
heroPos = HERO_POSITION_RUN_UPPER_1;
} else if (heroPos >= HERO_POSITION_RUN_UPPER_1 && terrainLower[HERO_HORIZONTAL_POSITION] == SPRI
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 ? H


}

delay(100);
}

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