LCD Stickman Game

by MinMin20041019 in Circuits > Arduino

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LCD Stickman Game

IMG 3342

This is my LCD Stickman Game. It is very simple, and you'll just need to follow my steps and you will finished this. It is basically controlled by the button and the man on the screen will jump as you press the button.

Thanks for the credit by https://www.instructables.com/id/Arduino-LCD-Stick-Man-Game/

Get All Your Supplies

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These are the supplies that you will need to finish the project:1. Arduino Leonardo board

2. Wire 3. LCD 4. Button These are all easy supplies you can get in a common electrical materials store.

Connect the Wires

This you will have to use wires to connect the button and the LCD board to the Arduino board.

1. Connect the button to Digital 2 and GND

2. Connect the LCD

-SCL to SCL on Digital

-SDA to SDA on Digital

-VCC to 5v

-GND to GND on Power

Upload the Code

You will have to get the code on:

https://create.arduino.cc/editor/minmin1019/76e65d...

#include
#include #include #include 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 ' ' // 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_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_I2C lcd(0x27, 16, 2);static char terrainUpper[TERRAIN_WIDTH + 1]; 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, }; 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); 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); lcd.init(); lcd.backlight(); // Digital pin 2 maps to interrupt 0 attachInterrupt(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 = true; 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. } 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); }

Decorate the Box

You may use a lot of ways to design your box. For example, I used a simple paper box to cover the wires and make the external appearances more favorable.

Watch My Video on Youtube

This is my link

https://www.youtube.com/watch?v=B2o9fPuBFj8&feature=youtu.be