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ARDUINO YILAN OYUNU PROJESİ

  • Yazarın fotoğrafı: muhammed ali balkaya
    muhammed ali balkaya
  • 28 Kas 2018
  • 5 dakikada okunur

Arkadaşlar günümüzde oyun sektörünün çok yaygın lması ve basit oyunlarda bağımlılık olması sebebiyle ürünler bu yönde oluşuyor.



Proje Kodu

#include <LiquidCrystal.h>  
 
byte mySnake[8][8] =
{
{ B00000,
  B00000,
  B00011,
  B00110,
  B01100,
  B11000,
  B00000,
},
{ B00000,
  B11000,
  B11110,
  B00011,
  B00001,
  B00000,
  B00000,
},
{ B00000,
  B00000,
  B00000,
  B00000,
  B00000,
  B11111,
  B01110,
},
{ B00000,
  B00000,
  B00011,
  B01111,
  B11000,
  B00000,
  B00000,
},
{ B00000,
  B11100,
  B11111,
  B00001,
  B00000,
  B00000,
  B00000,
},
{ B00000,
  B00000,
  B00000,
  B11000,
  B01101,
  B00111,
  B00000,
},
{ B00000,
  B00000,
  B01110,
  B11011,
  B11111,
  B01110,
  B00000,
},
{ B00000,
  B00000,
  B00000,
  B01000,
  B10000,
  B01000,
  B00000,
}
};
 
boolean levelz[5][2][16] = {
{{false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false},
{false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false}},
 
{{true,false,false,false,false,false,false,false,false,false,false,false,false,false,false,true},
{true,false,false,false,false,false,false,false,false,false,false,false,false,false,false,true}},
 
{{true,false,false,false,true,false,false,false,false,false,false,true,false,false,false,true},
{true,false,false,false,false,false,false,false,true,false,false,false,false,false,false,true}},
 
{{true,false,true,false,false,false,false,false,false,true,false,false,false,true,false,false},
{false,false,false,false,true,false,false,true,false,false,false,true,false,false,false,true}}
};
 
LiquidCrystal lcd(8, 9, 4, 5, 6, 7);
unsigned long time, timeNow; 
int gameSpeed;
boolean skip, gameOver, gameStarted;
int olddir;
int selectedLevel,levels;
 
int adc_key_val[5] ={50, 200, 400, 600, 800 };
int NUM_KEYS = 5;
int adc_key_in;
int key=-1;
int oldkey=-1;
 
boolean x[16][80];
byte myChar[8];
byte nullChar[8] = { 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0 };
boolean special;
 
struct partdef
{
  int row,column,dir; //0 - up, 1 - down, 2 - right, 3 - left
  struct partdef *next;
}; 
typedef partdef part;
 
part *head, *tail;
int i,j,collected;
long pc,pr;
 
void drawMatrix()
{
  int cc=0;
  if (!gameOver)
  {
  x[pr][pc] = true;
  //for (i=0;i<8;i++) lcd.createChar(i, nullChar);
  for(int r=0;r<2;r++)
  {
    for(int c=0;c<16;c++)
    {
      special = false;
      for(int i=0;i<8;i++) { byte b=B00000; if (x[r*8+i]) {b+=B10000; special = true;} if (x[r*8+i]) {b+=B01000; special = true;} if (x[r*8+i]) {b+=B00100; special = true;} if (x[r*8+i]) {b+=B00010; special = true;} if (x[r*8+i]) {b+=B00001; special = true;} myChar[i] = b; } if (special) { lcd.createChar(cc, myChar); lcd.setCursor(c,r); lcd.write(byte(cc)); cc++; } else { lcd.setCursor(c,r); if (levelz[selectedLevel][r]) lcd.write(255); else lcd.write(254); } } } } } void freeList() { part *p,*q; p = tail; while (p!=NULL) { q = p; p = p->next;
    free(q);
  }
  head = tail = NULL;
}
 
void gameOverFunction()
{
  delay(1000);
  lcd.clear();
  freeList();
  lcd.setCursor(3,0);
  lcd.print("OYUN BITTI !");
  lcd.setCursor(2,1);
  lcd.print("PUANINIZ: ");
  lcd.print(collected);
  delay(1000);
}
 
void growSnake()
{
  part *p;
  p = (part*)malloc(sizeof(part));
  p->row = tail->row;
  p->column = tail->column;
  p->dir = tail->dir;
  p->next = tail;
  tail = p;
}
 
void newPoint()
{
 
  part *p;
  p = tail;
  boolean newp = true;
  while (newp)
  {
    pr = random(16);
    pc = random(80);
    newp = false;
    if (levelz[selectedLevel][pr / 8][pc / 5]) newp=true;
    while (p->next != NULL && !newp) 
    {
      if (p->row == pr && p->column == pc) newp = true;
      p = p->next;
    }
  }
   
  if (collected < 13 && gameStarted) growSnake(); } void moveHead() { switch(head->dir) // 1 step in direction
  {
    case 0: head->row--; break;
    case 1: head->row++; break;
    case 2: head->column++; break;
    case 3: head->column--; break;
    default : break;
  }
  if (head->column >= 80) head->column = 0;
  if (head->column < 0) head->column = 79;
  if (head->row >= 16) head->row = 0;
  if (head->row < 0) head->row = 15;
   
  if (levelz[selectedLevel][head->row / 8][head->column / 5]) gameOver = true; // wall collision check
   
  part *p;
  p = tail;
  while (p != head && !gameOver) // self collision 
  {
    if (p->row == head->row && p->column == head->column) gameOver = true;
    p = p->next;
  }
  if (gameOver)
    gameOverFunction();
  else
  {
  x[head->row][head->column] = true;
   
  if (head->row == pr && head->column == pc) // point pickup check
  {
    collected++;
    if (gameSpeed < 25) gameSpeed+=3; newPoint(); } } } void moveAll() { part *p; p = tail; x[p->row][p->column] = false;
  while (p->next != NULL) 
  {
    p->row = p->next->row;
    p->column = p->next->column;
    p->dir = p->next->dir;
    p = p->next;
  }
  moveHead();
}
 
void createSnake(int n) // n = size of snake
{
  for (i=0;i<16;i++)
    for (j=0;j<80;j++) x[i][j] = false; part *p, *q; tail = (part*)malloc(sizeof(part)); tail->row = 7;
  tail->column = 39 + n/2;
  tail->dir = 3;
  q = tail;
  x[tail->row][tail->column] = true;
  for (i = 0; i < n-1; i++) // build snake from tail to head { p = (part*)malloc(sizeof(part)); p->row = q->row;
    p->column = q->column - 1; //initial snake id placed horizoltally
    x[p->row][p->column] = true;
    p->dir = q->dir;
    q->next = p;
    q = p;
  }
  if (n>1)
  {
    p->next = NULL;
    head  = p;
  }
  else
  {
    tail->next = NULL;
    head = tail;
  }
}
 
void startF()
{
  gameOver = false;
  gameStarted = false;
  selectedLevel = 1;
   
  lcd.clear();
  lcd.setCursor(1,0);
  lcd.print("Level Sec : ");
  for(i=0;i<8;i++) { lcd.createChar(i,mySnake[i]); lcd.setCursor(i+4,1); lcd.write(byte(i)); } collected = 0; gameSpeed = 8; createSnake(3); time = 0; } void setup() { levels = 5; //number of lvls lcd.begin(16, 2); startF(); } void loop() { if (!gameOver && !gameStarted) { adc_key_in = analogRead(0); // read the value from the sensor key = get_key(adc_key_in); // convert into key press if (key != oldkey) // if keypress is detected { delay(50); // wait for debounce time adc_key_in = analogRead(0); // read the value from the sensor key = get_key(adc_key_in); // convert into key press if (key != oldkey) { oldkey = key; if (key >=0)
       {
         olddir = head->dir;
         if (key==1 && selectedLevel<levels) selectedLevel++; if (key==2 && selectedLevel>1) selectedLevel--;
         if (key==4) 
         {
           lcd.clear();
           selectedLevel--;
           newPoint();
           gameStarted = true;
         }
         else
         {
           lcd.setCursor(14,0);
           lcd.print(selectedLevel);
         }
       }
     }
   }
  }
  if (!gameOver && gameStarted)
  {
   skip = false; //skip the second moveAll() function call if the first was made
    
   adc_key_in = analogRead(0);    // read the value from the sensor 
   key = get_key(adc_key_in);  // convert into key press
   if (key != oldkey)   // if keypress is detected
   {
     delay(50);  // wait for debounce time
     adc_key_in = analogRead(0);    // read the value from the sensor 
     key = get_key(adc_key_in);    // convert into key press
     if (key != oldkey)    
     {   
       oldkey = key;
       if (key >=0)
       {
         olddir = head->dir;
         if (key==0 && head->dir!=3) head->dir = 2;
         if (key==1 && head->dir!=1) head->dir = 0;
         if (key==2 && head->dir!=0) head->dir = 1;
         if (key==3 && head->dir!=2) head->dir = 3;
          
         if (olddir != head->dir)
         {
           skip = true;
           delay(1000/gameSpeed);
           moveAll();
           drawMatrix();
         }
       }
     }
   }
   if (!skip)
   {
     timeNow = millis();
     if (timeNow - time > 1000 / gameSpeed)
     {
       moveAll();
       drawMatrix();
       time = millis();
     }
   }
  }
  if(gameOver)
  {
     
   adc_key_in = analogRead(0);    // read the value from the sensor 
   key = get_key(adc_key_in);  // convert into key press
   if (key != oldkey)   // if keypress is detected
   {
     delay(50);  // wait for debounce time
     adc_key_in = analogRead(0);    // read the value from the sensor 
     key = get_key(adc_key_in);    // convert into key press
     if (key != oldkey)    
     {   
       oldkey = key;
       if (key >=0)
       {
          startF();
       }
     }
   }
    
  }
}
 
int get_key(unsigned int input)
{
    int k;
    for (k = 0; k < NUM_KEYS; k++)
    {
      if (input < adc_key_val[k]) { return k; } } if (k >= NUM_KEYS)k = -1;  // No valid key pressed
    return k;
}
 
/*
void printChar()
{
  Serial.println();
  Serial.println();
  Serial.println();
  for (i=0;i<8;i++)
  {
    Serial.println(myChar[i]);
  }
}
 
void printMatrix()
{
  Serial.println();
  Serial.println();
  Serial.println();
  for (i=0;i<16;i++)
  {
    for (j=0;j<80;j++)
    {
      Serial.print(x[i][j]);
      Serial.print(" ");
    }
    Serial.println();
  }
}
*/
 
 
 

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