bruno_opaiva
Published © GPL3+

Car game with Arduino and I2C LCD Display!

A fast, simple and funny game, using an I2C LCD Display, based on the jumping game.

BeginnerFull instructions provided12,471
Car game with Arduino and I2C LCD Display!

Things used in this project

Hardware components

Arduino UNO
Arduino UNO
Basic Arduino, you can use the NANO, too.
×1
I2C 16x2 Arduino LCD Display Module
DFRobot I2C 16x2 Arduino LCD Display Module
I2C LCD Display is used here.
×1
Tactile Switch, Top Actuated
Tactile Switch, Top Actuated
Generic button.
×1
Jumper wires (generic)
Jumper wires (generic)
Connections for the button.
×2
Male/Female Jumper Wires
Male/Female Jumper Wires
Connections of the display.
×4
USB-A to B Cable
USB-A to B Cable
×1

Software apps and online services

Arduino IDE
Arduino IDE

Hand tools and fabrication machines

Breadboard, 170 Pin
Breadboard, 170 Pin
Simple breadboard to fit the button.

Story

Read more

Schematics

Schematics

Schematics (Edited)

Code

Code

C#
The code
#include <LiquidCrystal_I2C.h>
#include <Wire.h>
#define PIN_BUTTON 2
#define PIN_AUTOPLAY 1
#define SPRITE_RUN1 1  //Car sprite
#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 CAR_HORIZONTAL_POSITION 1    // Horizontal position of CAR on screen
#define TERRAIN_WIDTH 16
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2
#define CAR_POSITION_OFF 0          // CAR is invisible
#define CAR_POSITION_RUN_LOWER_1 1  // CAR is running on lower row (pose 1)
#define CAR_POSITION_RUN_LOWER_2 2  //                              (pose 2)
#define CAR_POSITION_JUMP_1 3       // Starting a jump
#define CAR_POSITION_JUMP_2 4       // Half-way up
#define CAR_POSITION_JUMP_3 5       // Jump is on upper row
#define CAR_POSITION_JUMP_4 6       // Jump is on upper row
#define CAR_POSITION_JUMP_5 7       // Jump is on upper row
#define CAR_POSITION_JUMP_6 8       // Jump is on upper row
#define CAR_POSITION_JUMP_7 9       // Half-way down
#define CAR_POSITION_JUMP_8 10      // About to land
#define CAR_POSITION_RUN_UPPER_1 11 // CAR is running on upper row (pose 1)
#define CAR_POSITION_RUN_UPPER_2 12 //                              (pose 2)
LiquidCrystal_I2C lcd(0x27, 16, 2);
static char terrainUpper[TERRAIN_WIDTH + 1];
static char terrainLower[TERRAIN_WIDTH + 1];
static bool buttonPushed = false;
void initializeGraphics() {
  static byte graphics[] = {
    // Run position 1
    0b00000,
    0b00000,
    0b00100,
    0b11110,
    0b11110,
    0b11111,
    0b01001,
    0b00000,
    // Run position 2
    0b00000,
    0b00000,
    0b00100,
    0b11110,
    0b11110,
    0b11111,
    0b01001,
    0b00000,
    // Jump
    0b00000,
    0b00000,
    0b00100,
    0b11110,
    0b11110,
    0b11111,
    0b01001,
    0b00000,
    // Jump lower
    0b00000,
    0b00000,
    0b00100,
    0b11110,
    0b11110,
    0b11111,
    0b01001,
    0b00000,
    // Ground
    0b01110,
    0b11111,
    0b10101,
    0b11111,
    0b10101,
    0b11111,
    0b10101,
    0b11111,
    // Ground right
    0b01110,
    0b11111,
    0b10101,
    0b11111,
    0b10101,
    0b11111,
    0b10101,
    0b11111,
    // Ground left
    0b01110,
    0b11111,
    0b10101,
    0b11111,
    0b10101,
    0b11111,
    0b10101,
    0b11111,
  };
  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 drawCAR(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {
  bool collide = false;
  char upperSave = terrainUpper[CAR_HORIZONTAL_POSITION];
  char lowerSave = terrainLower[CAR_HORIZONTAL_POSITION];
  byte upper, lower;
  switch (position) {
    case CAR_POSITION_OFF:
      upper = lower = SPRITE_TERRAIN_EMPTY;
      break;
    case CAR_POSITION_RUN_LOWER_1:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_RUN1;
      break;
    case CAR_POSITION_RUN_LOWER_2:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_RUN2;
      break;
    case CAR_POSITION_JUMP_1:
    case CAR_POSITION_JUMP_8:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_JUMP;
      break;
    case CAR_POSITION_JUMP_2:
    case CAR_POSITION_JUMP_7:
      upper = SPRITE_JUMP_UPPER;
      lower = SPRITE_JUMP_LOWER;
      break;
    case CAR_POSITION_JUMP_3:
    case CAR_POSITION_JUMP_4:
    case CAR_POSITION_JUMP_5:
    case CAR_POSITION_JUMP_6:
      upper = SPRITE_JUMP;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
    case CAR_POSITION_RUN_UPPER_1:
      upper = SPRITE_RUN1;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
    case CAR_POSITION_RUN_UPPER_2:
      upper = SPRITE_RUN2;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
  }
  if (upper != ' ') {
    terrainUpper[CAR_HORIZONTAL_POSITION] = upper;
    collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;
  }
  if (lower != ' ') {
    terrainLower[CAR_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[CAR_HORIZONTAL_POSITION] = upperSave;
  terrainLower[CAR_HORIZONTAL_POSITION] = lowerSave;
  return collide;
}

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

void setup() {
  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.init();
  lcd.backlight();
}

void loop() {
  static byte CARPos = CAR_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) {
    drawCAR((blink) ? CAR_POSITION_OFF : CARPos, terrainUpper, terrainLower, distance >> 3);
    if (blink) {
      lcd.setCursor(0, 0);
      lcd.print("Press Start");
    }
    delay(100);
    blink = !blink;
    if (buttonPushed) {
      initializeGraphics();
      CARPos = CAR_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 = 10 + random(6);
    } else {
      newTerrainType = TERRAIN_EMPTY;
      newTerrainDuration = 10 + random(6);
    }
  }

  if (buttonPushed) {
    if (CARPos <= CAR_POSITION_RUN_LOWER_2) CARPos = CAR_POSITION_JUMP_1;
    buttonPushed = false;
  }

  if (drawCAR(CARPos, terrainUpper, terrainLower, distance >> 3)) {
    playing = false; // The CAR collided with something. Too bad.
    for (int i = 0; i <= 2; i++) {
    }
  } else {
    if (CARPos == CAR_POSITION_RUN_LOWER_2 || CARPos == CAR_POSITION_JUMP_8) {
      CARPos = CAR_POSITION_RUN_LOWER_1;
    } else if ((CARPos >= CAR_POSITION_JUMP_3 && CARPos <= CAR_POSITION_JUMP_5) && terrainLower[CAR_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) {
      CARPos = CAR_POSITION_RUN_UPPER_1;
    } else if (CARPos >= CAR_POSITION_RUN_UPPER_1 && terrainLower[CAR_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {
      CARPos = CAR_POSITION_JUMP_5;
    } else if (CARPos == CAR_POSITION_RUN_UPPER_2) {
      CARPos = CAR_POSITION_RUN_UPPER_1;
    } else {
      ++CARPos;
    }
    ++distance;

    digitalWrite(PIN_AUTOPLAY, terrainLower[CAR_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
  }
}

Credits

bruno_opaiva

bruno_opaiva

6 projects • 4 followers

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