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Most people have probably heard of the game Flappy Bird, where a tiny yellow bird must flap its wings to hop over a series of pipes. If the bird ends up hitting an obstacle, the bird dies, and the player loses. I had also just finished creating a large-format NeoPixel matrix, which made a Flappy Bird adaptation a great concept.
I have plenty of experience designing and creating games for microcontrollers and embedded displays, such as Pong and Snake.
They relied on hardwired controlled like joysticks and buttons to control the flow of the game. But unlike a simple, one-dimensional game, Flappy Bird requires a map and scrolling capabilities.
Distance SensorAs part of Sparkfun’s Week of Free event, I picked up their new VL53L1X sensor, which has a laser-based ToF (Time of Flight) sensor that has a precision of 1mm and can measure distances up to 4m away with an accuracy of +/- 5mm.
That made it a great candidate for a motion controller. It also communicates via I2C, reducing the number of pins needed to just two.
Creating a MapSince the game is a side-scroller, I needed to create a map and have a way to represent it and then scroll through it. To begin, I opened up photoshop and create a picture that was 200 by 15 pixels large, where a black pixel represents a non-obstructed part, and a white pixel represents an obstruction. If the bird hits a white area, then the player loses.
I also made a Python program that can convert the picture’s pixel data into a C-style array for use in the game. It can be run by issuing the command Python graphic_converter.py -n <image_name> -o <output_file_name> along with an optional -m flag. <image_name> is the name of the 24-bit bitmap file, and the <output_file_name> is the name of the.txt file that gets generated. Using -m toggles map making mode, where black gets outputted as 0x00 and white gets outputted as 0x01.
The win and loss images can be created by running the python script without the -m flag where the image is the same size as the matrix.
The map must be the same height as the matrix with an area of black at the right with a width as large as the width of the matrix, but it can be an arbitrary size.
The ProgramThe program starts by allocating RAM for each pixel, as well as loading each graphical array into RAM and starting the distance sensor. Next, it enters a while loop that draws a new frame each iteration.
In order to make it scroll, there is a variable called offset that keeps track of the viewport relative to the map. It gets incremented every frame draw, and it works by reading the data from the map data in RAM and adds the offset to it. Lastly, it checks if there are any collisions and draws the map to the matrix.
Playing the GameIn order to play, the player places their hand over the sensor, about 20cm away. The game updates at a rate of 4 times every second. These settings can be changed, such as the range of distances that map to the height of the matrix and the update rate.
The player loses whenever the bird hits an obstruction. They win if they make it to the end of the map.
Make It Your OwnIf you do decide to build your own game, try creating your own map and use the Python conversion tool to export the data to the map header file. You can also try to increase the speed at which the game updates for an extra challenge.
#ifndef _game_map_h_
#define _game_map_h_
#define MAP_W 200
#define MAP_H 15
static const uint8_t game_map_data[MAP_W * MAP_H] = {
//data goes here
//0 = clear path, 1 = obstruction to avoid
//The columns between MAP_W - MATRIX_W and MAP_W must be empty
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};
#endif
#ifndef _game_loss_graphic_h_
#define _game_loss_graphic_h_
// Size of matrix; in this case, 20 x 15
static const uint32_t game_loss_graphic_data[] = {
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0xfa030f, 0xfa030f, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0xfa030f, 0x000000, 0x000000, 0x000000, 0xfa030f, 0xfa030f, 0xfa030f, 0x000000, 0xfa030f, 0xfa030f, 0xfa030f, 0x000000,
0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000,
0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0xfa030f, 0xfa030f, 0xfa030f, 0x000000, 0xfa030f, 0xfa030f, 0xfa030f, 0x000000,
0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000, 0x000000, 0xfa030f, 0x000000, 0xfa030f, 0x000000, 0x000000, 0x000000,
0x000000, 0xfa030f, 0xfa030f, 0xfa030f, 0x000000, 0x000000, 0x000000, 0xfa030f, 0xfa030f, 0x000000, 0x000000, 0x000000, 0xfa030f, 0xfa030f, 0xfa030f, 0x000000, 0xfa030f, 0xfa030f, 0xfa030f, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000
};
#endif
#include <ComponentObject.h>
#include <RangeSensor.h>
#include <SparkFun_VL53L1X.h>
#include <vl53l1x_class.h>
#include <vl53l1_error_codes.h>
#include <Wire.h>
#include "SparkFun_VL53L1X.h"
#include <FastLED.h>
#include "game_map.h"
#include "game_win_graphic.h"
#include "game_loss_graphic.h"
#define PIXEL_PIN 2
#define MATRIX_W 20
#define MATRIX_H 15
#define TOTAL_PIXELS 300
#define PHYSICAL_H_MIN 100 // Min distance from sensor in mm
#define PHYSICAL_H_MAX 300 // Max distance from sensor in mm
#define playerColor 0xFFFF00 //Yellow
#define obstacleColor 0x00FF00 // Green
#define clearColor 0x00 // Black
SFEVL53L1X distance_sensor;
CRGB pixels[TOTAL_PIXELS];
#define UPS 4 //Number of updates per second
//#define UPDATE_RATE 5000
#define UPDATE_RATE 1000 / UPS //Delay in ms between game ticks
bool win_lose = 0; // 1 for win, 0 for lose
int offset = 0, playerPos = MATRIX_H / 2;
void setup()
{
Wire.begin();
Serial.begin(115200);
while (!Serial);
Serial.println("I'm here");
FastLED.addLeds<NEOPIXEL, PIXEL_PIN>(pixels, TOTAL_PIXELS);
FastLED.setBrightness(40);
for(int i=0; i < TOTAL_PIXELS; i++) pixels[i] = CRGB::Black;
FastLED.show();
if(distance_sensor.begin()){
Serial.println("No sensor found");
while(1);
}
Serial.println("Starting game");
//display_loss();
FastLED.show();
FastLED.delay(5000);
}
void loop()
{
offset = 0;
playerPos = MATRIX_H / 2; //With a height of 15, the playerPos will be 7
while(gameTick());
if(win_lose) display_win();
else display_loss();
FastLED.show();
while(play_again());
for(int i=0; i < TOTAL_PIXELS; i++) pixels[i] = CRGB::Black;
FastLED.show();
FastLED.delay(2000);
}
bool play_again()
{
int distance = updatePlayer();
if(distance >= MATRIX_H-1) return 0; //Play again
return 1;
}
void display_loss()
{
for(int row=0; row < MATRIX_H; row++)
{
for(int col=0; col < MATRIX_W; col++)
{
uint32_t current_color = game_loss_graphic_data[row*MATRIX_W + col];
pixels[XY(col, row)] = current_color;
}
}
}
void display_win()
{
for(int row=0; row < MATRIX_H; row++)
{
for(int col=0; col < MATRIX_W; col++)
{
uint32_t current_color = game_win_graphic_data[row * MATRIX_W + col];
pixels[XY(col, row)] = current_color;
}
}
}
bool gameTick()
{
bool game_continue;
playerPos = updatePlayer(); // Get value between 0 and 14
//playerPos = 10;
int playerArrayPos = playerPos * MAP_W + offset; // Player relative to map
Serial.println(playerArrayPos);
int playerMatrixPos = playerPos; // Player relative to matrix
Serial.println(playerMatrixPos);
game_continue = drawFrame(playerArrayPos); // Draw map frame and also check for collisions
drawPlayer(playerMatrixPos);
FastLED.show();
FastLED.delay(UPDATE_RATE);
offset++;
//Serial.printf("Player Pos: %d | Offset: %d\n", playerPos, offset);
return game_continue; // Normal continue condition
}
int updatePlayer()
{
distance_sensor.startRanging();
int distance = distance_sensor.getDistance(); //Distance in mm
distance_sensor.stopRanging();
distance = map(distance, PHYSICAL_H_MIN, PHYSICAL_H_MAX, MATRIX_H - 1, 0);
distance = constrain(distance, 0, MATRIX_H - 1); // Keep values in range
Serial.println(distance);
return distance;
}
void drawPlayer(int p_pos)
{
pixels[XY(0, p_pos)] = playerColor;
}
bool drawFrame(int p_pos)
{
bool go = 1;
if(offset >= MAP_W - MATRIX_W)
{
go = 0;
win_lose = true; // Player has reached end of map
}
for(int row = 0; row < MATRIX_H; row++)
{
int row_offset = MAP_W * row;
for(int col=row_offset+offset, pixel=0; col < row_offset + offset + MATRIX_W; col++, pixel++)
{
uint8_t pixel_val = game_map_data[col]; // Get value at location
//Serial.printf("Pixel value at %d has value of %d and p_pos = %d\n", col, pixel_val, p_pos);
if(pixel_val==1 && p_pos == col) //If player is in same spot as obstruction
{
win_lose = false; //Player has lost
go = 0;
}
if(pixel_val) pixels[XY(pixel, row)] = obstacleColor;
else pixels[XY(pixel, row)] = clearColor;
//Serial.println(row * MATRIX_W + pixel);
}
}
return go;
}
int XY(int x, int y)
{
int i;
if(y & 0x01)
{
uint8_t reverseX = (MATRIX_W - 1) - x;
i = (y * MATRIX_W) + reverseX;
}
else
{
i = (y * MATRIX_W) + x;
}
return i;
}
#ifndef _game_win_graphic_h_
#define _game_win_graphic_h_
// Size of matrix; in this case, 20 x 15
static const uint32_t game_win_graphic_data[] = {
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x03fa43, 0x03fa43, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000,
0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000,
0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x03fa43, 0x000000, 0x03fa43, 0x000000, 0x000000,
0x000000, 0x03fa43, 0x000000, 0x03fa43, 0x000000, 0x03fa43, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x03fa43, 0x000000, 0x000000,
0x000000, 0x03fa43, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000, 0x000000, 0x03fa43, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000,
0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000
};
#endif
from PIL import Image
import argparse
ap = argparse.ArgumentParser()
ap.add_argument("-n", "--im-name", required=True, help="Name of image to convert")
ap.add_argument("-o", "--output", required=True, help="Name of file to output array")
ap.add_argument("-m", "--map", action='store_true', help="Configure program to output either 1 or 0 for game maps", dest='is_map', default=False)
args = vars(ap.parse_args())
im = Image.open(args["im_name"])
im_size = im.size
print("You selected the map creation function.")
print("Now converting {0} with size of {1} by {2} to a C-style array, outputting to file: {3}".format(args["im_name"], im_size[0], im_size[1], args["output"]))
pixel_data = im.load()
output_file = open(args["output"], 'w+')
for row in range(im_size[1]):
for column in range(im_size[0]):
pixel_val = pixel_data[column, row]
#print(pixel_val)
if args["is_map"]:
element_str = '{:02x}'
if pixel_val[0] >= 1:
pixel_val = [1]
else:
pixel_val = [0]
else:
element_str = len(pixel_val) * '{:02x}'
if row == im_size[1] - 1 and column == im_size[0] - 1:
element_str = "0x" + element_str.format(*pixel_val)
else:
element_str = "0x" + element_str.format(*pixel_val) + ", "
output_file.write(element_str)
output_file.write('\n')
print("Image converted successfully.")
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