Enrique Albertos
Published © LGPL

Arduino Touch Breakout Game

Fully configurable multi level Arduino breakout game for touch screen.

BeginnerFull instructions provided1 hour14,117

Things used in this project

Hardware components

Arduino UNO
Arduino UNO
×1
AZ-Delivery 2.4 TFT LCD Touch Display Arduino Shield
×1

Software apps and online services

Arduino IDE
Arduino IDE

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Schematics

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Code

Arduino Breakout

Arduino
/*
  Arduino Touch TFT Breakout

  Classic breakout game

  Parts needed:
      Ardunio UNO
      AZ-Delivery 2.4 TFT LCD Touch Display Arduino Shield or compatible

  This example code is in the public domain.

  Modified 07 11 2020
  By Enrique Albertos


*/

// #define DEMO_MODE

#include <Adafruit_GFX.h>    // Core graphics library
#include <Adafruit_TFTLCD.h>
#include <TouchScreen.h>



#define BLACK   0x0000
#define BLUE    0x001F
#define RED     0xF800
#define GREEN   0x07E0
#define CYAN    0x07FF
#define MAGENTA 0xF81F
#define YELLOW  0xFFE0
#define WHITE   0xFFFF
#define PRIMARY_COLOR 0x4A11
#define PRIMARY_LIGHT_COLOR 0x7A17
#define PRIMARY_DARK_COLOR 0x4016
#define PRIMARY_TEXT_COLOR 0x7FFF


#define LCD_CS A3 // Chip Select goes to Analog 3
#define LCD_CD A2 // Command/Data goes to Analog 2
#define LCD_WR A1 // LCD Write goes to Analog 1
#define LCD_RD A0 // LCD Read goes to Analog 0
#define LCD_RESET A4 // Can alternately just connect to Arduino's reset pin
Adafruit_TFTLCD tft(LCD_CS, LCD_CD, LCD_WR, LCD_RD, LCD_RESET);

#define LOWFLASH (defined(__AVR_ATmega328P__) && defined(MCUFRIEND_KBV_H_))

// Touch screen presure threshold
#define MINPRESSURE 40
#define MAXPRESSURE 1000
// Touch screen calibration
const int16_t XP = 8, XM = A2, YP = A3, YM = 9; //240x320 ID=0x9341
const int16_t TS_LEFT = 122, TS_RT = 929, TS_TOP = 77, TS_BOT = 884;

const TouchScreen ts = TouchScreen(XP, YP, XM, YM, 300);


#define SCORE_SIZE 30

char scoreFormat[] = "%04d";

typedef struct gameSize_type {
  int16_t x, y, width, height;
} gameSize_type;


gameSize_type gameSize;
uint16_t backgroundColor = BLACK;
int level;

const uint8_t BIT_MASK[] = {0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80};
uint8_t pointsForRow[] = {7, 7, 5, 5, 3, 3 , 1, 1};
#define GAMES_NUMBER 16

typedef struct game_type {
  int ballsize;
  int playerwidth;
  int playerheight;
  int exponent;
  int top;
  int rows;
  int columns;
  int brickGap;
  int lives;
  int wall[GAMES_NUMBER];
  int initVelx;
  int initVely;
} game_type;


game_type games[GAMES_NUMBER] =
  // ballsize, playerwidth, playerheight, exponent, top, rows, columns, brickGap, lives, wall[8],                                         initVelx, initVely
{
  { 10,             60,          8,           6,        40 ,     8,       8, 3,       3,  {0x18, 0x66, 0xFF, 0xDB, 0xFF, 0x7E, 0x24, 0x3C} , 28, -28},
  { 10,             50,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0x99, 0xFF, 0xE7, 0xBD, 0xDB, 0xE7, 0xFF} , 28, -28},
  { 10,             50,          8,           6,        40 ,     8,       8, 3,       3,  {0xAA, 0x55, 0xAA, 0x55, 0xAA, 0x55, 0xAA, 0x55} , 28, -28},
  { 8,              50,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0xC3, 0xC3, 0xC3, 0xC3, 0xC3, 0xC3, 0xFF} , 34, -34},
  { 10,             40,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0xAA, 0xAA, 0xFF, 0xFF, 0xAA, 0xAA, 0xFF} , 28, -28},
  { 10,             40,          8,           6,        40 ,     8,       8, 3,       3,  {0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA} , 28, -28},
  { 12,             64,          8,           6,        60 ,     4,       2, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 20, -20},
  { 12,             60,          8,           6,        60 ,     5,       3, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 22, -22},
  { 10,             56,          8,           6,        30 ,     6,       4, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 24, -24},
  { 10,             52,          8,           6,        30 ,     7,       5, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 26, -26},
  { 8,              48,          8,           6,        30 ,     8,       6, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 28, -28},
  { 8,              44,          8,           6,        30 ,     8,       7, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 30, -30},
  { 8,              40,          8,           6,        30 ,     8,       8, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 32, -32},
  { 8,              36,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 34, -34},
  { 8,              36,          8,           6,        40 ,     8,       8, 3,       3,  {0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA} , 34, -34}
};

game_type* game;

typedef struct game_state_type {
  uint16_t ballx;
  uint16_t bally;
  uint16_t ballxold;
  uint16_t ballyold;
  int velx;
  int vely;
  int playerx;
  int playerxold;
  int wallState[8];
  int score;
  int remainingLives;
  int top;
  int bottom;
  int walltop;
  int wallbottom ;
  int brickheight;
  int brickwidth;


};
game_state_type state;



//////////////////////////////////////////////////////////////
// ARDUINO SETUP
//////////////////////////////////////////////////////////////

void setup()
{
  initTft(tft);
  gameSize = {0, 0, tft.width(), tft.height()};
  newGame(&games[0], &state, tft);
}
//////////////////////////////////////////////////////////////
// ARDUINO LOOP
//////////////////////////////////////////////////////////////

int selection = -1;

void loop(void)
{

  selection = readUiSelection(game, &state, selection);

  drawPlayer(game, &state);
  // store old position to remove old pixels
  state.playerxold = state.playerx;

  // calculate new ball position x1 = x0 + vx * dt

  // check max speed
  if (abs( state.vely) > ((1 << game->exponent) - 1)) {
    state.vely = ((1 << game->exponent) - 1) * ((state.vely > 0) - (state.vely < 0));
  }
  if (abs( state.velx) > ((1 << game->exponent) - 1)) {
    state.velx = ((1 << game->exponent) - 1) * ((state.velx > 0) - (state.velx < 0));
  }

  state.ballx += state.velx;
  state.bally += state.vely;

  // check ball collisions and exit
  checkBallCollisions(game, &state, state.ballx >> game->exponent, state.bally >> game->exponent);
  checkBallExit(game, &state, state.ballx >> game->exponent, state.bally >> game->exponent);

  // draw ball in new position
  drawBall(state.ballx >> game->exponent, state.bally >> game->exponent, state.ballxold >> game->exponent, state.ballyold >> game->exponent, game->ballsize );

  // store old position to remove old pixels
  state.ballxold = state.ballx;
  state.ballyold = state.bally;

  // increment velocity
  state.velx = (20 + (state.score >> 3 )) * ( (state.velx > 0) - (state.velx < 0));
  state.vely = (20 + (state.score >> 3 )) * ( (state.vely > 0) - (state.vely < 0));

  // if no bricks go to next level
  if (noBricks(game, &state) && level < GAMES_NUMBER) {
    level++;
    newGame( &games[level], &state, tft);
  } else if ( state.remainingLives <= 0) {
    gameOverTouchToStart();
    state.score = 0;
    level = 0;
    newGame(game, &state, tft);
  }
}


void newGame(game_type* newGame, game_state_type * state,  Adafruit_TFTLCD &tft) {
  game = newGame;
  setupState(game, state, tft);

  clearDialog(gameSize);
  updateLives(game->lives, state->remainingLives);
  updateScore(state->score);

  setupWall(game, state);

  touchToStart();

  clearDialog(gameSize);
  updateLives(game->lives, state->remainingLives);
  updateScore(state->score);
  setupWall(game, state);


}

void setupStateSizes(game_type* game, game_state_type * state, Adafruit_TFTLCD &tft) {
  state->bottom = tft.height() - 30;
  state->brickwidth = tft.width() / game->columns;
  state->brickheight = tft.height() / 24;
}

void setupState(game_type* game, game_state_type * state, Adafruit_TFTLCD &tft) {
  setupStateSizes(game, state, tft);
  for (int i = 0; i < game->rows ; i ++) {
    state->wallState[i] = 0;
  }
  state->playerx = tft.width() / 2 - game->playerwidth / 2;
  state->remainingLives = game->lives;
  state->bally = state->bottom << game->exponent;
  state->ballyold = state->bottom << game->exponent;
  state->velx = game->initVelx;
  state->vely = game->initVely;
}

void updateLives(int lives, int remainingLives) {

  for (int i = 0; i < lives; i++) {
    tft.fillCircle((1 + i) * 15, 15, 5, BLACK);
  }

  for (int i = 0; i < remainingLives; i++) {
    tft.fillCircle((1 + i) * 15, 15, 5, YELLOW);
  }

}


void setupWall(game_type * game, game_state_type * state) {

  int colors[] = {RED, RED, BLUE, BLUE,  YELLOW, YELLOW, GREEN, GREEN};
  state->walltop = game->top + 40;
  state->wallbottom = state->walltop + game->rows * state->brickheight;
  for (int i = 0; i < game->rows; i++) {
    for (int j = 0; j < game->columns; j++) {
      if (isBrickIn(game->wall, j, i)) {
        setBrick(state->wallState, j, i);
        drawBrick(state, j, i, colors[i]);
      }
    }
  }
}


void drawBrick(game_state_type * state, int xBrick, int yBrickRow, uint16_t backgroundColor) {
  tft.fillRect((state->brickwidth * xBrick) + game->brickGap,
               state->walltop + (state->brickheight * yBrickRow) + game->brickGap ,
               state->brickwidth - game->brickGap * 2,
               state->brickheight -  game->brickGap * 2, backgroundColor);

}


boolean noBricks(game_type * game, game_state_type * state) {
  for (int i = 0; i < game->rows ; i++) {
    if (state->wallState[i]) return false;
  }
  return true;
}

void drawPlayer(game_type * game, game_state_type * state) {
  // paint
  tft.fillRect(state->playerx, state->bottom, game->playerwidth, game->playerheight, YELLOW);
  if (state->playerx != state->playerxold) {
    // remove old pixels
    if (state->playerx < state->playerxold) {
      tft.fillRect(state->playerx + game->playerwidth, state->bottom, abs(state->playerx - state->playerxold), game->playerheight, backgroundColor);
    }
    else {
      tft.fillRect(state->playerxold, state->bottom, abs(state->playerx - state->playerxold), game->playerheight, backgroundColor);
    }

  }
}

void drawBall(int x, int y, int xold, int yold, int ballsize) {
  // remove old pixels
  //if (xold != x && yold != y) {
  if (xold <= x && yold <= y) {
    tft.fillRect(xold , yold, ballsize, y - yold, BLACK);
    tft.fillRect(xold , yold, x - xold, ballsize, BLACK);
  } else if (xold >= x && yold >= y) {
    tft.fillRect(x + ballsize , yold, xold - x, ballsize, BLACK);
    tft.fillRect(xold , y + ballsize, ballsize, yold - y, BLACK);
  } else if (xold <= x && yold >= y) {
    tft.fillRect(xold , yold, x - xold, ballsize, BLACK);
    tft.fillRect(xold , y + ballsize, ballsize, yold - y, BLACK);
  } else if (xold >= x && yold <= y) {
    tft.fillRect(xold , yold, ballsize, y - yold, BLACK);
    tft.fillRect(x + ballsize, yold, xold - x, ballsize, BLACK);
  }
  // paint new ball
  tft.fillRect(x , y, ballsize, ballsize, YELLOW);
  // }

}

void touchToStart() {
  drawBoxedString(0, 200, "   BREAKOUT", 3, YELLOW, BLACK);
  drawBoxedString(0, 240, "    TOUCH TO START", 2, RED, BLACK);
  while (waitForTouch() < 0) {}
}

void gameOverTouchToStart() {
  drawBoxedString(0, 180, "  GAME OVER", 3, YELLOW, BLACK);
  drawBoxedString(0, 220, "  TOUCH TO START", 2, RED, BLACK);
  while (waitForTouch() < 0) {}
}


void updateScore (int score) {
  char buffer[5];
  snprintf(buffer, sizeof(buffer), scoreFormat, score);
  drawBoxedString(tft.width() - 50, 6, buffer, 2, YELLOW, PRIMARY_DARK_COLOR);
}

void checkBrickCollision(game_type* game, game_state_type * state, uint16_t x, uint16_t y) {
  int x1 = x + game->ballsize;
  int y1 = y + game->ballsize;
  int collissions = 0;
  collissions += checkCornerCollision(game, state, x, y);
  collissions += checkCornerCollision(game, state, x1, y1);
  collissions += checkCornerCollision(game, state, x, y1);
  collissions += checkCornerCollision(game, state, x1, y);
  if (collissions > 0 ) {
    state->vely = (-1 * state->vely);
    if ((((x % state->brickwidth) == 0)  && ( state->velx < 0 ))
        || ((((x + game->ballsize) % state->brickwidth) == 0)  && ( state->velx > 0 )) ) {
      state->velx = (-1 * state->velx);
    }
  }


}
int checkCornerCollision(game_type * game,  game_state_type * state, uint16_t x, uint16_t y) {
  if ((y > state->walltop) && (y < state->wallbottom)) {
    int yBrickRow = ( y -  state->walltop) / state->brickheight;
    int xBrickColumn = (x / state->brickwidth);
    if (isBrickIn(state->wallState, xBrickColumn, yBrickRow) ) {
      hitBrick(state, xBrickColumn, yBrickRow);
      return 1;
    }
  }
  return 0;
}
void hitBrick(game_state_type * state, int xBrick, int yBrickRow) {
  state->score += pointsForRow[yBrickRow];
  drawBrick(state, xBrick, yBrickRow, WHITE);
  delay(16);
  drawBrick(state, xBrick, yBrickRow, BLUE);
  delay(8);
  drawBrick(state, xBrick, yBrickRow, backgroundColor);
  unsetBrick(state->wallState, xBrick, yBrickRow);
  updateScore(state->score);
}

void checkBorderCollision(game_type * game,  game_state_type * state, uint16_t x, uint16_t y) {
  // check wall collision
  if (x + game->ballsize >=  tft.width()) {
    state->velx = -abs(state->velx);
  }
  if (x <= 0  ) {
    state->velx = abs(state->velx);
  }
  if (y <= SCORE_SIZE ) {
    state->vely = abs(state->vely);
  }
  if (((y + game->ballsize)  >=  state->bottom)
      && ((y + game->ballsize) <= (state->bottom + game->playerheight))
      && (x >= state->playerx)
      && (x <= (state->playerx + game->playerwidth))) {
    // change vel x near player borders
    if (x > (state->playerx + game->playerwidth - 6)) {
      state->velx = state->velx - 1;
    } else if (x < state->playerx + 6) {
      state->velx = state->velx + 1;
    }
    state->vely = -abs(state->vely) ;
  }
}

void checkBallCollisions(game_type * game, game_state_type * state, uint16_t x, uint16_t y) {
  checkBrickCollision(game, state, x, y);
  checkBorderCollision(game, state, x, y);
}

void checkBallExit(game_type * game, game_state_type * state, uint16_t x, uint16_t y) {
  if (((y + game->ballsize)  >=  tft.height())) {
    state->remainingLives--;
    updateLives(game->lives, state->remainingLives);
    delay(500);
    state->vely = -abs(state->vely) ;
  }
}

void setBrick(int wall[], uint8_t x, uint8_t y) {
  wall[y] = wall[y] | BIT_MASK[x];
}

void unsetBrick(int wall[], uint8_t x, uint8_t y) {
  wall[y] = wall[y] & ~BIT_MASK[x];
}

boolean isBrickIn(int wall[], uint8_t x, uint8_t y) {
  return wall[y] &  BIT_MASK[x];
}
//////////////////////////////////////////////////////////////
// TFT SETUP
//////////////////////////////////////////////////////////////

void initTft(Adafruit_TFTLCD & tft) {
  tft.reset();
  uint16_t ID = tft.readID();
  tft.begin(ID);
  tft.setRotation(0);
}

//////////////////////////////////////////////////////////////
// Screen Painting methods
//////////////////////////////////////////////////////////////


/**
  Print a text in forecolor over a filled box with background color.
  Rectangle size is calculated to include the whole text without margins

  @param x horizontal coordinate in points left upper corner
  @param y vertical coordinate in points left upper corner
  @param fontsize font size of the text to print
  @param foreColor forecolor of the text to print
  @param backgroundColor color of the filled rect
  @return void
*/
void drawBoxedString(const uint16_t x, const uint16_t y, const char* string, const uint16_t fontsize, const uint16_t foreColor, const uint16_t backgroundColor) {
  tft.setTextSize(fontsize);
  int16_t  x1, y1;
  uint16_t w, h;
  tft.getTextBounds(string, x, y, &x1, &y1, &w, &h);
  tft.fillRect(x, y, w, h, backgroundColor);
  tft.setCursor(x, y);
  tft.setTextColor(foreColor);
  tft.print(string);
}

/**
  Clear the screen to the default backgrounds

  @param void
  @return void
*/
void clearDialog(gameSize_type gameSize) {
  tft.fillRect(gameSize.x, gameSize.y, gameSize.width, gameSize.height,  backgroundColor);
  tft.fillRect(gameSize.x, gameSize.y, gameSize.width, SCORE_SIZE, PRIMARY_DARK_COLOR);
}



//////////////////////////////////////////////////////////////
// READ UI SELECTION
//////////////////////////////////////////////////////////////

/*
   Checks if the user is selecting any of the visible enabled ui elements
   The onTap callback of the selected element is called and it set as pressed

  @param lastSelected the last selection
  @return the new selection

*/
int readUiSelection(game_type * game, game_state_type * state, const int16_t lastSelected ) {
  int16_t xpos, ypos;  //screen coordinates
  TSPoint tp = ts.getPoint();   //tp.x, tp.y are ADC values

  // if sharing pins, you'll need to fix the directions of the touchscreen pins
  pinMode(XM, OUTPUT);
  pinMode(YP, OUTPUT);
  // we have some minimum pressure we consider 'valid'
  // pressure of 0 means no pressing!

  if (tp.z > MINPRESSURE && tp.z < MAXPRESSURE) {
    xpos = map(tp.x, TS_RT, TS_LEFT, 0, tft.width());
    ypos = map(tp.y, TS_BOT, TS_TOP, 0, tft.height());
    // are we in buttons area ?

    if (xpos > tft.width() / 2) {
      state->playerx += 2;
    } else {
      state->playerx -= 2;
    }
    if (state->playerx >= tft.width() - game->playerwidth) state->playerx = tft.width() - game->playerwidth;
    if (state->playerx < 0) state->playerx = 0;
    return 1;

  }
#ifdef DEMO_MODE
  state->playerx = (state->ballx >> game->exponent) - game->playerwidth / 2;
  if (state->playerx >= tft.width() - game->playerwidth) state->playerx = tft.width() - game->playerwidth;
  if (state->playerx < 0) state->playerx = 0;
#endif

  return -1;
}


int waitForTouch() {
  int16_t xpos, ypos;  //screen coordinates
  TSPoint tp = ts.getPoint();   //tp.x, tp.y are ADC values

  // if sharing pins, you'll need to fix the directions of the touchscreen pins
  pinMode(XM, OUTPUT);
  pinMode(YP, OUTPUT);
  // we have some minimum pressure we consider 'valid'
  // pressure of 0 means no pressing!
  if (tp.z > MINPRESSURE && tp.z < MAXPRESSURE) {
    return 1;
  }
  return -1;
}

Credits

Enrique Albertos

Enrique Albertos

12 projects • 38 followers
Pedestrian.

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