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Arduino Runner Game Code

This document contains code for a runner game uploaded to an Arduino Uno. It defines constants for sprites, terrain types, and hero positions. It initializes graphics on an LCD screen and defines functions for advancing the terrain, drawing the hero, and checking for collisions. The main loop handles button input, updates the hero and terrain positions each frame, and ends the game if a collision occurs.

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0% found this document useful (0 votes)
86 views14 pages

Arduino Runner Game Code

This document contains code for a runner game uploaded to an Arduino Uno. It defines constants for sprites, terrain types, and hero positions. It initializes graphics on an LCD screen and defines functions for advancing the terrain, drawing the hero, and checking for collisions. The main loop handles button input, updates the hero and terrain positions each frame, and ends the game if a collision occurs.

Uploaded by

jfg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RUNNER GAME CODE

CODING

This is said to be the code uploaded on the aurdino uno for


running the game
RUNNER GAME CODE
#include <LiquidCrystal.h>

// Constants

#define BTN_PIN 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_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

// Globals

LiquidCrystal lcd(8, 9, 10, 11, 12, 13);

static char terrainUpper[TERRAIN_WIDTH + 1];

static char terrainLower[TERRAIN_WIDTH + 1];

static bool buttonPushed = false;

void setup() {

initializeGraphics();

lcd.begin(16, 2);

pinMode(BTN_PIN, INPUT_PULLUP);

}
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;

// Check if button is pressed

if ( digitalRead(BTN_PIN) == LOW ) {

buttonPushed = true;

// Show start screen if not currently playing game

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 = 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 = 2 + random(10);

} else {

newTerrainType = TERRAIN_EMPTY;

newTerrainDuration = 10 + random(10);

// Jump if button is pressed

if (buttonPushed) {
if (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos =
HERO_POSITION_JUMP_1;

buttonPushed = false;

// Draw hero on screen and check for collisions

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;

delay(100);
}

// Create custom character LCD graphics

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]);

// Fill screen with empty terrain

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;

// Draw hero on screen and check for collisions

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;

// Draw the appropriate sprite for the hero (run or jump)

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;

// Detect collisions with terrain

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;

// Calculate number of digits needed to draw the score

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);

// Draw score in upper right of screen

lcd.setCursor(16 - digits, 0);

lcd.print(score);

terrainUpper[HERO_HORIZONTAL_POSITION] = upperSave;

terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave;

return collide; }

MADE BY RUSHIL
GRADE 8

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