Arduino Arduino Lcd Keypad ile Oyun Yapımı By Konuk Yazar Posted on 24 Ekim 2017 10 min read 0 0 6,835 Paylaş ! Facebook Paylaş ! Twitter Paylaş ! Google+ Paylaş ! Reddit Paylaş ! Pinterest Paylaş ! Linkedin Paylaş ! Tumblr Herkese iyi çalışmalar arduino keypad ile bir proje yapalım 🙂 projemiz bir oyun projesi olucak oldukça kolay ve eglenceli bir proje Neden Lcd Keypad ? lcd keypad kullanmamızın amacı kablo bağlantılarından bizi kurtarması olacaktır. Ve bize bir gamepad havası verecektir. Peki lcd kullanamazmıyız kullanırız hatta hiç bir kod değişimi yapmadan sadece 4 adet daha buton eklememiz gerekicek . Lcd keypad ı mızı arduinomuza taktıktan sonra projemizin bağlantıları tamamdır. şimdi kod kısmına geçelim 🙂 Kullanılan Mazemeler ve Fiyatları : Arduino Uno (20 TL) Lcd keypadsheild (15 TL) Kod : #include <LiquidCrystal.h> #include <LCDKeypad.h> #define STATE_GAME 1 #define STATE_GAME_LOST 2 #define STATE_GAME_WON 3 #define STATE_MENU 0 #define KEY_UP 1 #define KEY_DOWN 2 #define KEY_RIGHT 0 #define KEY_LEFT 3 #define KEY_SELECT 5 int state = STATE_MENU; int lcd_width = 16; // Detect physical key press. Very neat, this board // maps the 5 physical keys to 1 analog input! The // mapping below lets us determine which key was pressed int adc_key_val[5] ={ 50, 200, 400, 600, 800 }; int adc_key_in; int NUM_KEYS = 5; int key = -1; int oldkey = -1; // the default timing interval of the game int interval = 300; long previousMillis = 0; // define the player and starting position String player_ship = “[=>”; int player_position_y = 0; int player_position_x = 1; int number_of_enemies = 20; // This defines the enemies if you want to build your level by hand. // Below, these values will be overwritten by random values. But I // wanted to leave this in so you can see how to define a level. // Simply comment out the code below that fills in random the values. int enemies_x[20] = { 16, 22, 27, 34, 38, 42, 47, 51, 54, 58, 65, 70, 74, 78, 83, 87, 91, 95, 99, 104}; int enemies_y[20] = { 1, 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 1, 0}; // the current difficulty setting of the game int difficulty = 3; LiquidCrystal lcd(8, 13, 9, 4, 5, 6, 7); void setup() { // initialize the serial port Serial.begin(9600); // initialize the lcd screen lcd.begin(16,2); // clear the lcd screen and show the game startup text lcd.clear(); lcd.setCursor(0,0); lcd.print(” Arduino Bey “); lcd.setCursor(0,1); lcd.print(” Oyun Baslasin !!”); // seed the random number generator so we get different values every new run // analog pin 1 should be a “fairly” random value because it is “floating” randomSeed(analogRead(1)); // randomly generate the placement of the enemies so each game is different. // first, make sure we start with at least the width of the lcd so no enemies // are on the screen when we first launch. Also need to be sure we have at // least the ship length between the enemies to be sure the game is solvable! // COMMENT OUT THE BLOCK BELOW TO USE DEININED VALUES ABOVE int accumulation = lcd_width; for(int i=0; i<number_of_enemies; i++) { // randomly pick a number between the ship’s length and 8 accumulation += random((player_ship.length()+1), 8); enemies_x[i] = accumulation; enemies_y[i] = random(0,2); } // show the startup text for 2 seconds delay(2000); } void loop() { unsigned long currentMillis = millis(); // only do this after the defined interval has passed since the last time if(currentMillis – previousMillis > interval) { // remember when we do this block previousMillis = currentMillis; if(state == STATE_MENU) { lcd.clear(); lcd.setCursor(0, 0); lcd.print(“Right a Bas”); showDifficulty(); } else if(state == STATE_GAME) { // clear the screen and draw the player lcd.clear(); lcd.setCursor(player_position_x, player_position_y); lcd.print(player_ship); // for each enemy for(int i=0; i<number_of_enemies; i++) { // move them to the left 1 space enemies_x[i] = enemies_x[i] – 1; // and draw them where they should appear if(enemies_x[i] >= 0 && enemies_x[i] <= lcd_width) { lcd.setCursor(enemies_x[i], enemies_y[i]); lcd.print(“*”); } // check to see if any enemy touches the player, if so, GAME OVER!!! if((enemies_x[i] <= player_position_x+player_ship.length()) && (enemies_x[i] >= player_position_x) && (enemies_y[i] == player_position_y)) state = STATE_GAME_LOST; } // check to see if all enemies have been passed, if so, GAME WON!!! if(enemies_x[(number_of_enemies-1)] < 0) state = STATE_GAME_WON; } else if(state == STATE_GAME_LOST) { lcd.clear(); lcd.setCursor(2, 0); lcd.print(“OYUN BITTI”); } else if(state == STATE_GAME_WON) { lcd.clear(); lcd.setCursor(3, 0); lcd.print(“KAZANDIN!!!”); } } // check for key presses on every cycle // read the value from the sensor adc_key_in = analogRead(0); // convert into key press key = get_key(adc_key_in); // if keypress is detected if (key != oldkey) { // we want to “debounce” the switch so we don’t get multiple presses delay(50); // read the value from the sensor adc_key_in = analogRead(0); // convert into key press key = get_key(adc_key_in); if (key != oldkey) { oldkey = key; if (key >= 0) { // we have a valid key if(key == KEY_DOWN) { // this key has different functions based on the state of our game! if(state == STATE_GAME) { player_position_y = 1; } else if(state == STATE_MENU) { if(difficulty < 4) { difficulty = difficulty + 1; interval = difficulty * 100; } } } else if(key == KEY_UP) { // this key has different functions based on the state of our game! if(state == STATE_GAME) { player_position_y = 0; } else if (state == STATE_MENU) { if(difficulty >= 2) { difficulty = difficulty – 1; interval = difficulty * 100; } } } else if(key == KEY_RIGHT) { lcd.clear(); lcd.setCursor(0, 0); lcd.print(“Oyun basliyor…”); delay(1000); state = STATE_GAME; } } } } } // convenience method for displaying the difficulty void showDifficulty() { lcd.setCursor(0, 1); if(difficulty == 1) lcd.print(“Seviye : Cok Zor!”); else if(difficulty == 2) lcd.print(“Seviye : Zor”); else if(difficulty == 3) lcd.print(“Seviye : Normal”); else if(difficulty == 4) lcd.print(“Seviye : Kolay”); } // Convert ADC value to key number 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; } Kodu Arduinomuza yükledikten sonra işlem tamamdır hepinize iyi oyunlar dilerim 🙂