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[02] Das 2x16 Zeichen Display

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[02] Das 2x16 Zeichen Display Empty [02] Das 2x16 Zeichen Display

Beitrag von Mandy Di Mai 10, 2011 10:51 pm

Heute baue ich nach der Hamster-Manier ein Labyrinth auf und lasse eine imaginäre Spielfigur hindurchwandern.

Dazu verwende ich ein Arduino Uno, ein LCD Keypad Shield und ein 2x16 LCD weiß auf blau (http://www.komputer.de/zen/index.php?main_page=produ...).

Das ist der Code:
Code:
/*
 Little text adventure
 
 By DarkAngel
 
 *technikzumanfassen.forenverzeichnis.com*
 
 XXXXXXXXXX
 X O      X
 X  X  X X
 X XXX  X X
 X  XC X X  <-- your Char ;-)
 XE  X  XSX
 XXX XXXXXX
    ^ Exit
 */
#include <LCD4Bit_mod.h>
//create object to control an LCD.  // (original Code from example)
//number of lines in display=2
LCD4Bit_mod lcd = LCD4Bit_mod(2);
//Key sequence: right, up, down, left, select
int adc_key_val[5] ={
  30, 150, 360, 535, 760 };
int NUM_KEYS = 5;  // there are 5 keys
int adc_key_in;
int key=-1;
int last_key=-1;  // needed to go back to last position
// Variables for the game
int playerposition[2] = {
  4, 5};
int x = playerposition[0]; // giving actual player position to variables
int y = playerposition[1]; // needed for next position and status
int playfield[9][7] =  {
  { 0,0,0,0,0,0,0  }
  ,
  { 0,1,1,1,1,5,0  }
  ,
  { 0,2,1,0,1,1,9  }
  ,
  { 0,1,0,0,0,0,0  }
  ,
  { 0,1,1,1,1,1,0  }
  ,
  { 0,1,1,1,1,1,0  }
  ,
  { 0,1,0,0,0,0,0  }
  ,
  { 0,1,1,1,1,3,0  }
  ,
  { 0,0,0,0,0,0,0  }
}; // 0=wall, 1=free field, 2=coin, 3=weapon, 5=enemy, 9=exit
  // and I really don't know why this has to be rotated right by 90° and horizontally flipped...
int inventory[1];  //only to say the player if he has a weapon
char messages[10][19] =  {
  "a tree...        ",
  "moving          ",
  "got a coin      ",
  "got a weapon    ",
  "an enemy        ",
  "defended        ",
  "enemy dies      ",
  "nothing to defend",
  "you die          ",
  "GAME OVER        "};
void setup()
{
  // (original Code from example)
  pinMode(13, OUTPUT);  //we'll use the debug LED to output a heartbeat
  lcd.init();
  //optionally, now set up our application-specific display settings, overriding whatever the lcd did in lcd.init()
  http://lcd.commandWrite(0x0F);//cursor on, display on, blink on.  (nasty!)
  lcd.clear();
  lcd.printIn("In the woods");  // my Title ;-)
  Serial.begin(9600);
}
void loop()
{
  lcd.cursorTo(2, 0);  //line=2, x=0  (original Code from example)
  if(x==0 && y==0) // if game over, don't do anything
  {
    delay(5000);
  }
  else
  { 
    adc_key_in = analogRead(0);    // read the value from the sensor  (original Code from example)
    digitalWrite(13, HIGH);
    key = get_key(adc_key_in);    // convert into key press  (original Code from example)
    delay(50);            // wait for debounce time  (original Code from example)
    adc_key_in = analogRead(0);    // read the value from the sensor  (original Code from example)
    key = get_key(adc_key_in);    // convert into key press  (original Code from example)
    digitalWrite(13, LOW);  // (original Code from example)
    if (key >=0)                  // if pressed any key
    {
      delay(50);
      int z = get_point(key);      // sending the pressed key to function get_point
      delay(100);
      key=-1;
      if(z==0)                    // if standing in front of a tree, tell them
      {
        switch(last_key)
        {
        case 0:
          x--;
          break;
        case 1:
          y++;
          break;
        case 2:
          y--;
          break;
        case 3:
          x++;
          break;
        default:
          last_key = -1;
          break;
        }
        lcd.cursorTo(2, 0);
        lcd.printIn(messages[z]);
        lcd.cursorTo(2, 0);
      } // End z==0
        if(z==1 || z==2)            // if found a coin or free field, move
      {
        playerposition[0] = x;
        playerposition[1] = y;
        playfield[x][y] = '1';    // remove coin from map
        lcd.cursorTo(2, 0);
        lcd.printIn(messages[z]);  // the coin has no use (yet)
        lcd.cursorTo(2, 0);
      } // End z==1, z==2
      if(z==3)                    // if found a weapon, equip it and move
      {
        inventory[0] = 3;
        playerposition[0] = x;
        playerposition[1] = y;
        playfield[x][y] = '1';    // remove weapon from map
        lcd.cursorTo(2, 0);
        lcd.printIn(messages[z]);
        lcd.cursorTo(2, 0);
      } // End z==3
      if(z==5)                    // if found an enemy, search weapon
      {
        playerposition[0] = x;
        playerposition[1] = y;
        playfield[x][y] = '1';    // remove enemy from map
        if(inventory[0]==3)        // if weapon is found,
        {
          lcd.cursorTo(2, 0);
          lcd.printIn(messages[5]);  // destroy enemy
          delay(500);
          lcd.cursorTo(2, 0);
          lcd.printIn(messages[6]);  // and win game
          lcd.cursorTo(2, 0);
          delay(1500);
          z = 9;
        }
        else
        {
          lcd.cursorTo(2, 0);
          lcd.printIn(messages[7]);  // else you will be destroyed by enemy
          delay(500);
          lcd.cursorTo(2, 0);
          lcd.printIn(messages[8]);  // Game Over
          lcd.cursorTo(2, 0);
          z = 9;
        }
      }//end z==5
      if(z==9)                    // if game is lost or won, show game over
      {
        x=0;
        y=0;
        lcd.cursorTo(2, 0);
        lcd.printIn(messages[9]);
        delay(5000);
      }//end z==9       
    }//end key>=0 
  }//end else
}

// Convert ADC value to key number    (original Code from example)
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;
}
/*************************
 * Get point on playfield *
 **************************/
int get_point(unsigned int key)
{
  lcd.cursorTo(2, 0);
  int point;
  if(key==0)                // show direction where you wanted to go
  {
    x++;
    last_key=0;
    lcd.printIn("right            ");
    lcd.cursorTo(2, 0);
    delay(100);
  }
  if(key==1)
  {
    y--;
    last_key=1;
    lcd.printIn("up              ");
    lcd.cursorTo(2, 0);
    delay(100);
  }
  if(key==2)
  {
    y++;
    last_key=2;
    lcd.printIn("down            ");
    lcd.cursorTo(2, 0);
    delay(100);
  }
  if(key==3)
  {
    x--;
    last_key=3;
    lcd.printIn("left            ");
    lcd.cursorTo(2, 0);
    delay(100);
  }
  if(key==4)                // if select key was pressed, show inventory
  {
    if(inventory[0]==3)
    {
      lcd.printIn("weapon          ");
      lcd.cursorTo(2, 0);
      delay(500);
    }
    else
    {
      lcd.printIn("nothing          ");
      lcd.cursorTo(2, 0);
      delay(500);
    }
  }
  point = playfield[x][y];  // get point of playfield where you wanted to go
  switch(point)
  {
  case 0:
    return 0;              // point is a wall (tree)?
    break;
  case 1:
    return 1;              // point is a free field?
    break;
  case 2:
    return 2;              // point is a coin (and actually a free field)?
    break;
  case 3:
    return 3;              // point is a weapon?
    break; 
  case 5:
    return 5;              // point is the enemy?
    break;
  case 9:
    return 9;              // point is the exit?
    break;
  }
}

Viel Spaß damit.

Mandy
Admin

Anzahl der Beiträge : 21
Anmeldedatum : 27.04.11
Ort : NRW

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