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标题:
Arduino驱动8*8点阵模块 附原理图及一个打乒乓球的游戏代码
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作者:
YFRobot
时间:
2014-2-20 20:35
标题:
Arduino驱动8*8点阵模块 附原理图及一个打乒乓球的游戏代码
本帖最后由 AllBlue 于 2020-2-4 09:32 编辑
一位来自葡萄牙的arduino爱好者,在他的BLOG中分享了一个基于Arduino平台的游戏,下面是他的作品:
[attach]809[/attach]
原文地址:
http://blog.bsoares.com.br/ardui ... d-matrix-on-arduino
利用常见的8*8点阵作为“游戏机”的显示屏,两个10K的电位器作为双方的“球拍”,控制器采用的是Arduino的
Duemilanove兼容板
。当顺时针拧电位器时,球拍向左移动;反向则向右移动。
游戏代码:
/**
* Ping Pong with 8x8 Led Dot Matrix on Arduino
*
* @author Bruno Soares
* @website www.bsoares.com.br
*/
#include "TimerOne.h"
#define PIN_LEFT 4
#define PIN_RIGHT 5
unsigned int left = 0;
unsigned int right = 0;
int angle = 0;
int radians;
byte rows[8] = {9, 14, 8, 12, 1, 7, 2, 5};
byte cols[8] = {13, 3, 4, 10, 6, 11, 15, 16};
byte pins[16] = {5, 4, 3, 2, 14, 15, 16, 17, 13, 12, 11, 10, 9, 8, 7, 6};
byte screen[8] = {0, 0, 0, 0, 0, 0, 0, 0};
volatile byte screenRow = 0;
volatile byte screenCol = 0;
int _angle;
int _px;
int _py;
int _w = 7;
int _h = 7;
int _wall[] = {3, 3};
int _count = 0;
int _speed = 3;
int _countPoints = 0;
void setup() {
Timer1.initialize(100);
for (int i = 2; i <= 17; i++)
pinMode(i, OUTPUT);
Timer1.attachInterrupt(doubleBuffer);
Serial.begin(9600);
face();
reset();
}
void doubleBuffer() {
digitalWrite(translatePin(rows[screenRow]), LOW);
digitalWrite(translatePin(cols[screenCol]), HIGH);
screenCol++;
if (screenCol >= 8) {
screenCol = 0;
screenRow++;
if (screenRow >= 8) {
screenRow = 0;
}
}
if((screen[screenRow] >> screenCol) & B1 == B1) {
digitalWrite(translatePin(rows[screenRow]), HIGH);
digitalWrite(translatePin(cols[screenCol]), LOW);
} else {
digitalWrite(translatePin(rows[screenRow]), LOW);
digitalWrite(translatePin(cols[screenCol]), HIGH);
}
}
byte translatePin(byte original) {
return pins[original - 1];
}
void allOFF() {
for (int i = 0; i < 8; i++)
screen[i] = 0;
}
void on(byte row, byte column) {
screen[column-1] |= (B1 << (row - 1));
}
void off(byte row, byte column) {
screen[column-1] &= ~(B1 << (row - 1));
}
void calcWall()
{
left = analogRead(PIN_LEFT);
right = analogRead(PIN_RIGHT);
left = constrain(map(left, 223, 800, 0, 6), 0, 6);
right = constrain(map(right, 223, 800, 6, 0), 0, 6);
clearWall();
on(1, left + 1);
on(1, left + 2);
on(8, right + 1);
on(8, right + 2);
_wall[0] = left;
_wall[1] = right;
show();
}
void clearWall()
{
for (int i = 0; i < 8; i++)
screen[i] &= B01111110;
}
void clearGame()
{
for (int i = 0; i < 8; i++)
screen[i] &= B10000001;
}
void loop() {
calcWall();
enterFrameHandler();
delay(50);
}
void enterFrameHandler()
{
if (_count++ < _speed)
return;
_count = 0;
checkCollision();
calcAngleIncrement();
show();
}
void retorted(int angle)
{
Serial.println(angle);
_angle = angle;
if (++_countPoints % 5 == 0 && _speed > 1)
_speed--;
}
void resetAnim()
{
for (int i = 0; i < 8; i++)
{
screen[i] = B11111111;
delay(25);
}
for (int i = 0; i < 8; i++)
{
screen[i] = B00000000;
delay(25);
}
}
void face()
{
on(1, 1);
on(1, 2);
on(2, 1);
on(2, 2);
on(7, 1);
on(7, 2);
on(8, 1);
on(8, 2);
on(1, 1);
on(1, 2);
on(4, 4);
on(4, 5);
on(5, 4);
on(5, 5);
on(2, 7);
on(7, 7);
on(3, 8);
on(4, 8);
on(5, 8);
on(6, 8);
delay(5000);
}
void reset()
{
resetAnim();
_px = random(3, 5);
_py = random(3, 5);
_angle = random(0, 2) == 0 ? 0 : 180;
_speed = 5;
_countPoints = 0;
show();
delay(500);
}
void show()
{
clearGame();
on(_px + 1, _py + 1);
}
void checkCollision()
{
if (_px == _w - 1)
{
if (_angle == 315 || _angle == 0 || _angle == 45)
{
if (_py == _wall[1] || _py == _wall[1] + 1)
{
if (_angle == 0 && _py == _wall[1])
retorted(225);
else if (_angle == 0 && _py == _wall[1] + 1)
retorted(135);
else if (_angle == 45 && _py == _wall[1])
retorted(135);
else if (_angle == 45 && _py == _wall[1] + 1)
retorted(180);
else if (_angle == 315 && _py == _wall[1])
retorted(180);
else if (_angle == 315 && _py == _wall[1] + 1)
retorted(225);
}
}
}
else if (_px == 1)
{
if (_angle == 225 || _angle == 180 || _angle == 135)
{
if (_py == _wall[0] || _py == _wall[0] + 1)
{
if (_angle == 180 && _py == _wall[0])
retorted(315);
else if (_angle == 180 && _py == _wall[0] + 1)
retorted(45);
else if (_angle == 135 && _py == _wall[0])
retorted(45);
else if (_angle == 135 && _py == _wall[0] + 1)
retorted(0);
else if (_angle == 225 && _py == _wall[0])
retorted(0);
else if (_angle == 225 && _py == _wall[0] + 1)
retorted(315);
}
}
}
if (_px == _w)
{
reset();
}
else if (_px == 0)
{
reset();
}
else if (_py == _h)
{
if (_angle == 45)
_angle = 315;
else if (_angle == 135)
_angle = 225;
}
else if (_py == 0)
{
if (_angle == 225)
_angle = 135;
else if (_angle == 315)
_angle = 45;
}
}
void calcAngleIncrement()
{
if (_angle == 0 || _angle == 360)
{
_px += 1;
}
else if (_angle == 45)
{
_px += 1;
_py += 1;
}
else if (_angle == 135)
{
_px -= 1;
_py += 1;
}
else if (_angle == 180)
{
_px -= 1;
}
else if (_angle == 225)
{
_px -= 1;
_py -= 1;
}
else if (_angle == 315)
{
_px += 1;
_py -= 1;
}
}
复制代码
对应引脚接线:(下图左侧红框内表示arduino接口,14为A0,15为A1 ...依次类推,“球拍”接A4及A5)
[attach]810[/attach]
因为点阵显示单元就占用了arduino 主板16个IO引脚,如果想扩展比分显示单元,或者将电位器换成按键,几乎无法实现。我们可以利用74HC595来对点阵的引脚进行简化,通过下面的电路,我们在实际控制的时候只需要用到3根信号线即可搞定。
*因为是动态扫描显示,图中的8个限流电阻可以舍去,还可以提高亮度。
[attach]811[/attach]
实物接线,用按键代替了电位器(更符合人们的操作习惯),另外加入一个液晶,可以实时的将游戏比分记录下来。
[attach]812[/attach]
代码下载:[attach]813[/attach]
作者:
hero_sun
时间:
2016-1-28 14:11
有视频吗?
作者:
狱锁狂龙
时间:
2020-2-3 13:15
nice ^^^^^^^^nice
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