hey there Electronic Enthusiasts!
Kids, Adults, Seniors, in fact everyone loves games! so here is another Awesome Project based on Arduino, yes its a GAME, follow this pretty INSTRUCTABLE to make your own Arduino LCD Stick Man Game!
Step 1: Watch the Video!
Step 2: Gather the Material
for this project, we will require the following Material
A. Electronics
1. Arduino Nano : https://www.gearbest.com/boards-shields/pp_1313295…
2. I2C LCD Display : https://www.gearbest.com/lcd-led-display-module/pp…
3. Push Button : https://www.gearbest.com/development-boards/pp_144…
4. Wire : https://www.gearbest.com/other-accessories/pp_1367…
B. Misc
1. Case : https://www.amazon.com/Crystal-Hinged-Plastic-Trad…
C. Tools
1. Solder Iron : https://www.gearbest.com/soldering-supplies/pp_313…
2. Wire Stripper : Wire Stripper Link
3. HotGlue Gun : https://www.gearbest.com/other-tools/pp_0098709883…
Step 3: Upload the Code to Arduino
<p>#include <Liquidcrystal_i2c.h> <liquidcrystal_i2c.h>#include <wire.h><wire.h></wire.h></liquidcrystal_i2c.h></p><p>#define PIN_BUTTON 2 #define PIN_AUTOPLAY 1 #define PIN_READWRITE 10 #define PIN_CONTRAST 7</p><p>#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</p><p>#define HERO_HORIZONTAL_POSITION 1 // Horizontal position of hero on screen</p><p>#define TERRAIN_WIDTH 16 #define TERRAIN_EMPTY 0 #define TERRAIN_LOWER_BLOCK 1 #define TERRAIN_UPPER_BLOCK 2</p><p>#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)</p><p>#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</p><p>#define HERO_POSITION_RUN_UPPER_1 11 // Hero is running on upper row (pose 1) #define HERO_POSITION_RUN_UPPER_2 12 // (pose 2)</p><p>LiquidCrystal_I2C lcd(0x27, 16, 2);</p><p>static char terrainUpper[TERRAIN_WIDTH + 1]; static char terrainLower[TERRAIN_WIDTH + 1]; static bool buttonPushed = false;</p><p>void initializeGraphics() { static byte graphics[] =</p><p> { // 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)</p><p> { lcd.createChar(i + 1, &graphics[i * 8]); } for (i = 0; i < TERRAIN_WIDTH; ++i) { terrainUpper[i] = SPRITE_TERRAIN_EMPTY; terrainLower[i] = SPRITE_TERRAIN_EMPTY; } }</p><p>// 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; } } }</p><p>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; 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; } if (upper != ' ') </p><p>{ terrainUpper[HERO_HORIZONTAL_POSITION] = upper; collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true; } if (lower != ' ') </p><p>{ terrainLower[HERO_HORIZONTAL_POSITION] = lower; collide |= (lowerSave == SPRITE_TERRAIN_EMPTY) ? false : true; }</p><p> byte digits = (score > 9999) ? 5 : (score > 999) ? 4 : (score > 99) ? 3 : (score > 9) ? 2 : 1;</p><p> // 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);</p><p> lcd.setCursor(16 - digits, 0); lcd.print(score);</p><p> terrainUpper[HERO_HORIZONTAL_POSITION] = upperSave; terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave; return collide; }</p><p> // Handle the button push as an interrupt void buttonPush()</p><p> { buttonPushed = true; }</p><p>void setup() </p><p>{ pinMode(PIN_READWRITE, OUTPUT); digitalWrite(PIN_READWRITE, LOW); pinMode(PIN_CONTRAST, OUTPUT); digitalWrite(PIN_CONTRAST, LOW); pinMode(PIN_BUTTON, INPUT); digitalWrite(PIN_BUTTON, HIGH); pinMode(PIN_AUTOPLAY, OUTPUT); digitalWrite(PIN_AUTOPLAY, HIGH); lcd.init(); lcd.backlight();</p><p> // Digital pin 2 maps to interrupt 0 attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);</p><p> initializeGraphics();</p><p> lcd.begin(16, 2); }</p><p>void loop() </p><p>{ 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;</p><p> if (!playing)</p><p> { drawHero((blink) ? HERO_POSITION_OFF : heroPos, terrainUpper, terrainLower, distance >> 3); if (blink) </p><p>{ lcd.setCursor(0, 0); lcd.print("Press Start"); } delay(250); blink = !blink; if (buttonPushed) </p><p>{ initializeGraphics(); heroPos = HERO_POSITION_RUN_LOWER_1; playing = true; buttonPushed = false; distance = 0; } return; }</p><p> // 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);</p><p> // Make new terrain to enter on the right if (--newTerrainDuration == 0)</p><p> { if (newTerrainType == TERRAIN_EMPTY)</p><p> { newTerrainType = (random(3) == 0) ? TERRAIN_UPPER_BLOCK : TERRAIN_LOWER_BLOCK; newTerrainDuration = 2 + random(10); }</p><p> else </p><p>{ newTerrainType = TERRAIN_EMPTY; newTerrainDuration = 10 + random(10); } }</p><p> if (buttonPushed)</p><p> {</p><p> if (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos = HERO_POSITION_JUMP_1; buttonPushed = false; }</p><p> if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3))</p><p> { playing = false; // The hero collided with something. Too bad. }</p><p> else</p><p> { if (heroPos == HERO_POSITION_RUN_LOWER_2 || heroPos == HERO_POSITION_JUMP_8) </p><p>{ 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; } </p><p>else </p><p>{ ++heroPos; } ++distance;</p><p> digitalWrite(PIN_AUTOPLAY, terrainLower[HERO_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW); } delay(100); }</p>
upload the attached code into your Arduino Nano Board.
if you find difficulty in uploading the code, here is a video that will help you to solve those problems
Step 4: Connect the LCD and PUSH Button to Arduino
This is a simple arduino project, so in connections we just connected I2C L.C.D. display and a push button.
here is a video for I2C L.C.D. basics incase if you are new
Connection Summary
I2C LCD Display’s :
SCL– pin A5
SDA – pin A4
VCC – 5V
GND – GND
PUSH BUTTON :
between pin D2 & GND.
Step 5: Mount LCD on the LEAD of BOX
to make the enclosure box, we will start with creating a slot for our LCD display on the LEAD of the Plastic box we choose for this project.
to Mount the LCD:
- Mark the edges of LCD screen on the LEAD of Container. ( Dimension of LCD are 70mm X 25mm)
- use a ruler to draw accurate and straight lines along the edges of LCD.
- use a BOX Cutter to cut the marked area along the lines we created.
- Mark the holes using a CD marker with reference of holes on LCDs PCB board. (size of Holes is M3)
- using a hand Drill, plot the holes on the LEAD of BOX.
- mount the LCD and fix it with the M3 bolts and nuts.
Step 6: Mount the PUSH BUTTON
the Push Button is used to interact with the user, it provides INPUT to the arduino.
to mount the Push Button:
- Mark the diameter of the switch using a CD marker.
- use hand drill to make a pilot hole and increase the hole using box cutter or use soler iron to directly create a hole for the required size.
- using the nut, fix the switch to the lead of the container.
Step 7: Mount the Arduino Inside BOX
to mount the ARDUINO inside the BOX, we will first need to make a slot on the BOX for USB to pop in.
to Mount ARDUINO:
- Using a permanent marker, copy the outlines of USB port of arduino
- using a Box Cutter, cut the slot for USB port.
- using the hot glue gun, fix the arduino nano in such a way that usb port comes out of the slot we created and thus usb port is accessible.
Source: Arduino LCD Stick Man Game!