//—————————————————–
// Game “CYCLONE” for Arduino
//Include libraries
#include <Adafruit_NeoPixel.h>
#include <Wire.h>
#include <LiquidCrystal_I2C.h>
#include <EEPROM.h>
//Defines
#define NUMPIXELS 16 // Popular NeoPixel ring size or edit the number of LEDs
#define PIN 2 // Data-Pin to ring or strip
#define PINBTN 6 // Pin for Player-button
#define PINSCORERST 9 // Pin to reset score during first run
#define DISABLEWINDOW 3 //Rounds before the LED before and after target is not valid anymore
//Player-Dot speed defines
#define STARTINTERVAL 250 //”Normal” move
#define MAXINTERVAL 500 //Very slow move
#define MININTERVAL 50 //Very fast move
//Create objects
LiquidCrystal_I2C lcd(0x27,16,2); // set the LCD adress
Adafruit_NeoPixel pixels(NUMPIXELS, PIN, NEO_GRB + NEO_KHZ800); //Init NeoPixel object
bool bFirstRun, bSecureWindow;
int iState = 1;
int iTargetPos, iPlayerPos, iStoredHighscore, iRound, iScore, iInterval; //Vars for the game
int iLastButtonPressed, iButtonState, iDebounceButton; //Vars to debounce button
unsigned long iLastPlayerMove, ulLastDebounceTime; //Timer to debouce button
unsigned long ulDebounceButton = 10; //Debounce-time
int i = 0;
void setup() {
Serial.begin(115200);
Serial.println(“Init serial communication: DONE”);
//Begin init for WS218B-ring or -strip
pixels.begin(); // INITIALIZE NeoPixel strip object (REQUIRED)
pixels.clear(); // Set all pixels to “off”
pixels.setBrightness(20); // Set brightness to 20%
pixels.show(); // Send the updated pixel colors to the hardware.
Serial.println(“Init WS218B-ring: DONE”);
//Begin init display
lcd.init();
lcd.backlight();
lcd.clear();
Serial.println(“Init LCD display: DONE”);
randomSeed(analogRead(0)); // Make randome more randome
Serial.println(“Make randome more randome: DONE”);
//Read latest highscore from EEPROM
iStoredHighscore = EEPROM.read(0);
Serial.println(“Last stored highscore: ” + String(iStoredHighscore));
//Init button with internal pullup-resistor
pinMode(PINBTN,INPUT_PULLUP); //GameBTN
pinMode(PINSCORERST,INPUT_PULLUP); //Reset-Pin for score
//Init some basic-vars
bFirstRun = true; //Enable firstrun
iLastButtonPressed = digitalRead(PINBTN); //Init iLastButtonPressed
iButtonState = digitalRead(PINBTN); //Init iButtonstate
}
void loop() {
int iDebounceButton = DebounceButton(); //Check and debounce button
if(!bFirstRun)
{
if(iState == 1) //Startscreen
{
bSecureWindow = true;
iRound = 1;
iScore = 0;
iInterval = STARTINTERVAL;
lcd.clear();
lcd.home();
lcd.print(“Highscore: ” + String(iStoredHighscore));
lcd.setCursor(0,1);
lcd.print(“Press button …”);
iState = 2;
}
if(iState == 2) //Get Button pressed
{
if(iDebounceButton == LOW)
{
if(iRound == 1) //Only show once during game
Serial.println(“——– New game ——–“);
lcd.clear();
lcd.home();
lcd.print(“Release button”);
lcd.setCursor(0,1);
lcd.print(“to start”);
iState = 3;
}
}
if(iState == 3) //Init next round
{
if(iDebounceButton == HIGH)
{
lcd.clear();
lcd.home();
lcd.print(“Round: ” + String(iRound));
Serial.println(“Round: ” + String(iRound));
lcd.setCursor(0,1);
lcd.print(“Score: ” + String(iScore));
Serial.println(“Score: ” + String(iScore));
iTargetPos = random(0,NUMPIXELS-1);
Serial.println(“New target pos: ” + String(iTargetPos));
iPlayerPos = random(0,NUMPIXELS-1);
while(iTargetPos == iPlayerPos)
iPlayerPos = random(0,NUMPIXELS-1);
Serial.println(“Player start pos: ” + String(iPlayerPos));
iState = 4;
}
}
if(iState == 4) //Draw target and playes dot
{
DrawNextTarget(iTargetPos, bSecureWindow); //Draw new target
DrawPlayer(iPlayerPos); //Draw player dot
iLastPlayerMove = millis(); //Update timer for moving
iState = 5;
}
if(iState == 5) //Wait pressing button and move player dot
{
if(iDebounceButton == LOW)
{
iState = 6;
}
else
{
unsigned long currentMillis = millis();
if(currentMillis – iLastPlayerMove > iInterval)
{
iPlayerPos++;
if(iPlayerPos >= NUMPIXELS)
iPlayerPos = 0;
DrawNextTarget(iTargetPos, bSecureWindow);
DrawPlayer(iPlayerPos);
iLastPlayerMove = currentMillis;
}
}
}
if(iState == 6) //Check if player win
{
if(CheckPlayerPos()) //Winner or loser?
{
iScore++; //Update score
tone(10, 3000, 100);
iRound++; //Update rounds
iState = 2; //Go back to release button
if(iRound > DISABLEWINDOW) //Only target
{
bSecureWindow = false;
iInterval = random(MININTERVAL,MAXINTERVAL);
}
else
iInterval = random(STARTINTERVAL-50,MAXINTERVAL);
Serial.println(“New interval: ” + String(iInterval));
}
else
iState = 90;
}
if(iState == 90) //Game ends
{
Serial.println(“Game ends”);
lcd.clear();
lcd.home();
iDebounceButton = HIGH;
iLastButtonPressed = HIGH;
iButtonState = HIGH;
if(iScore > iStoredHighscore) //New highscore?
{
lcd.print(“New highscore “);
lcd.setCursor(0,1);
lcd.print(“New score: ” + String(iScore));
Serial.println(“New highscore is ” + String(iScore));
EEPROM.write(0,iScore); //Store new highscore to EEPROM
iStoredHighscore = iScore;
}
else //Loser
{
lcd.print(“Game Over”);
lcd.setCursor(0,1);
lcd.print(“You lose”);
Serial.println(“You lose!”);
tone(10, 150, 1000);
}
Serial.println(“——– End game ——–“);
delay(2000);
iState = 1;
}
}
else
InitFirstRun(); //Init Firstrun to check LCD and WS218B-ring
}
//Function to make first run
void InitFirstRun()
{
if(digitalRead(PINSCORERST) == LOW) //Overwrite EEPROM with “0”
{
Serial.println(“Reset highscore”);
for(int iCnt = 0; iCnt < EEPROM.length(); iCnt++)
EEPROM.write(iCnt,0);
}
Serial.println(“—- Start init —-“);
lcd.home();
lcd.print(“Game Cyclone”);
Serial.println(“Game Cyclone”);
lcd.setCursor(0,1);
lcd.print(“(c) M3taKn1ght”);
Serial.print(“(c) M3taKn1ght”);
delay(1000);
lcd.clear();
lcd.home();
lcd.print(” mircemk”);
Serial.println(“For az-Delivery”);
lcd.setCursor(0,1);
lcd.print(“Testing ring …”);
Serial.println(“Testing ring …”);
delay(1000);
pixels.clear();
//Check every single LED
for(int i = 0; i<=51; i+=51)
{
InitRingTest(i,0,0);
delay(50);
}
// pixels.clear();
// for(int i = 0; i<=255; i+=51)
// {
// InitRingTest(0,i,0);
// delay(50);
//}
// pixels.clear();
// for(int i = 0; i<=255; i+=51)
// {
// InitRingTest(0,0,i);
// delay(50);
// }
pixels.clear();
pixels.show();
Serial.println(“—- End init —-“);
bFirstRun = false;
Serial.println(“bFirstRun: ” + String(bFirstRun));
Serial.println(“Activate state for game”);
}
//Simple function to check LED-Ring one by one
void InitRingTest(int iRed, int iGreen, int iBlue)
{
Serial.println(“R: ” + String(iRed) + ” G: ” + String(iGreen) + ” B: ” + String(iBlue));
for(int iPixel = 0; iPixel < NUMPIXELS; iPixel++)
{
pixels.setPixelColor(iPixel, pixels.Color(iRed, iGreen, iBlue));
pixels.show();
int thisPitch = map (iPixel , 0, 16, 1000, 3000);
tone(10, thisPitch,120);
delay(50);
}
}
//Function to draw target an secure area for player
void DrawNextTarget(int iPos, bool bArea)
{
pixels.clear();
pixels.setPixelColor(iPos, pixels.Color(0, 255, 0));
if(bArea)
{
if(iPos – 1 < 0)
pixels.setPixelColor(NUMPIXELS – 1, pixels.Color(255, 136, 0));
else
pixels.setPixelColor(iPos – 1, pixels.Color(255, 136, 0));
if(iPos + 1 >= NUMPIXELS)
pixels.setPixelColor(0, pixels.Color(255, 136, 0));
else
pixels.setPixelColor(iPos + 1, pixels.Color(255, 136, 0));
}
}
//Function to draw players LED
void DrawPlayer(int iPos)
{
if(iPos == iTargetPos) //target and player-dot is equal
pixels.setPixelColor(iPos, pixels.Color(0, 0, 255)); //Dot color will blue
else
pixels.setPixelColor(iPos, pixels.Color(255, 0, 0)); //Otherwise red
pixels.show();
tone(10, 500, 50);
}
//Function to check after pressing button, if user hit the target
bool CheckPlayerPos()
{
if(iTargetPos == iPlayerPos) //Player hit target?
return true;
else
{
if(bSecureWindow) //LED before and after target active?
{
int iBeforeTarget = iTargetPos – 1;
int iAfterTarget = iTargetPos + 1;
if(iBeforeTarget < 0)
iBeforeTarget = NUMPIXELS – 1;
if(iAfterTarget >= NUMPIXELS)
iAfterTarget = 0;
if(iBeforeTarget == iPlayerPos || iAfterTarget == iPlayerPos)
return true;
else
return false;
}
else
return false;
}
}
//Function to debounce button
int DebounceButton()
{
int iCurrentButtonState = digitalRead(PINBTN);
if(iCurrentButtonState != iLastButtonPressed)
ulLastDebounceTime = millis();
if((millis() – ulLastDebounceTime) > ulDebounceButton)
{
if(iCurrentButtonState != iButtonState)
iButtonState = iCurrentButtonState;
}
iLastButtonPressed = iCurrentButtonState;
return iButtonState;
}
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