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SPACE_INVADERS.ino
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SPACE_INVADERS.ino
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#include <LiquidCrystal_I2C.h>
LiquidCrystal_I2C lcd(0x27, 20, 4);
#if defined(ARDUINO) && ARDUINO >= 100
#define printByte(args) write(args);
#else
#define printByte(args) print(args,BYTE);
#endif
#define X A0
#define Y A1
#define CLK 2
uint8_t empty[8] = {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0};
uint8_t spaceship[8] = {0x18, 0xc, 0xe, 0xf, 0xf, 0xe, 0xc, 0x18};
uint8_t gem[8] = {0x0, 0x0, 0x4, 0xe, 0xe, 0x4, 0x0, 0x0};
uint8_t meteor[8] = {0x4, 0xe, 0x1f, 0x1f, 0x1f, 0x1f, 0xe, 0x4};
uint8_t bullet[8] = {0x0, 0x0, 0x0, 0xe, 0xe, 0x0, 0x0, 0x0};
uint8_t heart[8] = {0x0, 0xa, 0x1f, 0x1f, 0xe, 0x4, 0x0, 0x0};
uint8_t lmeteor[8] = {0x0, 0x1, 0x3, 0x3, 0x3, 0x3, 0x1, 0x0};
uint8_t rmeteor[8] = {0x0, 0x10, 0x18, 0x18, 0x18, 0x18, 0x10, 0x0};
byte score_s = 0;
byte x_s = 0;
byte y_s = 1;
byte health = 5;
byte matrix[4][20] = {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4},
{7, 0, 0, 2, 0, 0, 0, 2, 0, 0, 2, 0, 1, 0, 2, 0, 1, 0, 0, 2},
{0, 0, 0, 0, 2, 0, 1, 0, 0, 1, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0},
{2, 0, 1, 0, 0, 0, 0, 2, 0, 2, 0, 1, 0, 2, 0, 0, 0, 2, 0, 0}
};
byte matrix_real[4][20] = {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4},
{7, 0, 0, 2, 0, 0, 0, 2, 0, 0, 2, 0, 1, 0, 2, 0, 1, 0, 0, 2},
{0, 0, 0, 0, 2, 0, 1, 0, 0, 1, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0},
{2, 0, 1, 0, 0, 0, 0, 2, 0, 2, 0, 1, 0, 2, 0, 0, 0, 2, 0, 0}
};
void(* resetFunc) (void) = 0;
void input() {
if (analogRead(X) >= 768 && x_s < 19 && matrix[y_s][x_s + 1] != 2 && matrix[y_s][x_s + 1] != 3 && matrix[y_s][x_s + 1] != 5 && matrix[y_s][x_s + 1] != 6) {
matrix[y_s][x_s] = 0;
x_s++;
matrix[y_s][x_s] = 7;
tone(3, 400, 10);
}
if (analogRead(Y) >= 768 && y_s > 1 && matrix[y_s - 1][x_s] != 2 && matrix[y_s - 1][x_s] != 3 && matrix[y_s - 1][x_s] != 5 && matrix[y_s - 1][x_s] != 6) {
matrix[y_s][x_s] = 0;
y_s--;
matrix[y_s][x_s] = 7;
tone(3, 400, 10);
}
if (analogRead(X) <= 256 && x_s > 0 && matrix[y_s][x_s - 1] != 2 && matrix[y_s][x_s - 1] != 3 && matrix[y_s][x_s - 1] != 5 && matrix[y_s][x_s - 1] != 6) {
matrix[y_s][x_s] = 0;
x_s--;
matrix[y_s][x_s] = 7;
tone(3, 400, 10);
}
if (analogRead(Y) <= 256 && y_s < 3 && matrix[y_s + 1][x_s] != 2 && matrix[y_s + 1][x_s] != 3 && matrix[y_s + 1][x_s] != 5 && matrix[y_s + 1][x_s] != 6) {
matrix[y_s][x_s] = 0;
y_s++;
matrix[y_s][x_s] = 7;
tone(3, 400, 10);
}
}
void update_tact() {
for (byte j = 0; j < 4; j++) {
for (byte i = 0; i < 20; i++) {
if (matrix[j][i] == 1 && i > 0) {
if (matrix[j][i - 1] == 7) {
matrix[j][i] = 0;
score_s += 2;
}
else {
matrix[j][i - 1] = 1;
matrix[j][i] = 0;
}
}
if (matrix[j][i] == 2 && i > 0) {
if (matrix[j][i - 1] == 7) {
matrix[j][i] = 0;
matrix[0][14 + health] = 0;
health--;
}
else {
matrix[j][i - 1] = 5;
matrix[j][i] = 6;
}
}
if (matrix[j][i] == 2 && i == 0) {
matrix[j][19] = 2;
matrix[j][0] = 0;
}
if (matrix[j][i] == 1 && i == 0) {
matrix[j][19] = 1;
matrix[j][0] = 0;
}
if (matrix[j][i] == 5) {
matrix[j][i] = 2;
matrix[j][i + 1] = 0;
}
}
}
score_s++;
}
void render() {
for (byte j = 0; j < 4; j++) {
for (byte i = 0; i < 20; i++) {
lcd.setCursor(i, j);
lcd.printByte(matrix[j][i]);
}
}
}
void setup() {
// put your setup code here, to run once:
health = 5;
lcd.init();
lcd.backlight();
lcd.begin(20, 4);
lcd.createChar(0, empty);
lcd.createChar(1, gem);
lcd.createChar(2, meteor);
lcd.createChar(3, bullet);
lcd.createChar(4, heart);
lcd.createChar(5, lmeteor);
lcd.createChar(6, rmeteor);
lcd.createChar(7, spaceship);
pinMode(X, INPUT);
pinMode(Y, INPUT);
pinMode(CLK, INPUT);
digitalWrite(CLK, HIGH);
lcd.setCursor(0, 1);
lcd.print("WELCOME TO THE GAME:");
lcd.setCursor(3, 2);
lcd.print("SPACE INVADERS");
delay(2000);
lcd.clear();
x_s = 0;
y_s = 1;
for (byte j = 1; j < 4; j++) {
for (byte i = 0; i < 20; i++) {
lcd.setCursor(i, j);
lcd.printByte(matrix_real[j][i]);
}
}
for (byte j = 1; j < 4; j++) {
for (byte i = 0; i < 20; i++) {
matrix[j][i] = matrix_real[j][i];
}
}
delay(1000);
}
//const unsigned int fps = 60;
//const int frame_millis = 1000 / fps;
void loop() {
// put your main code here, to run repeatedly:
while (true) {
input();
update_tact();
render();
if (health == 0) {
resetFunc();
}
}
}