Do you play Games?
A game is any activity which is executed only for pleasure and without conscious purpose. In this definition every activity that brings pleasure is a game. For example, people dance, play musical instruments, act in plays, and play with dolls and model trains.
What criteria must a game have?
There are criteria which apply to all games and those that apply to the "games with rules". First, I will describe the criteria that apply to "games with rules".
- Game rules
- Goal
- The course of the game is never the same - chance
- Competition
Playing means being active
Whoever reads a book, watches a movie, or listens to music, consumes or acquires, but does not act. While nowadays most leisure activities seduce people into passivity, the game makes people act. Depending on the game, the following activities may be undertaken:
Spiritual Area
- thinking, combining
- planning
- making decisions
- concentrating
- training your mind
- receiving knowledge
- understand the impact of systems
Emotional Area
- rules, accepting laws
- to learn how to work with others
- to learn how to lose
- to learn more about yourself and others
- to use fantasy and creativity
Motor Area
- practice skillfulness
- practice reactions
I am sure that games do not fulfill a purpose, but are not useless. Activity is basic to all games. Here again, the embracing game term has its value.
I made a Game using Joystick module and LCD.
Enjoy this game at home with your siblings..
This Game is made using Arduino Uno, LCD display, Joystick Module.
You can visit my YouTube channel to see more interesting projects.
https://studio.youtube.com/channel/UCaXI2PcsTlH5g0et67kdD6g
Watch the video to make yours
If you want to buy components, visit Amazon India links below.
Links to buy components :
Circuit Diagram of the Project
Just copy the code and paste it in Arduino IDE.
//www.YouTube.com/Electronics is Fun////Mohd Sohail//#include <LiquidCrystal.h>#define JoyX 2#define PIN_AUTOPLAY 1#define PIN_READWRITE 10#define PIN_CONTRAST 12#define SPRITE_RUN1 1#define SPRITE_RUN2 2#define SPRITE_JUMP 3#define SPRITE_JUMP_UPPER '.'#define SPRITE_JUMP_LOWER 4#define SPRITE_TERRAIN_EMPTY ' '#define SPRITE_TERRAIN_SOLID 5#define SPRITE_TERRAIN_SOLID_RIGHT 6#define SPRITE_TERRAIN_SOLID_LEFT 7#define BOY_HORIZONTAL_POSITION 1#define TERRAIN_WIDTH 16#define TERRAIN_EMPTY 0#define TERRAIN_LOWER_BLOCK 1#define TERRAIN_UPPER_BLOCK 2#define BOY_POSITION_OFF 0 // boy is invisible#define BOY_POSITION_RUN_LOWER_1 1 // boy is running on lower row (pose 1)#define BOY_POSITION_RUN_LOWER_2 2 // (pose 2)#define BOY_POSITION_JUMP_1 3 // Starting a jump#define BOY_POSITION_JUMP_2 4 // Half-way up#define BOY_POSITION_JUMP_3 5 // Jump is on upper row#define BOY_POSITION_JUMP_4 6 // Jump is on upper row#define BOY_POSITION_JUMP_5 7 // Jump is on upper row#define BOY_POSITION_JUMP_6 8 // Jump is on upper row#define BOY_POSITION_JUMP_7 9 // Half-way down#define BOY_POSITION_JUMP_8 10 // About to land#define BOY_POSITION_RUN_UPPER_1 11 // boy is running on upper row (pose 1)#define BOY_POSITION_RUN_UPPER_2 12 // (pose 2)LiquidCrystal lcd(11, 9, 6, 5, 4, 3);static char terrainUpper[TERRAIN_WIDTH + 1];static char terrainLower[TERRAIN_WIDTH + 1];static bool buttonPushed = false;void initializeGraphics(){static byte graphics[] = {// Run position 1B01100,B01100,B00000,B01110,B11100,B01100,B11010,B10011,// Run position 2B01100,B01100,B00000,B01100,B01100,B01100,B01100,B01110,// JumpB01100,B01100,B00000,B11110,B01101,B11111,B10000,B00000,// Jump lowerB11110,B01101,B11111,B10000,B00000,B00000,B00000,B00000,// GroundB11111,B11111,B11111,B11111,B11111,B11111,B11111,B11111,// Ground rightB00011,B00011,B00011,B00011,B00011,B00011,B00011,B00011,// Ground leftB11000,B11000,B11000,B11000,B11000,B11000,B11000,B11000,};int i;// Skip using character 0, this allows lcd.print() to be used to// quickly draw multiple charactersfor (i = 0; i < 7; ++i) {lcd.createChar(i + 1, &graphics[i * 8]);}for (i = 0; i < TERRAIN_WIDTH; ++i) {terrainUpper[i] = SPRITE_TERRAIN_EMPTY;terrainLower[i] = SPRITE_TERRAIN_EMPTY;}}// 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;}}}bool drawBoy(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {bool collide = false;char upperSave = terrainUpper[BOY_HORIZONTAL_POSITION];char lowerSave = terrainLower[BOY_HORIZONTAL_POSITION];byte upper, lower;switch (position) {case BOY_POSITION_OFF:upper = lower = SPRITE_TERRAIN_EMPTY;break;case BOY_POSITION_RUN_LOWER_1:upper = SPRITE_TERRAIN_EMPTY;lower = SPRITE_RUN1;break;case BOY_POSITION_RUN_LOWER_2:upper = SPRITE_TERRAIN_EMPTY;lower = SPRITE_RUN2;break;case BOY_POSITION_JUMP_1:case BOY_POSITION_JUMP_8:upper = SPRITE_TERRAIN_EMPTY;lower = SPRITE_JUMP;break;case BOY_POSITION_JUMP_2:case BOY_POSITION_JUMP_7:upper = SPRITE_JUMP_UPPER;lower = SPRITE_JUMP_LOWER;break;case BOY_POSITION_JUMP_3:case BOY_POSITION_JUMP_4:case BOY_POSITION_JUMP_5:case BOY_POSITION_JUMP_6:upper = SPRITE_JUMP;lower = SPRITE_TERRAIN_EMPTY;break;case BOY_POSITION_RUN_UPPER_1:upper = SPRITE_RUN1;lower = SPRITE_TERRAIN_EMPTY;break;case BOY_POSITION_RUN_UPPER_2:upper = SPRITE_RUN2;lower = SPRITE_TERRAIN_EMPTY;break;}if (upper != ' ') {terrainUpper[BOY_HORIZONTAL_POSITION] = upper;collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;}if (lower != ' ') {terrainLower[BOY_HORIZONTAL_POSITION] = lower;collide |= (lowerSave == SPRITE_TERRAIN_EMPTY) ? false : true;}byte digits = (score > 9999) ? 5 : (score > 999) ? 4 : (score > 99) ? 3 : (score > 9) ? 2 : 1;// Draw the sceneterrainUpper[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);lcd.setCursor(16 - digits,0);lcd.print(score);terrainUpper[BOY_HORIZONTAL_POSITION] = upperSave;terrainLower[BOY_HORIZONTAL_POSITION] = lowerSave;return collide;}// Handle the button push as an interruptvoid buttonPush() {buttonPushed = true;}void setup(){pinMode(PIN_READWRITE, OUTPUT);digitalWrite(PIN_READWRITE, LOW);pinMode(PIN_CONTRAST, OUTPUT);digitalWrite(PIN_CONTRAST, LOW);pinMode(JoyX, INPUT);digitalWrite(JoyX, HIGH);pinMode(PIN_AUTOPLAY, OUTPUT);digitalWrite(PIN_AUTOPLAY, HIGH);// Digital pin 2 maps to interrupt 0attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);initializeGraphics();lcd.begin(16, 2);}void loop(){static byte boyPos = BOY_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;if (!playing) {drawBoy((blink) ? BOY_POSITION_OFF : boyPos, terrainUpper, terrainLower, distance >> 3);if (blink) {lcd.setCursor(0,0);lcd.print("Press Start");}delay(250);blink = !blink;if (buttonPushed) {initializeGraphics();boyPos = BOY_POSITION_RUN_LOWER_1;playing = true;buttonPushed = false;distance = 0;}return;}// Shift the terrain to the leftadvanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);// Make new terrain to enter on the rightif (--newTerrainDuration == 0) {if (newTerrainType == TERRAIN_EMPTY) {newTerrainType = (random(3) == 0) ? TERRAIN_UPPER_BLOCK : TERRAIN_LOWER_BLOCK;newTerrainDuration = 2 + random(10);} else {newTerrainType = TERRAIN_EMPTY;newTerrainDuration = 10 + random(10);}}if (buttonPushed) {if (boyPos <= BOY_POSITION_RUN_LOWER_2) boyPos = BOY_POSITION_JUMP_1;buttonPushed = false;}if (drawBoy(boyPos, terrainUpper, terrainLower, distance >> 3)) {playing = false; // The boy collided with something. Too bad.} else {if (boyPos == BOY_POSITION_RUN_LOWER_2 || boyPos == BOY_POSITION_JUMP_8) {boyPos = BOY_POSITION_RUN_LOWER_1;} else if ((boyPos >= BOY_POSITION_JUMP_3 && boyPos <= BOY_POSITION_JUMP_5) && terrainLower[BOY_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) {boyPos = BOY_POSITION_RUN_UPPER_1;} else if (boyPos >= BOY_POSITION_RUN_UPPER_1 && terrainLower[BOY_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {boyPos = BOY_POSITION_JUMP_5;} else if (boyPos == BOY_POSITION_RUN_UPPER_2) {boyPos = BOY_POSITION_RUN_UPPER_1;} else {++boyPos;}++distance;digitalWrite(PIN_AUTOPLAY, terrainLower[BOY_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW);}delay(100);}
0 Comments