Я схожу с ума от моей игры Snake LCD.
Я использую Arduino Mega, и я хотел бы использовать ЖК-экран и PmodKYPD для моей игры Snake. Проблема в том, что он не будет отображать ничего, независимо от того, какую клавишу я нажму.
Вот мой код:
#include <LiquidCrystal.h>
#include "Keypad.h"
byte mySnake[8][8] =
{
{ B00000,
B00000,
B00011,
B00110,
B01100,
B11000,
B00000,
},
{ B00000,
B11000,
B11110,
B00011,
B00001,
B00000,
B00000,
},
{ B00000,
B00000,
B00000,
B00000,
B00000,
B11111,
B01110,
},
{ B00000,
B00000,
B00011,
B01111,
B11000,
B00000,
B00000,
},
{ B00000,
B11100,
B11111,
B00001,
B00000,
B00000,
B00000,
},
{ B00000,
B00000,
B00000,
B11000,
B01101,
B00111,
B00000,
},
{ B00000,
B00000,
B01110,
B11011,
B11111,
B01110,
B00000,
},
{ B00000,
B00000,
B00000,
B01000,
B10000,
B01000,
B00000,
}
};
// keypad type definition
const byte ROWS = 4; //four rows
const byte COLS = 4; //three columns
char keys[ROWS][COLS] =
{{'1','2','3','A'},
{'4','5','6','B'},
{'7','8','9','C'},
{'0','F','E','D'}};
byte rowPins[ROWS] = {
37, 36, 35, 34}; //connect to the row pinouts of the keypad
byte colPins[COLS] = {
33,32, 31, 30}; // connect to the column pinouts of the keypad
Keypad keypad = Keypad( makeKeymap(keys), rowPins, colPins, ROWS, COLS );
boolean levelz[5][2][16] = {
{{false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false},
{false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false}},
{{true,false,false,false,false,false,false,false,false,false,false,false,false,false,false,true},
{true,false,false,false,false,false,false,false,false,false,false,false,false,false,false,true}},
{{true,false,false,false,true,false,false,false,false,false,false,true,false,false,false,true},
{true,false,false,false,false,false,false,false,true,false,false,false,false,false,false,true}},
{{true,false,true,false,false,false,false,false,false,true,false,false,false,true,false,false},
{false,false,false,false,true,false,false,true,false,false,false,true,false,false,false,true}}
};
LiquidCrystal lcd(7, 6, 5, 4, 3, 2);
unsigned long time, timeNow;
int gameSpeed;
boolean skip, gameOver, gameStarted;
int olddir;
int selectedLevel,levels;
int NUM_KEYS = 5;
int adc_key_in;
int key=-1;
char key_read;
int oldkey=-1;
boolean x[16][80];
byte myChar[8];
byte nullChar[8] = { 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0 };
boolean special;
struct partdef
{
int row,column,dir; //0 - up, 1 - down, 2 - right, 3 - left
struct partdef *next;
};
typedef partdef part;
part *head, *tail;
int i,j,collected;
long pc,pr;
void drawMatrix()
{
int cc=0;
if (!gameOver)
{
x[pr][pc] = true;
//for (i=0;i<8;i++) lcd.createChar(i, nullChar);
for(int r=0;r<2;r++)
{
for(int c=0;c<16;c++)
{
special = false;
for(int i=0;i<8;i++)
{
byte b=B00000;
if (x[r*8+i][c*5+0]) {b+=B10000; special = true;}
if (x[r*8+i][c*5+1]) {b+=B01000; special = true;}
if (x[r*8+i][c*5+2]) {b+=B00100; special = true;}
if (x[r*8+i][c*5+3]) {b+=B00010; special = true;}
if (x[r*8+i][c*5+4]) {b+=B00001; special = true;}
myChar[i] = b;
}
if (special)
{
lcd.createChar(cc, myChar);
lcd.setCursor(c,r);
lcd.write(byte(cc));
cc++;
}
else
{
lcd.setCursor(c,r);
if (levelz[selectedLevel][r][c]) lcd.write(255);
else lcd.write(254);
}
}
}
}
}
void freeList()
{
part *p,*q;
p = tail;
while (p!=NULL)
{
q = p;
p = p->next;
free(q);
}
head = tail = NULL;
}
void gameOverFunction()
{
delay(1000);
lcd.clear();
freeList();
lcd.setCursor(3,0);
lcd.print("Game Over!");
lcd.setCursor(4,1);
lcd.print("Score: ");
lcd.print(collected);
delay(1000);
}
void growSnake()
{
part *p;
p = (part*)malloc(sizeof(part));
p->row = tail->row;
p->column = tail->column;
p->dir = tail->dir;
p->next = tail;
tail = p;
}
void newPoint()
{
part *p;
p = tail;
boolean newp = true;
while (newp)
{
pr = random(16);
pc = random(80);
newp = false;
if (levelz[selectedLevel][pr / 8][pc / 5]) newp=true;
while (p->next != NULL && !newp)
{
if (p->row == pr && p->column == pc) newp = true;
p = p->next;
}
}
if (collected < 13 && gameStarted) growSnake();
}
void moveHead()
{
switch(head->dir) // 1 step in direction
{
case 0: head->row--; break;
case 1: head->row++; break;
case 2: head->column++; break;
case 3: head->column--; break;
default : break;
}
if (head->column >= 80) head->column = 0;
if (head->column < 0) head->column = 79;
if (head->row >= 16) head->row = 0;
if (head->row < 0) head->row = 15;
if (levelz[selectedLevel][head->row / 8][head->column / 5]) gameOver = true; // wall collision check
part *p;
p = tail;
while (p != head && !gameOver) // self collision
{
if (p->row == head->row && p->column == head->column) gameOver = true;
p = p->next;
}
if (gameOver)
gameOverFunction();
else
{
x[head->row][head->column] = true;
if (head->row == pr && head->column == pc) // point pickup check
{
collected++;
if (gameSpeed < 25) gameSpeed+=3;
newPoint();
}
}
}
void moveAll()
{
part *p;
p = tail;
x[p->row][p->column] = false;
while (p->next != NULL)
{
p->row = p->next->row;
p->column = p->next->column;
p->dir = p->next->dir;
p = p->next;
}
moveHead();
}
void createSnake(int n) // n = size of snake
{
for (i=0;i<16;i++)
for (j=0;j<80;j++)
x[i][j] = false;
part *p, *q;
tail = (part*)malloc(sizeof(part));
tail->row = 7;
tail->column = 39 + n/2;
tail->dir = 3;
q = tail;
x[tail->row][tail->column] = true;
for (i = 0; i < n-1; i++) // build snake from tail to head
{
p = (part*)malloc(sizeof(part));
p->row = q->row;
p->column = q->column - 1; //initial snake id placed horizoltally
x[p->row][p->column] = true;
p->dir = q->dir;
q->next = p;
q = p;
}
if (n>1)
{
p->next = NULL;
head = p;
}
else
{
tail->next = NULL;
head = tail;
}
}
void startF()
{
gameOver = false;
gameStarted = false;
selectedLevel = 1;
lcd.clear();
lcd.setCursor(0,0);
lcd.print("Select level: 1");
for(i=0;i<8;i++)
{
lcd.createChar(i,mySnake[i]);
lcd.setCursor(i+4,1);
lcd.write(byte(i));
}
collected = 0;
gameSpeed = 8;
createSnake(3);
time = 0;
}
void setup()
{
levels = 5; //number of lvls
lcd.begin(16, 2);
startF();
}
void loop()
{
if (!gameOver && !gameStarted)
{
key_read = keypad.getKey(); // get key press
key = key_read - '0';
if (key != oldkey) // if keypress is detected
{
delay(50); // wait for debounce time
key_read = keypad.getKey(); // get key press
key = key_read - '0';
if (key != oldkey)
{
oldkey = key;
if (key >=0)
{
olddir = head->dir;
if (key==1 && selectedLevel<levels) selectedLevel++;
if (key==2 && selectedLevel>1) selectedLevel--;
if (key==4)
{
lcd.clear();
selectedLevel--;
newPoint();
gameStarted = true;
}
else
{
lcd.setCursor(14,0);
lcd.print(selectedLevel);
}
}
}
}
}
if (!gameOver && gameStarted)
{
skip = false; //skip the second moveAll() function call if the first was made
key_read = keypad.getKey(); // get key press
key = key_read - '0';
if (key != oldkey) // if keypress is detected
{
delay(50); // wait for debounce time
key_read = keypad.getKey(); // get key press
key = key_read - '0';
if (key != oldkey)
{
oldkey = key;
if (key >=0)
{
olddir = head->dir;
if (key==0 && head->dir!=3) head->dir = 2;
if (key==1 && head->dir!=1) head->dir = 0;
if (key==2 && head->dir!=0) head->dir = 1;
if (key==3 && head->dir!=2) head->dir = 3;
if (olddir != head->dir)
{
skip = true;
delay(1000/gameSpeed);
moveAll();
drawMatrix();
}
}
}
}
if (!skip)
{
timeNow = millis();
if (timeNow - time > 1000 / gameSpeed)
{
moveAll();
drawMatrix();
time = millis();
}
}
}
if(gameOver)
{
key_read = keypad.getKey(); // get key press
key = key_read - '0';
if (key != oldkey) // if keypress is detected
{
delay(50); // wait for debounce time
key_read = keypad.getKey(); // get key press
key = key_read - '0';
if (key != oldkey)
{
oldkey = key;
if (key >=0)
{
startF();
}
}
}
}
}
Кто-нибудь знает что-то об этой проблеме?
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