Author : Ila MulyandiNo comments
Module yang dibutuhkan :
1x Module LCD Nokia 5110/3310 for Arduino
2x Analog Joy Stick
1x Arduino Uno/Nano/Pro mini atau type lain
beberapa pcs kabel jumper dupont male to female
Breadboard (optional)
Library yang dibutuhkan :
#include <SPI.h> // Sudah bawaan Arduino IDE tidak perlu download lagi
#include <Adafruit_GFX.h> //Optional (tidak dibituhkan pada sketch kali ini)
#include <Adafruit_PCD8544.h> //Optional (tidak dibituhkan pada sketch kali ini)
Wiring :
LCD Nokia5110 to Arduino
-RST --> D3
-CE / CS --> D4
-DC --> D5
-Din --> D6
-Clk / Sck --> D7
-Vcc --> pin 3.3V Arduino
-BL --> pin 5V Arduino
-Gnd --> pin GND Arduino
Joystick-1 to Arduino
-GND --> pin GND Arduino
-VCC/+1 5V --> pin 5V Arduino
-VRx --> pin A0 Arduino
-VRy (tidak dipakai)
-SW (tidak dipakai)
Joystick-2 to Arduino
-GND --> pin GND Arduino
-VCC/+1 5V --> pin 5V Arduino
-VRx --> pin A1 Arduino
-VRy (tidak dipakai)
-SW (tidak dipakai)
Source code :
#define PIN_RESET 3 #define PIN_SCE 4 #define PIN_DC 5 #define PIN_SDIN 6 #define PIN_SCLK 7 #define LCD_C LOW #define LCD_D HIGH #define LCD_X 84 #define LCD_Y 6 int barWidth = 16; int barHeight = 4; int ballPerimeter = 4; unsigned int bar1X = 0; unsigned int bar1Y = 0; unsigned int bar2X = 0; unsigned int bar2Y = LCD_Y * 8 - barHeight; int ballX = 0; int ballY = 0; boolean isBallUp = false; boolean isBallRight = true; byte pixels[LCD_X][LCD_Y]; unsigned long lastRefreshTime; const int refreshInterval = 150; byte gameState = 1; byte ballSpeed = 2; byte player1WinCount = 0; byte player2WinCount = 0; byte hitCount = 0; void setup(){ //Serial.begin(9600); LcdInitialise(); restartGame(); } void loop(){ unsigned long now = millis(); if(now - lastRefreshTime > refreshInterval){ update(); refreshScreen(); lastRefreshTime = now; } } void restartGame(){ ballSpeed = 2; gameState = 1; ballX = random(0, 60); ballY = 20; isBallUp = false; isBallRight = true; hitCount = 0; } void refreshScreen(){ if(gameState == 1){ for(int y = 0; y < LCD_Y; y++){ for(int x = 0; x < LCD_X; x++){ byte pixel = 0x00; int realY = y * 8; // draw ball if in the frame if(x >= ballX && x <= ballX + ballPerimeter -1 && ballY + ballPerimeter > realY && ballY < realY + 8 ){ byte ballMask = 0x00; for(int i = 0; i < realY + 8 - ballY; i++){ ballMask = ballMask >> 1; if(i < ballPerimeter) ballMask = 0x80 | ballMask; } pixel = pixel | ballMask; } // draw bars if in the frame if(x >= bar1X && x <= bar1X + barWidth -1 && bar1Y + barHeight > realY && bar1Y < realY + 8 ){ byte barMask = 0x00; for(int i = 0; i < realY + 8 - bar1Y; i++){ barMask = barMask >> 1; if(i < barHeight) barMask = 0x80 | barMask; } pixel = pixel | barMask; } if(x >= bar2X && x <= bar2X + barWidth -1 && bar2Y + barHeight > realY && bar2Y < realY + 8 ){ byte barMask = 0x00; for(int i = 0; i < realY + 8 - bar2Y; i++){ barMask = barMask >> 1; if(i < barHeight) barMask = 0x80 | barMask; } pixel = pixel | barMask; } LcdWrite(LCD_D, pixel); } } } else if(gameState == 2){ } } void update(){ if(gameState == 1){ int barMargin = LCD_X - barWidth; int pot1 = analogRead(A0); //read potentiometers and set the bar positions int pot2 = analogRead(A1); bar1X = pot1 / 2 * LCD_X / 512; bar2X = pot2 / 2 * LCD_X / 512; if(bar1X > barMargin) bar1X = barMargin; if(bar2X > barMargin) bar2X = barMargin; //move the ball now if(isBallUp) ballY -= ballSpeed; else ballY += ballSpeed; if(isBallRight) ballX += ballSpeed; else ballX -= ballSpeed; //check collisions if(ballX < 1){ isBallRight = true; ballX = 0; } else if(ballX > LCD_X - ballPerimeter - 1){ isBallRight = false; ballX = LCD_X - ballPerimeter; } if(ballY < barHeight){ if(ballX + ballPerimeter >= bar1X && ballX <= bar1X + barWidth){ // ball bounces from bar1 isBallUp = false; if(ballX + ballPerimeter/2 < bar1X + barWidth/2) isBallRight = false; else isBallRight = true; ballY = barHeight; if(++hitCount % 10 == 0 && ballSpeed < 5) ballSpeed++; }else{ //player2 wins gameState = 2; player2WinCount++; } } if(ballY + ballPerimeter > LCD_Y * 8 - barHeight){ if(ballX + ballPerimeter >= bar2X && ballX <= bar2X + barWidth){ //ball bounces from bar2 isBallUp = true; if(ballX + ballPerimeter/2 < bar2X + barWidth/2) isBallRight = false; else isBallRight = true; ballY = LCD_Y * 8 - barHeight - ballPerimeter; if(++hitCount % 10 == 0 && ballSpeed < 5) ballSpeed++; }else{ // player 1 wins gameState = 2; player1WinCount++; } } }else if(gameState == 2){ for(int i =0; i < 4; i++){ LcdWrite(LCD_C, 0x0D ); // LCD in inverse mode. delay(300); LcdWrite(LCD_C, 0x0C ); // LCD in inverse mode. delay(300); } restartGame(); } } void LcdInitialise(void){ pinMode(PIN_SCE, OUTPUT); pinMode(PIN_RESET, OUTPUT); pinMode(PIN_DC, OUTPUT); pinMode(PIN_SDIN, OUTPUT); pinMode(PIN_SCLK, OUTPUT); delay(200); digitalWrite(PIN_RESET, LOW); delay(500); digitalWrite(PIN_RESET, HIGH); LcdWrite(LCD_C, 0x21 ); // LCD Extended Commands. LcdWrite(LCD_C, 0xB1 ); // Set LCD Vop (Contrast). LcdWrite(LCD_C, 0x04 ); // Set Temp coefficent. //0x04 LcdWrite(LCD_C, 0x14 ); // LCD bias mode 1:48. //0x13 LcdWrite(LCD_C, 0x0C ); // LCD in normal mode. LcdWrite(LCD_C, 0x20 ); LcdWrite(LCD_C, 0x80 ); //select X Address 0 of the LCD Ram LcdWrite(LCD_C, 0x40 ); //select Y Address 0 of the LCD Ram - Reset is not working for some reason, so I had to set these addresses LcdWrite(LCD_C, 0x0C ); } void LcdWrite(byte dc, byte data){ digitalWrite(PIN_DC, dc); digitalWrite(PIN_SCE, LOW); shiftOut(PIN_SDIN, PIN_SCLK, MSBFIRST, data); digitalWrite(PIN_SCE, HIGH); }
Posted On : Sunday, February 5, 2017Time : 3:20 PM