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This is an Endless Runner game created for my BlueStamp Engineering program. It jumps while playing the Mario sound.


Project maintained by Rishanda Hosted on GitHub Pages — Theme by mattgraham

The Arduino Endless runner

Engineer School Area of Interest Grade
Rishanda A Uncommon prep highschool Engineering Incoming Sophomore

Screenshot (4)

Code

#include <Wire.h> 
#include <LiquidCrystal_I2C.h>

//LiquidCrystal_I2C lcd(0x27,20,4);  // set the LCD address to 0x27 for a 16 chars and 2 line display

#include "pitches.h"
#define PIN_BUTTON 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 '.'         // Use the '.' character for the head
#define SPRITE_JUMP_LOWER 4
#define SPRITE_TERRAIN_EMPTY ' '      // User the ' ' character
#define SPRITE_TERRAIN_SOLID 5
#define SPRITE_TERRAIN_SOLID_RIGHT 6
#define SPRITE_TERRAIN_SOLID_LEFT 7

#define HERO_HORIZONTAL_POSITION 1    // Horizontal position of hero on screen

#define TERRAIN_WIDTH 16
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2

#define HERO_POSITION_OFF 0          // Hero is invisible
#define HERO_POSITION_RUN_LOWER_1 1  // Hero is running on lower row (pose 1)
#define HERO_POSITION_RUN_LOWER_2 2  //                              (pose 2)

#define HERO_POSITION_JUMP_1 3       // Starting a jump
#define HERO_POSITION_JUMP_2 4       // Half-way up
#define HERO_POSITION_JUMP_3 5       // Jump is on upper row
#define HERO_POSITION_JUMP_4 6       // Jump is on upper row
#define HERO_POSITION_JUMP_5 7       // Jump is on upper row
#define HERO_POSITION_JUMP_6 8       // Jump is on upper row
#define HERO_POSITION_JUMP_7 9       // Half-way down
#define HERO_POSITION_JUMP_8 10      // About to land

#define HERO_POSITION_RUN_UPPER_1 11 // Hero is running on upper row (pose 1)
#define HERO_POSITION_RUN_UPPER_2 12 //                              (pose 2)

 LiquidCrystal_I2C lcd(0x27,20,4);  // set the LCD address to 0x27 for a 16 chars and 2 line display

static char terrainUpper[TERRAIN_WIDTH + 1];
static char terrainLower[TERRAIN_WIDTH + 1];
static bool buttonPushed = false;

void initializeGraphics(){
  static byte graphics[] = {
    // Run position 1
    B01100,
    B01100,
    B00000,
    B01110,
    B11100,
    B01100,
    B11010,
    B10011,
    // Run position 2
    B01100,
    B01100,
    B00000,
    B01100,
    B01100,
    B01100,
    B01100,
    B01110,
    // Jump
    B01100,
    B01100,
    B00000,
    B11110,
    B01101,
    B11111,
    B10000,
    B00000,
    // Jump lower
    B11110,
    B01101,
    B11111,
    B10000,
    B00000,
    B00000,
    B00000,
    B00000,
    // Ground
    B11111,
    B11111,
    B11111,
    B11111,
    B11111,
    B11111,
    B11111,
    B11111,
    // Ground right
    B00011,
    B00011,
    B00011,
    B00011,
    B00011,
    B00011,
    B00011,
    B00011,
    // Ground left
    B11000,
    B11000,
    B11000,
    B11000,
    B11000,
    B11000,
    B11000,
    B11000,
  };
  int i;
  // Skip using character 0, this allows lcd.print() to be used to
  // quickly draw multiple characters
  for (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 drawHero(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {
  bool collide = false;
  char upperSave = terrainUpper[HERO_HORIZONTAL_POSITION];
  char lowerSave = terrainLower[HERO_HORIZONTAL_POSITION];
  byte upper, lower;
  switch (position) {
    case HERO_POSITION_OFF:
      upper = lower = SPRITE_TERRAIN_EMPTY;
      break;
    case HERO_POSITION_RUN_LOWER_1:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_RUN1;
      break;
    case HERO_POSITION_RUN_LOWER_2:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_RUN2;
      break;
    case HERO_POSITION_JUMP_1:
    case HERO_POSITION_JUMP_8:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_JUMP;
      break;
    case HERO_POSITION_JUMP_2:
    case HERO_POSITION_JUMP_7:
      upper = SPRITE_JUMP_UPPER;
      lower = SPRITE_JUMP_LOWER;
      break;
    case HERO_POSITION_JUMP_3:
    case HERO_POSITION_JUMP_4:
    case HERO_POSITION_JUMP_5:
    case HERO_POSITION_JUMP_6:
      upper = SPRITE_JUMP;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
    case HERO_POSITION_RUN_UPPER_1:
      upper = SPRITE_RUN1;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
    case HERO_POSITION_RUN_UPPER_2:
      upper = SPRITE_RUN2;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
  }
  if (upper != ' ') {
    terrainUpper[HERO_HORIZONTAL_POSITION] = upper;
    collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;
  }
  if (lower != ' ') {
    terrainLower[HERO_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 scene
  terrainUpper[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[HERO_HORIZONTAL_POSITION] = upperSave;
  terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave;
  return collide;
}

// Handle the button push as an interrupt
void buttonPush() {
  buttonPushed = true;
}

// notes in the melody:
int melody[] = {

  NOTE_C4, NOTE_G3, NOTE_G3, NOTE_A3, NOTE_G3, 0, NOTE_B3, NOTE_C4
};

// note durations: 4 = quarter note, 8 = eighth note, etc.:
int noteDurations[] = {
  4, 8, 8, 4, 4, 4, 4, 4
};
void setup(){
  //lcd.init();                      // initialize the lcd 
  lcd.init();
  lcd.backlight();
  pinMode(PIN_READWRITE, OUTPUT);
  digitalWrite(PIN_READWRITE, LOW);
  pinMode(PIN_CONTRAST, OUTPUT);
  digitalWrite(PIN_CONTRAST, LOW);
  pinMode(PIN_BUTTON, INPUT);
  digitalWrite(PIN_BUTTON, HIGH);
  pinMode(PIN_AUTOPLAY, OUTPUT);
  digitalWrite(PIN_AUTOPLAY, HIGH);
  pinMode(7, OUTPUT);
  // Digital pin 2 maps to interrupt 0
  attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);
  // iterate over the notes of the melody:

  initializeGraphics();
  
  lcd.begin(16, 2);
}

void loop(){
  static byte heroPos = HERO_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) {
    drawHero((blink) ? HERO_POSITION_OFF : heroPos, terrainUpper, terrainLower, distance >> 3);
    if (blink) {
      lcd.setCursor(0,0);
      lcd.print("Press Start");
    }
    delay(250);
    blink = !blink;
    if (buttonPushed) {
      initializeGraphics();
      heroPos = HERO_POSITION_RUN_LOWER_1;
      playing = true;
      buttonPushed = false;
      distance = 0;
    }
    return;
  }

  // Shift the terrain to the left
  advanceTerrain(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 right
  if (--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 (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos = HERO_POSITION_JUMP_1;
    buttonPushed = false;
  }  

  if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) {
    playing = false;for (int thisNote = 0; thisNote < 8; thisNote++) {

    // to calculate the note duration, take one second divided by the note type.

    //e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.

    int noteDuration = 1000 / noteDurations[thisNote];

    tone(8, melody[thisNote], noteDuration);

    // to distinguish the notes, set a minimum time between them.

    // the note's duration + 30% seems to work well:

    int pauseBetweenNotes = noteDuration * 1.30;

    delay(pauseBetweenNotes);

    // stop the tone playing:

    noTone(8);

  } // The hero collided with something. Too bad.
  } else {
    if (heroPos == HERO_POSITION_RUN_LOWER_2 || heroPos == HERO_POSITION_JUMP_8) {
      heroPos = HERO_POSITION_RUN_LOWER_1;
    } else if ((heroPos >= HERO_POSITION_JUMP_3 && heroPos <= HERO_POSITION_JUMP_5) && terrainLower[HERO_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) {
      heroPos = HERO_POSITION_RUN_UPPER_1;
    } else if (heroPos >= HERO_POSITION_RUN_UPPER_1 && terrainLower[HERO_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {
      heroPos = HERO_POSITION_JUMP_5;
    } else if (heroPos == HERO_POSITION_RUN_UPPER_2) {
      heroPos = HERO_POSITION_RUN_UPPER_1;
    } else {
      ++heroPos;
    }
    ++distance;
    
    digitalWrite(PIN_AUTOPLAY, terrainLower[HERO_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
  }
  delay(100);
}

code pitch.h

#define NOTE_B0  31
#define NOTE_C1  33
#define NOTE_CS1 35
#define NOTE_D1  37
#define NOTE_DS1 39
#define NOTE_E1  41
#define NOTE_F1  44
#define NOTE_FS1 46
#define NOTE_G1  49
#define NOTE_GS1 52
#define NOTE_A1  55
#define NOTE_AS1 58
#define NOTE_B1  62
#define NOTE_C2  65
#define NOTE_CS2 69
#define NOTE_D2  73
#define NOTE_DS2 78
#define NOTE_E2  82
#define NOTE_F2  87
#define NOTE_FS2 93
#define NOTE_G2  98
#define NOTE_GS2 104
#define NOTE_A2  110
#define NOTE_AS2 117
#define NOTE_B2  123
#define NOTE_C3  131
#define NOTE_CS3 139
#define NOTE_D3  147
#define NOTE_DS3 156
#define NOTE_E3  165
#define NOTE_F3  175
#define NOTE_FS3 185
#define NOTE_G3  196
#define NOTE_GS3 208
#define NOTE_A3  220
#define NOTE_AS3 233
#define NOTE_B3  247
#define NOTE_C4  262
#define NOTE_CS4 277
#define NOTE_D4  294
#define NOTE_DS4 311
#define NOTE_E4  330
#define NOTE_F4  349
#define NOTE_FS4 370
#define NOTE_G4  392
#define NOTE_GS4 415
#define NOTE_A4  440
#define NOTE_AS4 466
#define NOTE_B4  494
#define NOTE_C5  523
#define NOTE_CS5 554
#define NOTE_D5  587
#define NOTE_DS5 622
#define NOTE_E5  659
#define NOTE_F5  698
#define NOTE_FS5 740
#define NOTE_G5  784
#define NOTE_GS5 831
#define NOTE_A5  880
#define NOTE_AS5 932
#define NOTE_B5  988
#define NOTE_C6  1047
#define NOTE_CS6 1109
#define NOTE_D6  1175
#define NOTE_DS6 1245
#define NOTE_E6  1319
#define NOTE_F6  1397
#define NOTE_FS6 1480
#define NOTE_G6  1568
#define NOTE_GS6 1661
#define NOTE_A6  1760
#define NOTE_AS6 1865
#define NOTE_B6  1976
#define NOTE_C7  2093
#define NOTE_CS7 2217
#define NOTE_D7  2349
#define NOTE_DS7 2489
#define NOTE_E7  2637
#define NOTE_F7  2794
#define NOTE_FS7 2960
#define NOTE_G7  3136
#define NOTE_GS7 3322
#define NOTE_A7  3520
#define NOTE_AS7 3729
#define NOTE_B7  3951
#define NOTE_C8  4186
#define NOTE_CS8 4435
#define NOTE_D8  4699
#define NOTE_DS8 4978

Final Presentation

Final Presentation

Third Milestone

My final milestone is to add sound to the game so everytime it jump it makes a sound making it something like Mario .

Final Milestone

Second Milestone

My second milestone was to turn on the blacklight with the uses of the wiring I had learnt in my first milestone. This was kind of contradicting because what I had learnt in the first milestrone was not working so had to had to change the wiring.

[![Third Milestone] Endless runner p2

First Milestone

My first milestone was setting up the wires on the board and on the uno circuit. When I soldiered the jumper wires I had some diffculty getting it to work, it kept flashing.In the end I had to blacklight.

[![First Milestone]Endless runner