In this tutorial, I will show how to build a Simple Bird Game Using Arduino. It is a low cost execution of the Bird Game with minimum devices and simple programming.
Simple Bird Game Using Arduino
Bird game was started by Dong Nguyen. Even this game is based on 2D Graphics; it became most popular on both mobiles like Android and IOS phones. The objective of this game is easy, try to fly the bird, which is called “Flying Bird” between the hurdles without hitting them.
Due to its habitual nature, the maker of this game discontinued the game from App store but after some time a correct version is again launched on App Store.
The popularity of this game amongst people was at his highest peak. So in this lesson, I will take the concept of the game and execute a Bird Game using Arduino.
Concept of Bird Game Using Arduino
The main concept of the Bird Game using Arduino is very easy. I have repeated the bird with the symbol “0” and the hurdles with s string of the symbol “#”.
As a matter of fact, I have build two such strings with mismatched combinations of the symbol “#”, one for the upper row and the other for downward row.
The main purpose of the game is to successfully pass the “bird” through these “hurdles” by pressing the button.
Components Required
- Arduino
- LCD
- Push Button
Circuit Diagram
From the above picture, you can gain an idea of how to execute this project. You need to interface a 16*2 LCD display with Arduino and also add a push Button. Coming to the LCD display, attach its RS and E pins to Digital Input and Output Pins 8 and 7 of Arduino. The Data Pins D4 to D7 are attached to 6, 5, 4 and 3 Pins of Arduino. First Push Button is attached to pin 2 and the other push button is connected to RESET pin.
Working
After connected all the connections as per the circuit diagram, update the codes and give power to the circuit. The time you turn on the power supply, the game begins by showing “START GAME” on the LCD.
Once the game starts, the Bird can be adjust its position with the use of push button. If the bird is in the upper side, by pushing the button, you can move it to downward and so on.
If the bird touches any of the hurdles, you will miss and the game is over. So this is an easy version of the game, there are only a few hurdles and if you successfully overcome all those hurdles, you will won the game.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 | // please subscribe to The Screwdriver // Flappy Bird Game ............. #include <LiquidCrystal_I2C.h> LiquidCrystal_I2C lcd(0x20, 2, 1, 0, 4, 5, 6, 7, 3, POSITIVE); #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) static char terrainUpper[TERRAIN_WIDTH + 1]; static char terrainLower[TERRAIN_WIDTH + 1]; static bool buttonPushed = false; void initializeGraphics() { static byte graphics[] = { // Run position 1 B00000, B01110, B01101, B00110, B11110, B01110, B10010, B00000, // Run position 2 B00000, B01110, B01101, B00110, B11110, B01110, B01100, B00000, // Jump B00000, B01110, B01101, B11110, B00010, B01110, B00000, B00000, // Jump lower B01110, B00000, B00000, 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; } void setup() { 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); // Digital pin 2 maps to interrupt 0 attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING); 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("FlappyBird"); } 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; // 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(85); } |
Conclusion
So in this tutorial, I have made a Bird Game using Arduino, with LCD display and also a push button. This does not copy the original game but gives you an idea on how to execute a simple and easy version on your own.
So this is all for today. See you guyz in this coming projects. Take care.