Flappy Bird Game with Arduino Uno
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So, Today we are gonna build a fun game with Arduino. This game is called The Flappy Bird game, I bet you must have played this game in your childhood. And if not you can make one today and play.
Components Required
- 1 x BreadBoard
- 1 x Arduino Uno Board
- 1 x I2C LCD Display (16x2)
- 1 x 10 KOhm Resistor
- 1 x Push Button
- Jumper Wires
- USB A/B Cable
Circuit Diagram
Fig. 1 Circuit Diagram
Connections:
SCL(LCD) ---> A5/SCL Pin
SDA(LCD) ---> A4/ SDA Pin
Vcc (LCD) ---> +5Volts
Gnd (LCD) ---> Gnd
Place the push button on the breadboard as shown in Fig. 1
Ground 1a terminal of pushbutton through a 10 K ohm Resistor also, connect the same 1a terminal to the D2 pin of Arduino.
Connect 2a terminal of the Push Button to +5Volts.
(Note: A Push Button Functions only when it is pulled up).
That's all the connections required for the Flappy Bird game using Arduino.
Let's see the Arduino Code Now.
Code
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//Code Credits: http://www.mediafire.com/ | |
#include <LiquidCrystal_I2C.h> | |
#include <Wire.h> | |
LiquidCrystal_I2C lcd(0x27, 2, 1, 0, 4, 5, 6, 7, 3, POSITIVE); | |
#define PIN_READWRITE 10 | |
#define PIN_CONTRAST 12 | |
#define PIN_BUTTON 2 | |
#define PIN_AUTOPLAY 1 | |
#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); | |
} |
Also, the necessary libraries are included in the same folder:
The Flappy Bird.ino
YouTube Video
You can also watch the complete video tutorial here on YouTube.
Also, If you have any queries, feel free to comment down below and I will try my best to solve, or you can directly DM me at my social media accounts.
Content Creator: Vivek Garg
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