Wie aus einem Arduino mit Touchdisplay eine Video-Game Konsole wird

Das heutige Projekt zeigt, wie mit einem Arduino Uno und einem 2.8 Zoll TFT LCD Touchdisplay, in wenigen Schritten, eine kleine Video-Game Konsole erstellt werden kann.

Das Touchdisplay Shield ist speziell für den Arduino Uno oder baugleiche Entwicklungsboard erstellt worden. Es lässt sich einfach auf das Entwicklungsboard aufstecken. Sicherheitshalber sollte die Metallummantelung der USB Typ B Buche des Arduino abisoliert werden, damit ein Kontakt mit den auf der Rückseite des Touchdisplay vorhandenen Lötstellen verhindert wird.

Mit Hilfe der Arduino IDE den Quellcode aufspielen und los kann es gehen.

Das Spiel Breakout ist den gleichnamigen Game, unter anderen entwickelt von Steve Wozniak, aus dem Jahr 1976 nachempfunden. Es ist ein kleines Geschicklichkeitsspiel, das mit einen Schläger einen Ball im richtigen Winkel, farbige Steine aus den Weg räumen soll, um ins nächste Level zu kommen.

Auch wird im Video gezeigt, wie das Gehäuse mit dem kostenlosen Online-3D-Modellierungsprogramm Tinkercad konstruiert wurde, um es an einem 3D-Drucker auszudrucken zu können.

Hardware:
ELEGOO Uno
2.8 Zoll TFT LCD Touchdisplay
Blockbatterie 9V
Stecker

Library:
Adafruit TouchScreen Library
Adafruit library for 8-bit TFT LCD

Software:
Wer sich dafür interessiert, wie dieses Breakout-Spiel programmierte wurde, sollte hier mal vorbei schauen.

Quellcode:

// Hardware:
// Arduino Uno
// TFT LCD Touch Shield 2.4 bis 2.8 Zoll

#include <Adafruit_GFX.h>     
#include <Adafruit_TFTLCD.h>
#include <TouchScreen.h>

// Farbeneinstellungen im hexadezimalen Farbmodell
#define BLACK   0x0000
#define BLUE    0x001F
#define RED     0xF800
#define GREEN   0x07E0
#define CYAN    0x07FF
#define MAGENTA 0xF81F
#define YELLOW  0xFFE0
#define WHITE   0xFFFF
#define PRIMARY_COLOR 0x4A11
#define PRIMARY_LIGHT_COLOR 0x7A17
#define PRIMARY_DARK_COLOR 0x4016
#define PRIMARY_TEXT_COLOR 0x7FFF

#define LCD_CS A3 // Chip Select - Analog 3
#define LCD_CD A2 // Command/Data -  Analog 2
#define LCD_WR A1 // LCD Write - Analog 1
#define LCD_RD A0 // LCD Read - Analog 0
#define LCD_RESET A4 // Kann alternativ einfach an den Reset-Pin des Arduino angeschlossen werden
Adafruit_TFTLCD tft(LCD_CS, LCD_CD, LCD_WR, LCD_RD, LCD_RESET);

#define LOWFLASH (defined(__AVR_ATmega328P__) && defined(MCUFRIEND_KBV_H_))

// Touch screen Tastendruck config
#define MINPRESSURE 40
#define MAXPRESSURE 1000
// Touch screen Kalibrierung
const int16_t XP = 8, XM = A2, YP = A3, YM = 9; //240x320 ID=0x9341
const int16_t TS_LEFT = 929, TS_RT = 122, TS_TOP = 77, TS_BOT = 884;

const TouchScreen ts = TouchScreen(XP, YP, XM, YM, 300);

#define SCORE_SIZE 30

char scoreFormat[] = "%04d";

typedef struct gameSize_type {
  int16_t x, y, width, height;
} gameSize_type;

gameSize_type gameSize;
uint16_t backgroundColor = BLACK;
int level;

const uint8_t BIT_MASK[] = {0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80};
uint8_t pointsForRow[] = {7, 7, 5, 5, 3, 3 , 1, 1};
#define GAMES_NUMBER 16

typedef struct game_type {
  int ballsize;
  int playerwidth;
  int playerheight;
  int exponent;
  int top;
  int rows;
  int columns;
  int brickGap;
  int lives;
  int wall[GAMES_NUMBER];
  int initVelx;
  int initVely;
} game_type;

game_type games[GAMES_NUMBER] =
  // ballsize, playerwidth, playerheight, exponent, top, rows, columns, brickGap, lives, wall[8],                                         initVelx, initVely
{
  { 10,             60,          8,           6,        40 ,     8,       8, 3,       3,  {0x18, 0x66, 0xFF, 0xDB, 0xFF, 0x7E, 0x24, 0x3C} , 28, -28},
  { 10,             50,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0x99, 0xFF, 0xE7, 0xBD, 0xDB, 0xE7, 0xFF} , 28, -28},
  { 10,             50,          8,           6,        40 ,     8,       8, 3,       3,  {0xAA, 0x55, 0xAA, 0x55, 0xAA, 0x55, 0xAA, 0x55} , 28, -28},
  { 8,              50,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0xC3, 0xC3, 0xC3, 0xC3, 0xC3, 0xC3, 0xFF} , 34, -34},
  { 10,             40,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0xAA, 0xAA, 0xFF, 0xFF, 0xAA, 0xAA, 0xFF} , 28, -28},
  { 10,             40,          8,           6,        40 ,     8,       8, 3,       3,  {0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA} , 28, -28},
  { 12,             64,          8,           6,        60 ,     4,       2, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 20, -20},
  { 12,             60,          8,           6,        60 ,     5,       3, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 22, -22},
  { 10,             56,          8,           6,        30 ,     6,       4, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 24, -24},
  { 10,             52,          8,           6,        30 ,     7,       5, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 26, -26},
  { 8,              48,          8,           6,        30 ,     8,       6, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 28, -28},
  { 8,              44,          8,           6,        30 ,     8,       7, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 30, -30},
  { 8,              40,          8,           6,        30 ,     8,       8, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 32, -32},
  { 8,              36,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 34, -34},
  { 8,              36,          8,           6,        40 ,     8,       8, 3,       3,  {0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA} , 34, -34}
};

game_type* game;

typedef struct game_state_type {
  uint16_t ballx;
  uint16_t bally;
  uint16_t ballxold;
  uint16_t ballyold;
  int velx;
  int vely;
  int playerx;
  int playerxold;
  int wallState[8];
  int score;
  int remainingLives;
  int top;
  int bottom;
  int walltop;
  int wallbottom ;
  int brickheight;
  int brickwidth;


};
game_state_type state;

void setup()
{
  initTft(tft);
  gameSize = {0, 0, tft.width(), tft.height()};
  newGame(&games[0], &state, tft);
}

int selection = -1;

void loop(void)
{

  selection = readUiSelection(game, &state, selection);

  drawPlayer(game, &state);
  // alte Position speichern, um alte Pixel zu entfernen
  state.playerxold = state.playerx;

  // neue Ballposition berechnen x1 = x0 + vx * dt

  // check max speed
  if (abs( state.vely) > ((1 << game->exponent) - 1)) {
    state.vely = ((1 << game->exponent) - 1) * ((state.vely > 0) - (state.vely < 0));
  }
  if (abs( state.velx) > ((1 << game->exponent) - 1)) {
    state.velx = ((1 << game->exponent) - 1) * ((state.velx > 0) - (state.velx < 0));
  }

  state.ballx += state.velx;
  state.bally += state.vely;

  // Ballkollisionen und Ausstieg kontrollieren
  checkBallCollisions(game, &state, state.ballx >> game->exponent, state.bally >> game->exponent);
  checkBallExit(game, &state, state.ballx >> game->exponent, state.bally >> game->exponent);

  // Ball in neuer Position ziehen
  drawBall(state.ballx >> game->exponent, state.bally >> game->exponent, state.ballxold >> game->exponent, state.ballyold >> game->exponent, game->ballsize );

  // alte Position speichern, um alte Pixel zu entfernen
  state.ballxold = state.ballx;
  state.ballyold = state.bally;

  // Anstiegsgeschwindigkeit
  state.velx = (20 + (state.score >> 3 )) * ( (state.velx > 0) - (state.velx < 0));
  state.vely = (20 + (state.score >> 3 )) * ( (state.vely > 0) - (state.vely < 0));

  // wenn keine Steine mehr vorhanden sind, zur nächsten Ebene gehen
  if (noBricks(game, &state) && level < GAMES_NUMBER) {
    level++;
    newGame( &games[level], &state, tft);
  } else if ( state.remainingLives <= 0) {
    gameOverTouchToStart();
    state.score = 0;
    level = 0;
    newGame(game, &state, tft);
  }
}

void newGame(game_type* newGame, game_state_type * state,  Adafruit_TFTLCD &tft) {
  game = newGame;
  setupState(game, state, tft);

  clearDialog(gameSize);
  updateLives(game->lives, state->remainingLives);
  updateScore(state->score);

  setupWall(game, state);

  touchToStart();

  clearDialog(gameSize);
  updateLives(game->lives, state->remainingLives);
  updateScore(state->score);
  setupWall(game, state);
}

void setupStateSizes(game_type* game, game_state_type * state, Adafruit_TFTLCD &tft) {
  state->bottom = tft.height() - 30;
  state->brickwidth = tft.width() / game->columns;
  state->brickheight = tft.height() / 24;
}

void setupState(game_type* game, game_state_type * state, Adafruit_TFTLCD &tft) {
  setupStateSizes(game, state, tft);
  for (int i = 0; i < game->rows ; i ++) {
    state->wallState[i] = 0;
  }
  state->playerx = tft.width() / 2 - game->playerwidth / 2;
  state->remainingLives = game->lives;
  state->bally = state->bottom << game->exponent;
  state->ballyold = state->bottom << game->exponent;
  state->velx = game->initVelx;
  state->vely = game->initVely;
}

void updateLives(int lives, int remainingLives) {

  for (int i = 0; i < lives; i++) {
    tft.fillCircle((1 + i) * 15, 15, 5, BLACK);
  }

  for (int i = 0; i < remainingLives; i++) {
    tft.fillCircle((1 + i) * 15, 15, 5, YELLOW);
  }
}

void setupWall(game_type * game, game_state_type * state) {

  int colors[] = {RED, RED, BLUE, BLUE,  YELLOW, YELLOW, GREEN, GREEN};
  state->walltop = game->top + 40;
  state->wallbottom = state->walltop + game->rows * state->brickheight;
  for (int i = 0; i < game->rows; i++) {
    for (int j = 0; j < game->columns; j++) {
      if (isBrickIn(game->wall, j, i)) {
        setBrick(state->wallState, j, i);
        drawBrick(state, j, i, colors[i]);
      }
    }
  }
}

void drawBrick(game_state_type * state, int xBrick, int yBrickRow, uint16_t backgroundColor) {
  tft.fillRect((state->brickwidth * xBrick) + game->brickGap,
               state->walltop + (state->brickheight * yBrickRow) + game->brickGap ,
               state->brickwidth - game->brickGap * 2,
               state->brickheight -  game->brickGap * 2, backgroundColor);

}


boolean noBricks(game_type * game, game_state_type * state) {
  for (int i = 0; i < game->rows ; i++) {
    if (state->wallState[i]) return false;
  }
  return true;
}

void drawPlayer(game_type * game, game_state_type * state) {
  // paint
  tft.fillRect(state->playerx, state->bottom, game->playerwidth, game->playerheight, YELLOW);
  if (state->playerx != state->playerxold) {
    // remove old pixels
    if (state->playerx < state->playerxold) {
      tft.fillRect(state->playerx + game->playerwidth, state->bottom, abs(state->playerx - state->playerxold), game->playerheight, backgroundColor);
    }
    else {
      tft.fillRect(state->playerxold, state->bottom, abs(state->playerx - state->playerxold), game->playerheight, backgroundColor);
    }

  }
}

void drawBall(int x, int y, int xold, int yold, int ballsize) {
  // remove old pixels
  //if (xold != x && yold != y) {
  if (xold <= x && yold <= y) {
    tft.fillRect(xold , yold, ballsize, y - yold, BLACK);
    tft.fillRect(xold , yold, x - xold, ballsize, BLACK);
  } else if (xold >= x && yold >= y) {
    tft.fillRect(x + ballsize , yold, xold - x, ballsize, BLACK);
    tft.fillRect(xold , y + ballsize, ballsize, yold - y, BLACK);
  } else if (xold <= x && yold >= y) {
    tft.fillRect(xold , yold, x - xold, ballsize, BLACK);
    tft.fillRect(xold , y + ballsize, ballsize, yold - y, BLACK);
  } else if (xold >= x && yold <= y) {
    tft.fillRect(xold , yold, ballsize, y - yold, BLACK);
    tft.fillRect(x + ballsize, yold, xold - x, ballsize, BLACK);
  }
  // paint new ball
  tft.fillRect(x , y, ballsize, ballsize, YELLOW);
  // }

}

void touchToStart() {
  drawBoxedString(0, 200, "   BREAKOUT", 3, YELLOW, BLACK);
  drawBoxedString(0, 240, "  Tippe zum starten", 2, RED, BLACK);
  while (waitForTouch() < 0) {}
}

void gameOverTouchToStart() {
  drawBoxedString(0, 180, "  Spiel Ende", 3, YELLOW, BLACK);
  drawBoxedString(0, 220, "  Tippe zum starten", 2, RED, BLACK);
  while (waitForTouch() < 0) {}
}

void updateScore (int score) {
  char buffer[5];
  snprintf(buffer, sizeof(buffer), scoreFormat, score);
  drawBoxedString(tft.width() - 50, 6, buffer, 2, YELLOW, PRIMARY_DARK_COLOR);
}

void checkBrickCollision(game_type* game, game_state_type * state, uint16_t x, uint16_t y) {
  int x1 = x + game->ballsize;
  int y1 = y + game->ballsize;
  int collissions = 0;
  collissions += checkCornerCollision(game, state, x, y);
  collissions += checkCornerCollision(game, state, x1, y1);
  collissions += checkCornerCollision(game, state, x, y1);
  collissions += checkCornerCollision(game, state, x1, y);
  if (collissions > 0 ) {
    state->vely = (-1 * state->vely);
    if ((((x % state->brickwidth) == 0)  && ( state->velx < 0 ))
        || ((((x + game->ballsize) % state->brickwidth) == 0)  && ( state->velx > 0 )) ) {
      state->velx = (-1 * state->velx);
    }
  }

}
int checkCornerCollision(game_type * game,  game_state_type * state, uint16_t x, uint16_t y) {
  if ((y > state->walltop) && (y < state->wallbottom)) {
    int yBrickRow = ( y -  state->walltop) / state->brickheight;
    int xBrickColumn = (x / state->brickwidth);
    if (isBrickIn(state->wallState, xBrickColumn, yBrickRow) ) {
      hitBrick(state, xBrickColumn, yBrickRow);
      return 1;
    }
  }
  return 0;
}
void hitBrick(game_state_type * state, int xBrick, int yBrickRow) {
  state->score += pointsForRow[yBrickRow];
  drawBrick(state, xBrick, yBrickRow, WHITE);
  delay(16);
  drawBrick(state, xBrick, yBrickRow, BLUE);
  delay(8);
  drawBrick(state, xBrick, yBrickRow, backgroundColor);
  unsetBrick(state->wallState, xBrick, yBrickRow);
  updateScore(state->score);
}

void checkBorderCollision(game_type * game,  game_state_type * state, uint16_t x, uint16_t y) {
  // check wall collision
  if (x + game->ballsize >=  tft.width()) {
    state->velx = -abs(state->velx);
  }
  if (x <= 0  ) {
    state->velx = abs(state->velx);
  }
  if (y <= SCORE_SIZE ) {
    state->vely = abs(state->vely);
  }
  if (((y + game->ballsize)  >=  state->bottom)
      && ((y + game->ballsize) <= (state->bottom + game->playerheight))
      && (x >= state->playerx)
      && (x <= (state->playerx + game->playerwidth))) {
    // change vel x near player borders
    if (x > (state->playerx + game->playerwidth - 6)) {
      state->velx = state->velx - 1;
    } else if (x < state->playerx + 6) {
      state->velx = state->velx + 1;
    }
    state->vely = -abs(state->vely) ;
  }
}

void checkBallCollisions(game_type * game, game_state_type * state, uint16_t x, uint16_t y) {
  checkBrickCollision(game, state, x, y);
  checkBorderCollision(game, state, x, y);
}

void checkBallExit(game_type * game, game_state_type * state, uint16_t x, uint16_t y) {
  if (((y + game->ballsize)  >=  tft.height())) {
    state->remainingLives--;
    updateLives(game->lives, state->remainingLives);
    delay(500);
    state->vely = -abs(state->vely) ;
  }
}

void setBrick(int wall[], uint8_t x, uint8_t y) {
  wall[y] = wall[y] | BIT_MASK[x];
}

void unsetBrick(int wall[], uint8_t x, uint8_t y) {
  wall[y] = wall[y] & ~BIT_MASK[x];
}

boolean isBrickIn(int wall[], uint8_t x, uint8_t y) {
  return wall[y] &  BIT_MASK[x];
}

// TFT Settings
void initTft(Adafruit_TFTLCD & tft) {
  tft.reset();
  uint16_t ID = tft.readID();
  tft.begin(ID);
  tft.setRotation(0);
}

// Screen Painting Methoden

/**
  Drucken eines Textes in Vorfarbe über einen gefüllten Rahmen mit Hintergrundfarbe.
  Die Größe des Rechtecks wird so berechnet, dass es den gesamten Text ohne Ränder umfasst

  @param x horizontale Koordinate in Punkten linke obere Ecke
  @param y vertikale Koordinate in Punkten linke obere Ecke
  @param fontsize Schriftgröße des zu druckenden Textes
  @param foreColor Vorfarbe des zu druckenden Textes
  @param backgroundColor Farbe des gefüllten Rechtecks
  @return void
*/

void drawBoxedString(const uint16_t x, const uint16_t y, const char* string, const uint16_t fontsize, const uint16_t foreColor, const uint16_t backgroundColor) {
  tft.setTextSize(fontsize);
  int16_t  x1, y1;
  uint16_t w, h;
  tft.getTextBounds(string, x, y, &x1, &y1, &w, &h);
  tft.fillRect(x, y, w, h, backgroundColor);
  tft.setCursor(x, y);
  tft.setTextColor(foreColor);
  tft.print(string);
}

/**
  Den Bildschirm auf die Standardhintergründe zurücksetzen

  @param void
  @return void
*/
void clearDialog(gameSize_type gameSize) {
  tft.fillRect(gameSize.x, gameSize.y, gameSize.width, gameSize.height,  backgroundColor);
  tft.fillRect(gameSize.x, gameSize.y, gameSize.width, SCORE_SIZE, PRIMARY_DARK_COLOR);
}

// Lese UserInterface Auswahl

/*
   Überprüft, ob der Benutzer eines der sichtbaren aktivierten Elemente der Benutzeroberfläche auswählt
   Der onTap-Callback des ausgewählten Elements wird aufgerufen und als gedrückt gesetzt

  @param lastSelected die letzte Auswahl
  @return die neue Auswahl

*/
int readUiSelection(game_type * game, game_state_type * state, const int16_t lastSelected ) {
  int16_t xpos, ypos;  //screen coordinates
  TSPoint tp = ts.getPoint();   //tp.x, tp.y are ADC values

  // if sharing pins, you'll need to fix the directions of the touchscreen pins
  pinMode(XM, OUTPUT);
  pinMode(YP, OUTPUT);
  // we have some minimum pressure we consider 'valid'
  // pressure of 0 means no pressing!

  if (tp.z > MINPRESSURE && tp.z < MAXPRESSURE) {
    xpos = map(tp.x, TS_RT, TS_LEFT, 0, tft.width());
    ypos = map(tp.y, TS_BOT, TS_TOP, 0, tft.height());
    // are we in buttons area ?

    if (xpos > tft.width() / 2) {
      state->playerx += 2;
    } else {
      state->playerx -= 2;
    }
    if (state->playerx >= tft.width() - game->playerwidth) state->playerx = tft.width() - game->playerwidth;
    if (state->playerx < 0) state->playerx = 0;
    return 1;

  }
#ifdef DEMO_MODE
  state->playerx = (state->ballx >> game->exponent) - game->playerwidth / 2;
  if (state->playerx >= tft.width() - game->playerwidth) state->playerx = tft.width() - game->playerwidth;
  if (state->playerx < 0) state->playerx = 0;
#endif

  return -1;
}


int waitForTouch() {
  int16_t xpos, ypos;  //screen coordinates
  TSPoint tp = ts.getPoint();   //tp.x, tp.y are ADC values

  // if sharing pins, you'll need to fix the directions of the touchscreen pins
  pinMode(XM, OUTPUT);
  pinMode(YP, OUTPUT);
  // we have some minimum pressure we consider 'valid'
  // pressure of 0 means no pressing!
  if (tp.z > MINPRESSURE && tp.z < MAXPRESSURE) {
    return 1;
  }
  return -1;
}

Erstellung des Gehäuse:
Die Erstellung des Gehäusedeckel mit Tinkecad, habe ich nicht mit in das Youtube-Video gepackt, damit der Film nicht zu lang wird.
Wenn es aber interessiert, kann es hier auf der Webseite anschauen:

Gehäuse Download für 3D-Druck:
https://www.thingiverse.com

Youtube-Video:

Weitere Game-Lösungen sind hier auf Github

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