ENIB 2024 : Space Invador de l'espace : Différence entre versions
(→Outil et matériel) |
(→Code Arduino) |
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Ligne 25 : | Ligne 25 : | ||
===Code Arduino=== | ===Code Arduino=== | ||
<syntaxhighlight lang="Arduino" line> | <syntaxhighlight lang="Arduino" line> | ||
− | # | + | |
− | #include < | + | #include <FastLED.h> |
+ | #include <SPI.h> | ||
+ | |||
+ | #define NUM_STRIPS 1 | ||
+ | #define NUM_LEDS_PER_STRIP 256 | ||
+ | CRGB leds[NUM_STRIPS][NUM_LEDS_PER_STRIP]; | ||
+ | |||
+ | int color[5] {0x000000,0x000001,0x010000,0x000100,0x010100}; | ||
+ | int position, position_vaisseau = 4, delay_tire = 0, level = 1; | ||
+ | bool vivant = true, en_partie = true, ennemi = true; | ||
+ | |||
+ | int level_actuelle[16][16]; | ||
+ | |||
+ | const int level_1[16][16] { \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \ | ||
+ | }; | ||
+ | |||
+ | const int level_2[16][16] { \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 2, 2, 0, 0, 2, 2, 2, 2, 0, 0, 2, 2, 0, 0}, \ | ||
+ | {0, 0, 2, 2, 0, 0, 0, 2, 2, 0, 0, 0, 2, 2, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \ | ||
+ | }; | ||
+ | |||
+ | const int level_3[16][16] { \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 2, 0, 0, 0, 2, 2, 0, 0, 0, 2, 0, 0, 0}, \ | ||
+ | {0, 0, 2, 2, 2, 0, 2, 2, 2, 2, 0, 2, 2, 2, 0, 0}, \ | ||
+ | {0, 0, 2, 0, 2, 0, 0, 2, 2, 0, 0, 2, 0, 2, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \ | ||
+ | }; | ||
+ | |||
+ | const int level_4[16][16] { \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 2, 2, 0, 2, 2, 0, 2, 2, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \ | ||
+ | }; | ||
+ | |||
+ | const int game_over[16][16] { \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {2, 2, 2, 0, 2, 2, 2, 0, 2, 0, 2, 0, 2, 2, 2, 0}, \ | ||
+ | {2, 0, 0, 0, 2, 0, 2, 0, 2, 2, 2, 0, 2, 0, 0, 0}, \ | ||
+ | {2, 0, 2, 0, 2, 2, 2, 0, 2, 0, 2, 0, 2, 2, 0, 0}, \ | ||
+ | {2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 0}, \ | ||
+ | {2, 2, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 2, 2, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 2, 2, 2, 0, 2, 0, 2, 0, 2, 2, 2, 0, 2, 2, 2}, \ | ||
+ | {0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 0, 2, 0, 2}, \ | ||
+ | {0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 2, 0, 0, 2, 2, 0}, \ | ||
+ | {0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 0, 2, 0, 2}, \ | ||
+ | {0, 2, 2, 2, 0, 0, 2, 0, 0, 2, 2, 2, 0, 2, 0, 2}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \ | ||
+ | }; | ||
+ | |||
+ | const int win[16][16] { \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 2, 0, 0, 0, 2, 0, 2, 2, 2, 0, 2, 0, 0, 2, 0}, \ | ||
+ | {0, 2, 0, 2, 0, 2, 0, 0, 2, 0, 0, 2, 2, 0, 2, 0}, \ | ||
+ | {0, 2, 0, 2, 0, 2, 0, 0, 2, 0, 0, 2, 0, 2, 2, 0}, \ | ||
+ | {0, 0, 2, 0, 2, 0, 0, 2, 2, 2, 0, 2, 0, 0, 2, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ | ||
+ | {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \ | ||
+ | }; | ||
+ | |||
void setup() { | void setup() { | ||
− | // | + | // tell FastLED there's 60 NEOPIXEL leds on pin 2 |
+ | FastLED.addLeds<NEOPIXEL, 2>(leds[0], NUM_LEDS_PER_STRIP); | ||
+ | |||
+ | // tell FastLED there's 60 NEOPIXEL leds on pin 3 | ||
+ | FastLED.addLeds<NEOPIXEL, 3>(leds[1], NUM_LEDS_PER_STRIP); | ||
+ | |||
+ | // tell FastLED there's 60 NEOPIXEL leds on pin 4 | ||
+ | FastLED.addLeds<NEOPIXEL, 4>(leds[2], NUM_LEDS_PER_STRIP); | ||
+ | Serial.begin(9600); | ||
+ | |||
+ | memcpy(level_actuelle,level_1,sizeof(level_1)); | ||
+ | |||
+ | pinMode(A0,INPUT); | ||
+ | pinMode(D7,INPUT); | ||
+ | } | ||
+ | |||
+ | |||
+ | void affiche() { | ||
+ | //carte | ||
+ | for(int x = 0; x < 16; x++) { | ||
+ | for(int y = 0; y < 16;y++){ | ||
+ | if (x%2 == 1){ | ||
+ | position = x*16+y; | ||
+ | } | ||
+ | else{ | ||
+ | position = x*16+15-y; | ||
+ | } | ||
+ | leds[0][position] = color[level_actuelle[x][y]]; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | FastLED.show(); | ||
+ | } | ||
+ | |||
+ | void create_vaisseau(){ | ||
+ | //pos entre 2 et 15 | ||
+ | clear(); | ||
+ | level_actuelle[13][position_vaisseau] = 1; | ||
+ | level_actuelle[13][position_vaisseau-1] = 1; | ||
+ | level_actuelle[12][position_vaisseau-1] = 1; | ||
+ | level_actuelle[13][position_vaisseau-2] = 1; | ||
+ | level_actuelle[14][position_vaisseau-2] = 1; | ||
+ | level_actuelle[14][position_vaisseau] = 1; | ||
+ | FastLED.show(); | ||
+ | } | ||
+ | void clear(){ | ||
+ | for(int x = 10; x < 15; x++) { | ||
+ | for(int y = 0; y < 16;y++){ | ||
+ | if (level_actuelle[x][y] == 1){ | ||
+ | level_actuelle[x][y] = 0; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | |||
+ | void move(){ | ||
+ | position_vaisseau = int(analogRead(A0)*16/1024); | ||
+ | if (position_vaisseau >= 16){ | ||
+ | position_vaisseau = 15; | ||
+ | } | ||
+ | else if (position_vaisseau <= 1){ | ||
+ | position_vaisseau = 2; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | void tirer() { | ||
+ | if (true) { | ||
+ | level_actuelle[11][position_vaisseau-1] = 103; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | void tick(){ | ||
+ | ennemi = false; | ||
+ | for(int x = 0; x < 16; x++) { | ||
+ | for(int y = 0; y < 16;y++){ | ||
+ | if (level_actuelle[x][y] == 3){ //tire joueur | ||
+ | if (x==0){ | ||
+ | level_actuelle[x][y] = 0; | ||
+ | } | ||
+ | else if ((level_actuelle[x-1][y]==4) || (level_actuelle[x-1][y]==104)){ | ||
+ | level_actuelle[x-1][y] = 3; | ||
+ | level_actuelle[x][y] = 104; | ||
+ | } | ||
+ | else if (level_actuelle[x-1][y]!=0){ | ||
+ | level_actuelle[x-1][y] = 0; | ||
+ | level_actuelle[x][y] = 0; | ||
+ | } | ||
+ | else{ | ||
+ | level_actuelle[x-1][y] = 3; | ||
+ | level_actuelle[x][y] = 0; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | else if (level_actuelle[x][y] == 2){ //vaisseau enemi | ||
+ | ennemi = true; | ||
+ | if ((level_actuelle[x+1][y] == 0)&(random(0,40)==1)){ | ||
+ | level_actuelle[x+1][y] = 104; //chiffre temporaire pour pas refaire son action | ||
+ | } | ||
+ | } | ||
+ | else if (level_actuelle[x][y] == 104){ | ||
+ | level_actuelle[x][y] = 4; | ||
+ | } | ||
+ | else if (level_actuelle[x][y] == 103){ | ||
+ | level_actuelle[x][y] = 3; | ||
+ | } | ||
+ | else if (level_actuelle[x][y]== 4){ | ||
+ | if (x==15){ | ||
+ | level_actuelle[x][y] = 0; | ||
+ | } | ||
+ | if ((level_actuelle[x+1][y] == 0) &(x<15)){ | ||
+ | level_actuelle[x+1][y] = 104; | ||
+ | level_actuelle[x][y] = 0; | ||
+ | } | ||
+ | else if (level_actuelle[x+1][y] == 3){ | ||
+ | level_actuelle[x+1][y] = 104; | ||
+ | level_actuelle[x][y] = 3; | ||
+ | } | ||
+ | else if (level_actuelle[x+1][y] == 1){ | ||
+ | level_actuelle[x][y] = 0; | ||
+ | //game over | ||
+ | en_partie = false; | ||
+ | vivant = false; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||
} | } | ||
void loop() { | void loop() { | ||
− | + | while (en_partie){ | |
+ | tick(); | ||
+ | affiche(); | ||
+ | create_vaisseau(); | ||
+ | if ((digitalRead(D7)) & (delay_tire == 0)){ | ||
+ | tirer(); | ||
+ | delay_tire = 2; | ||
+ | } | ||
+ | else if (delay_tire !=0){ | ||
+ | delay_tire -= 1; | ||
+ | } | ||
+ | move(); | ||
+ | if (!ennemi){ | ||
+ | if (level == 4){ | ||
+ | en_partie = false; | ||
+ | } | ||
+ | else{ | ||
+ | level +=1; | ||
+ | } | ||
+ | |||
+ | if(level==2){ | ||
+ | memcpy(level_actuelle,level_2,sizeof(level_2)); | ||
+ | } | ||
+ | else if(level==3){ | ||
+ | memcpy(level_actuelle,level_3,sizeof(level_3)); | ||
+ | } | ||
+ | else if(level==4){ | ||
+ | memcpy(level_actuelle,level_4,sizeof(level_4)); | ||
+ | } | ||
+ | } | ||
+ | delay(75); | ||
+ | } | ||
+ | if (vivant){ | ||
+ | memcpy(level_actuelle,win,sizeof(win)); | ||
+ | } | ||
+ | else{ | ||
+ | memcpy(level_actuelle,game_over,sizeof(game_over)); | ||
+ | } | ||
+ | affiche(); | ||
+ | delay(200); | ||
+ | if (digitalRead(D7)){ | ||
+ | memcpy(level_actuelle,level_1,sizeof(level_1)); | ||
+ | level = 1; | ||
+ | vivant = true; | ||
+ | en_partie = true; | ||
+ | } | ||
} | } | ||
− | |||
− | |||
==étapes de fabrication== | ==étapes de fabrication== |
Version du 25 janvier 2024 à 10:19
Space Invador de l'espace
Sommaire
description (résumé)
éventuelle photo de l'équipe
Introduction
L'objectif de notre jeu est de tuer l'ennemi. Notre Space Invador se compose de 16x16 leds représentant un vaisseau et des ennemis à abattre. Grâce aux boutons poussoirs, nous pouvons commander la position du vaisseau et donc diriger les tirs.
Outil et matériel
· Carte arduino
· 16x16 leds
· Boutons poussoirs
· Câbles électroniques
fichiers à joindre
Code Arduino
<syntaxhighlight lang="Arduino" line>
- include <FastLED.h>
- include <SPI.h>
- define NUM_STRIPS 1
- define NUM_LEDS_PER_STRIP 256
CRGB leds[NUM_STRIPS][NUM_LEDS_PER_STRIP];
int color[5] {0x000000,0x000001,0x010000,0x000100,0x010100}; int position, position_vaisseau = 4, delay_tire = 0, level = 1; bool vivant = true, en_partie = true, ennemi = true;
int level_actuelle[16][16];
const int level_1[16][16] { \
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0}, \ {0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \
};
const int level_2[16][16] { \
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 2, 2, 0, 0, 2, 2, 2, 2, 0, 0, 2, 2, 0, 0}, \ {0, 0, 2, 2, 0, 0, 0, 2, 2, 0, 0, 0, 2, 2, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \
};
const int level_3[16][16] { \
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 2, 0, 0, 0, 2, 2, 0, 0, 0, 2, 0, 0, 0}, \ {0, 0, 2, 2, 2, 0, 2, 2, 2, 2, 0, 2, 2, 2, 0, 0}, \ {0, 0, 2, 0, 2, 0, 0, 2, 2, 0, 0, 2, 0, 2, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \
};
const int level_4[16][16] { \
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0}, \ {0, 0, 0, 0, 2, 2, 0, 2, 2, 0, 2, 2, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \
};
const int game_over[16][16] { \
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {2, 2, 2, 0, 2, 2, 2, 0, 2, 0, 2, 0, 2, 2, 2, 0}, \ {2, 0, 0, 0, 2, 0, 2, 0, 2, 2, 2, 0, 2, 0, 0, 0}, \ {2, 0, 2, 0, 2, 2, 2, 0, 2, 0, 2, 0, 2, 2, 0, 0}, \ {2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 0}, \ {2, 2, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 2, 2, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 2, 2, 2, 0, 2, 0, 2, 0, 2, 2, 2, 0, 2, 2, 2}, \ {0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 0, 2, 0, 2}, \ {0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 2, 0, 0, 2, 2, 0}, \ {0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 0, 2, 0, 2}, \ {0, 2, 2, 2, 0, 0, 2, 0, 0, 2, 2, 2, 0, 2, 0, 2}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \
};
const int win[16][16] { \
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 2, 0, 0, 0, 2, 0, 2, 2, 2, 0, 2, 0, 0, 2, 0}, \ {0, 2, 0, 2, 0, 2, 0, 0, 2, 0, 0, 2, 2, 0, 2, 0}, \ {0, 2, 0, 2, 0, 2, 0, 0, 2, 0, 0, 2, 0, 2, 2, 0}, \ {0, 0, 2, 0, 2, 0, 0, 2, 2, 2, 0, 2, 0, 0, 2, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, \ {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} \
};
void setup() {
// tell FastLED there's 60 NEOPIXEL leds on pin 2 FastLED.addLeds<NEOPIXEL, 2>(leds[0], NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 3 FastLED.addLeds<NEOPIXEL, 3>(leds[1], NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 4 FastLED.addLeds<NEOPIXEL, 4>(leds[2], NUM_LEDS_PER_STRIP); Serial.begin(9600);
memcpy(level_actuelle,level_1,sizeof(level_1)); pinMode(A0,INPUT); pinMode(D7,INPUT);
}
void affiche() {
//carte for(int x = 0; x < 16; x++) { for(int y = 0; y < 16;y++){ if (x%2 == 1){ position = x*16+y; } else{ position = x*16+15-y; } leds[0][position] = color[level_actuelle[x][y]]; } }
FastLED.show();
}
void create_vaisseau(){
//pos entre 2 et 15 clear(); level_actuelle[13][position_vaisseau] = 1; level_actuelle[13][position_vaisseau-1] = 1; level_actuelle[12][position_vaisseau-1] = 1; level_actuelle[13][position_vaisseau-2] = 1; level_actuelle[14][position_vaisseau-2] = 1; level_actuelle[14][position_vaisseau] = 1; FastLED.show();
}
void clear(){
for(int x = 10; x < 15; x++) { for(int y = 0; y < 16;y++){ if (level_actuelle[x][y] == 1){ level_actuelle[x][y] = 0; } } }
}
void move(){
position_vaisseau = int(analogRead(A0)*16/1024); if (position_vaisseau >= 16){ position_vaisseau = 15; } else if (position_vaisseau <= 1){ position_vaisseau = 2; }
}
void tirer() {
if (true) { level_actuelle[11][position_vaisseau-1] = 103; }
}
void tick(){
ennemi = false; for(int x = 0; x < 16; x++) { for(int y = 0; y < 16;y++){ if (level_actuelle[x][y] == 3){ //tire joueur if (x==0){ level_actuelle[x][y] = 0; } else if ((level_actuelle[x-1][y]==4) || (level_actuelle[x-1][y]==104)){ level_actuelle[x-1][y] = 3; level_actuelle[x][y] = 104; } else if (level_actuelle[x-1][y]!=0){ level_actuelle[x-1][y] = 0; level_actuelle[x][y] = 0; } else{ level_actuelle[x-1][y] = 3; level_actuelle[x][y] = 0; } } else if (level_actuelle[x][y] == 2){ //vaisseau enemi ennemi = true; if ((level_actuelle[x+1][y] == 0)&(random(0,40)==1)){ level_actuelle[x+1][y] = 104; //chiffre temporaire pour pas refaire son action } } else if (level_actuelle[x][y] == 104){ level_actuelle[x][y] = 4; } else if (level_actuelle[x][y] == 103){ level_actuelle[x][y] = 3; } else if (level_actuelle[x][y]== 4){ if (x==15){ level_actuelle[x][y] = 0; } if ((level_actuelle[x+1][y] == 0) &(x<15)){ level_actuelle[x+1][y] = 104; level_actuelle[x][y] = 0; } else if (level_actuelle[x+1][y] == 3){ level_actuelle[x+1][y] = 104; level_actuelle[x][y] = 3; } else if (level_actuelle[x+1][y] == 1){ level_actuelle[x][y] = 0; //game over en_partie = false; vivant = false; } } } }
}
void loop() {
while (en_partie){ tick(); affiche(); create_vaisseau(); if ((digitalRead(D7)) & (delay_tire == 0)){ tirer(); delay_tire = 2; } else if (delay_tire !=0){ delay_tire -= 1; } move(); if (!ennemi){ if (level == 4){ en_partie = false;
} else{ level +=1; }
if(level==2){ memcpy(level_actuelle,level_2,sizeof(level_2)); } else if(level==3){ memcpy(level_actuelle,level_3,sizeof(level_3)); } else if(level==4){ memcpy(level_actuelle,level_4,sizeof(level_4)); } } delay(75); } if (vivant){ memcpy(level_actuelle,win,sizeof(win)); } else{ memcpy(level_actuelle,game_over,sizeof(game_over)); } affiche(); delay(200); if (digitalRead(D7)){ memcpy(level_actuelle,level_1,sizeof(level_1)); level = 1; vivant = true; en_partie = true; }
}
étapes de fabrication
étape 1
Création du code arduino et test de celui-ci sur la carte.
étape 2
Création de la maquette en carton.
étape 3
Test du jeu.
Troubleshouting
Difficultés rencontrées : création du code arduino
Solutions : test du code, analyse des erreurs, aide des intervenants