【单片机开发】基于stm32的掌上游戏机设计(贪吃蛇)

项目相关链接:
1.STM32掌机:音乐播放器
2.STM32掌机:贪吃蛇
3.STM32掌机:俄罗斯方块

(一)效果展示

【单片机开发】基于stm32的掌上游戏机设计(贪吃蛇)_第1张图片

(二)软件设计

在这里我采用了定时器中断定时读取ADC值,来控制方向


#include "sys.h"
#include "SNAKE.h"
#include "gui.h"
#include "lcd.h"
#include "stdlib.h"
#include "key.h"
#include "adc.h"

#define KEY_UP    3
#define KEY_DOWN  4
#define KEY_LEFT  2
#define KEY_RIGHT 1  
#define SNAKE_Max_Long 50//蛇的最大长度 
u8 pause=0;
u8 start=0;
u8 key=0;

static Rand=1;

void TIM3_Init(u16 per,u16 psc)
{
    TIM_TimeBaseInitTypeDef  TIM_TimeBaseInitStructure;
	NVIC_InitTypeDef NVIC_InitStructure;

	RCC_APB1PeriphClockCmd(RCC_APB1Periph_TIM3, ENABLE); //时钟使能
	
	//定时器TIM3初始化
	TIM_TimeBaseInitStructure.TIM_Period=per;   //自动装载值
	TIM_TimeBaseInitStructure.TIM_Prescaler=psc; //分频系数
	TIM_TimeBaseInitStructure.TIM_ClockDivision=TIM_CKD_DIV1;
	TIM_TimeBaseInitStructure.TIM_CounterMode=TIM_CounterMode_Up; //设置向上计数模式
	TIM_TimeBaseInit(TIM3,&TIM_TimeBaseInitStructure);
	
	TIM_ITConfig(TIM3,TIM_IT_Update,ENABLE ); //使能指定的TIM3中断,允许更新中断

	//中断优先级NVIC设置
	NVIC_InitStructure.NVIC_IRQChannel = TIM3_IRQn;  //TIM3中断
	NVIC_InitStructure.NVIC_IRQChannelPreemptionPriority = 0;  //先占优先级0级
	NVIC_InitStructure.NVIC_IRQChannelSubPriority = 3;  //从优先级3级
	NVIC_InitStructure.NVIC_IRQChannelCmd = ENABLE; //IRQ通道被使能
	NVIC_Init(&NVIC_InitStructure);  //初始化NVIC寄存器
	TIM_Cmd(TIM3, ENABLE);  //使能TIMx					 
}





//蛇结构体
struct Snake
{
	s16 X[SNAKE_Max_Long];
	s16 Y[SNAKE_Max_Long];
	u8 Long;//蛇的长度
	u8 Life;//蛇的生命 0活着 1死亡
	u8 Direction;//蛇移动的方向
}snake;

//食物结构体
struct Food
{
	u8 X;//食物横坐标
	u8 Y;//食物纵坐标
	u8 Yes;//判断是否要出现食物的变量 0有食物 1需要出现食物
}food;


//游戏等级分数
struct Game
{
	u16 Score;//分数
	u8 Life;//游戏等级	
}game;


void touch(void)
{	
	key= PS2_Scan();	
	
	if(key==KEY_UP&&snake.Direction!=4)		//上
	{
		snake.Direction=3;
	} 
	if(key==KEY_DOWN&&snake.Direction!=3)	   //下
	{
		snake.Direction=4;
	} 
	if(key==KEY_LEFT&&snake.Direction!=1)	   //左
	{
		snake.Direction=2;
	} 
	if(key==KEY_RIGHT&&snake.Direction!=2)	  //右
	{
		snake.Direction=1;
	}
}


void TIM3_IRQHandler(void)
{
	if(TIM_GetITStatus(TIM3,TIM_IT_Update)!= RESET)
	{
		touch();
		TIM_ClearITPendingBit(TIM3,TIM_IT_Update);	
	}
}  



 
//界面显示
void show(void)
 {   
	 LCD_Clear(WHITE);
     LCD_DrawRectangle(0, 0, 101,101);
	 Show_Str(0, 101, BLACK,WHITE,"SCORE:",16,1);
     LCD_ShowNum(90,101,0,1,16);
 }  

 void gameover()
{
	start=0;//停止游戏
	LCD_Clear(WHITE);
	Show_Str(0, 0, BLACK,WHITE,"game over",16,1);
}
 
 
 
void play()
{
   u16 i,n,RAND=1;//i蛇的关节数 n用来判断食物和蛇的身体是否重合
	u8 life_buf[2];
	u8 socre_buf[4];
	snake.Long=2;//定义蛇的长度
	snake.Life=0;//蛇还活着
	snake.Direction=1;//蛇的起始方向定义为右
	game.Score=0;//分数为0
	game.Life=4;//蛇的生命值
	food.Yes=1;//出现新食物
	snake.X[0]=15;snake.Y[0]=15;
	snake.X[1]=15;snake.Y[1]=15;

	while(1)
	{
		
			if(food.Yes==1)//出现新的食物
			{
				while(1)
				   {
						//在设定的区域内显示食物		
						//food.X=12+rand()%(240/12)*12;
						//food.Y=12+rand()%(160/12)*12;
					srand(RAND*TIM_GetCounter(TIM3)*TIM_GetCounter(TIM3));//添加随机种子 采用的RTC时钟		
					     RAND++;
						food.X=5+rand()%10*10;
						food.Y=30+rand()%5*10;
						for(n=0;n<snake.Long;n++)
						{
							if(food.X==snake.X[n]&&food.Y==snake.Y[n])
								break;
						}
						if(n==snake.Long)
						food.Yes=0;	
						break;
					}
			}
				
				if(food.Yes==0)//有食物就要显示
				{	
					LCD_Fill(food.X,food.Y,food.X+5,food.Y+5,RED);
				}
				//取得需要重新画的蛇的节数
				for(i=snake.Long-1;i>0;i--)
				{
					snake.X[i]=snake.X[i-1];
					snake.Y[i]=snake.Y[i-1];
				}
				//通过按键来设置蛇的运动方向
				switch(snake.Direction)
				{
					case 1:snake.X[0]+=5;break;//向右运动
					case 2:snake.X[0]-=5;break;//向左运动
					case 3:snake.Y[0]-=5;break;//向上运动
					case 4:snake.Y[0]+=5;break;//向下运动
				}
				for(i=0;i<snake.Long;i++)//画出蛇	
				LCD_Fill(snake.X[i],snake.Y[i],snake.X[i]+5,snake.Y[i]+5,BLUE);//画蛇身体
				while(pause==1){};
				delay_ms(500);//延时
				LCD_Fill(snake.X[snake.Long-1],snake.Y[snake.Long-1],snake.X[snake.Long-1]+5,snake.Y[snake.Long-1]+5,WHITE);//消除蛇身		
						
					
				//判断是否撞墙
				if(snake.X[0]<0||snake.X[0]>100||snake.Y[0]<0||snake.Y[0]>100)
					snake.Life=1;//蛇死掉了
		
				//当蛇的身体超过3节后判断蛇自身的碰撞
				for(i=3;i<snake.Long;i++)
				{
					if(snake.X[i]==snake.X[0]&&snake.Y[i]==snake.Y[0])//自身的任一坐标值与蛇头坐标相等就认为是自身碰撞
						game.Life-=1;
				}
				if(snake.Life==1||game.Life==0)//以上两种判断以后如果蛇死掉了跳出内循环,重新开始
				{
					gameover();
					break;
				}	
				//判断蛇是否吃到了食物
				if(snake.X[0]==food.X&&snake.Y[0]==food.Y)
				{
					LCD_Fill(food.X,food.Y,food.X+5,food.Y+5,GRAY);//把吃到的食物消除
					if(!((snake.Long==SNAKE_Max_Long)&&(snake.Long==SNAKE_Max_Long)))
					snake.Long++;//蛇的身体长一节
					game.Score+=10;
					socre_buf[0]=game.Score/100+0x30;
					socre_buf[1]=game.Score%100/10+0x30;
					socre_buf[2]=game.Score%100%10+0x30;
					socre_buf[3]='\0';
					
					LCD_Fill(90,100,106,116,WHITE);
					Show_Str(90, 100, BLACK,WHITE,socre_buf,16,1);
					food.Yes=1;//需要重新显示食物
				}
		delay_ms(300);
	}	
}
	
	


void SNAKE_TASK()
{  
   Adc_Init();		  		//ADC初始化
   LCD_Clear(WHITE); 
   NVIC_PriorityGroupConfig(NVIC_PriorityGroup_2);  //中断优先级分组 分2组
   TIM3_Init(50,7199);//启动定时器
   show();

   play();

}

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