前言:使用STM32的显示屏其实可以开发出许多有趣的小项目,比如:多功能菜单,小游戏等等。其中,STM32F1XX由于Cortex-M3芯片的性能一般(计算量与内存),所以能够实现的小游戏不多,较为常见的:贪吃蛇,俄罗斯方块,飞机大战等。本文将给大家实现一款较为新颖的小游戏——谷歌小恐龙(Chrome Dino Game)。简单使用0.96寸OLED屏幕搭配STM32F1系列的MCU就可以实现,硬件要求很低。(本游戏代码基于HAL库实现,文末有代码开源)
实验硬件:STM32F103ZET6;0.96寸OLED;2个KEY按键
硬件实物图:
效果图:
引脚连接:
OLED模块:
VCC --> 3.3V
GND --> GND
SCL --> PB10
SDA --> PB11
KEY按键模块:
KEY0 --> PE3
KEY1 --> PE4
注意:这里按键直接采用了正点原子精英板上的固有按键,自己打板的话,视情况下而定。
谷歌小恐龙(Chrome Dino Game)顾名思义是由Google公司首创出来的小游戏。其初始目的为在Google浏览器出现互联网信号丢失时,排解用户等待联网信号时的无聊难受。
这个游戏的最大优点是它可以在没有互联网的情况下玩。这是Chrome浏览器中一款原始的无止境跑步游戏。主角是一只可爱的霸王龙,它在古老的沙漠中小跑。当然,恐龙游戏有它的目的:避免仙人掌和翼手龙。虽然游戏看起来很简单,但并不需要很长时间就能变得很难,因为游戏的速度会随着你的进步而不断提高。
本文就以谷歌小恐龙(Chrome Dino Game)游戏为原型,使用STM32于0.96寸OLED屏幕上尽可能地复现了谷歌小恐龙游戏。
谷歌小恐龙(Chrome Dino Game)实机效果:
原游戏网址:谷歌小恐龙在线 - 免费玩谷歌小恐龙 (dino.zone)
关于OLED的使用与原理不熟悉的笔者欢迎去笔者另一篇文章学习,由于篇幅问题,这里就不过多讲诉。
【强烈推荐】基于stm32的OLED各种显示实现(含动态图)_混分巨兽龙某某的博客-CSDN博客_oled显示stm32https://blog.csdn.net/black_sneak/article/details/125418537?spm=1001.2014.3001.5501
开发板上除了有经典的流水灯之外,还有一个必备的练习硬件--按键(key)。
正常地独立按键KEY其实使用很简单,就是基于GPIO引脚的读取操作。唯一需要注意的点:按键按下去之后到底时低电平还是高电平。
笔者这里直接使用了正点原子精英版STM32上的按键KEY,按键原理图如下:
考虑到本次小游戏只使用2个按键KEY,这里取KEY0和KEY1。KEY0和KEY1按下后为低电平有效。(这里读者朋友可以根据实际情况去设置)
1、RCC配置外部高速晶振(精度更高)——HSE;
2、SYS配置:Debug设置成Serial Wire(否则可能导致芯片自锁);
3、I2C2配置:这里不直接使用CubeMX的I2C2,使用GPIO模拟(PB10:CLK;PB11:SDA)
4、KEY按键配置:PE3与PE4设置为端口输入(开发板原理图)
5、时钟树配置:
6、工程配置
此部分OLED的基本驱动函数,笔者使用的是I2C驱动的0.96寸OLED屏幕。所以,首先需要使用GPIO模拟I2C通讯。随后,使用I2C通讯去驱动OLED。(此部分代码包含了屏幕驱动与基础显示,如果对OLED显示不太理解的朋友可以去看看上文提到的笔者的另一篇文章)
oled.h:
#ifndef __OLED_H
#define __OLED_H
#include "main.h"
#define u8 uint8_t
#define u32 uint32_t
#define OLED_CMD 0 //写命令
#define OLED_DATA 1 //写数据
#define OLED0561_ADD 0x78 // OLED I2C地址
#define COM 0x00 // OLED
#define DAT 0x40 // OLED
#define OLED_MODE 0
#define SIZE 8
#define XLevelL 0x00
#define XLevelH 0x10
#define Max_Column 128
#define Max_Row 64
#define Brightness 0xFF
#define X_WIDTH 128
#define Y_WIDTH 64
//-----------------OLED IIC GPIO进行模拟----------------
#define OLED_SCLK_Clr() HAL_GPIO_WritePin(GPIOB, GPIO_PIN_10, GPIO_PIN_RESET) //GPIO_ResetBits(GPIOB,GPIO_Pin_10)//SCL
#define OLED_SCLK_Set() HAL_GPIO_WritePin(GPIOB, GPIO_PIN_10, GPIO_PIN_SET) //GPIO_SetBits(GPIOB,GPIO_Pin_10)
#define OLED_SDIN_Clr() HAL_GPIO_WritePin(GPIOB, GPIO_PIN_11, GPIO_PIN_RESET) // GPIO_ResetBits(GPIOB,GPIO_Pin_11)//SDA
#define OLED_SDIN_Set() HAL_GPIO_WritePin(GPIOB, GPIO_PIN_11, GPIO_PIN_SET) // GPIO_SetBits(GPIOB,GPIO_Pin_11)
//I2C GPIO模拟
void IIC_Start();
void IIC_Stop();
void IIC_WaitAck();
void IIC_WriteByte(unsigned char IIC_Byte);
void IIC_WriteCommand(unsigned char IIC_Command);
void IIC_WriteData(unsigned char IIC_Data);
void OLED_WR_Byte(unsigned dat,unsigned cmd);
//功能函数
void OLED_Init(void);
void OLED_WR_Byte(unsigned dat,unsigned cmd);
void OLED_FillPicture(unsigned char fill_Data);
void OLED_SetPos(unsigned char x, unsigned char y);
void OLED_DisplayOn(void);
void OLED_DisplayOff(void);
void OLED_Clear(void);
void OLED_On(void);
void OLED_ShowChar(u8 x,u8 y,u8 chr,u8 Char_Size);
u32 oled_pow(u8 m,u8 n);
void OLED_ShowNum(u8 x,u8 y,u32 num,u8 len,u8 size2);
void OLED_ShowString(u8 x,u8 y,u8 *chr,u8 Char_Size);
#endif
oled.c:
#include "oled.h"
#include "asc.h" //字库(可以自己制作)
#include "main.h"
/********************GPIO 模拟I2C*******************/
//注意:这里没有直接使用HAL库中的模拟I2C
/**********************************************
//IIC Start
**********************************************/
void IIC_Start()
{
OLED_SCLK_Set() ;
OLED_SDIN_Set();
OLED_SDIN_Clr();
OLED_SCLK_Clr();
}
/**********************************************
//IIC Stop
**********************************************/
void IIC_Stop()
{
OLED_SCLK_Set() ;
OLED_SDIN_Clr();
OLED_SDIN_Set();
}
void IIC_WaitAck()
{
OLED_SCLK_Set() ;
OLED_SCLK_Clr();
}
/**********************************************
// IIC Write byte
**********************************************/
void IIC_WriteByte(unsigned char IIC_Byte)
{
unsigned char i;
unsigned char m,da;
da=IIC_Byte;
OLED_SCLK_Clr();
for(i=0;i<8;i++)
{
m=da;
// OLED_SCLK_Clr();
m=m&0x80;
if(m==0x80)
{OLED_SDIN_Set();}
else OLED_SDIN_Clr();
da=da<<1;
OLED_SCLK_Set();
OLED_SCLK_Clr();
}
}
/**********************************************
// IIC Write Command
**********************************************/
void IIC_WriteCommand(unsigned char IIC_Command)
{
IIC_Start();
IIC_WriteByte(0x78); //Slave address,SA0=0
IIC_WaitAck();
IIC_WriteByte(0x00); //write command
IIC_WaitAck();
IIC_WriteByte(IIC_Command);
IIC_WaitAck();
IIC_Stop();
}
/**********************************************
// IIC Write Data
**********************************************/
void IIC_WriteData(unsigned char IIC_Data)
{
IIC_Start();
IIC_WriteByte(0x78); //D/C#=0; R/W#=0
IIC_WaitAck();
IIC_WriteByte(0x40); //write data
IIC_WaitAck();
IIC_WriteByte(IIC_Data);
IIC_WaitAck();
IIC_Stop();
}
void OLED_WR_Byte(unsigned dat,unsigned cmd)
{
if(cmd)
{
IIC_WriteData(dat);
}
else
{
IIC_WriteCommand(dat);
}
}
void OLED_Init(void)
{
HAL_Delay(100); //这个延迟很重要
OLED_WR_Byte(0xAE,OLED_CMD);//--display off
OLED_WR_Byte(0x00,OLED_CMD);//---set low column address
OLED_WR_Byte(0x10,OLED_CMD);//---set high column address
OLED_WR_Byte(0x40,OLED_CMD);//--set start line address
OLED_WR_Byte(0xB0,OLED_CMD);//--set page address
OLED_WR_Byte(0x81,OLED_CMD); // contract control
OLED_WR_Byte(0xFF,OLED_CMD);//--128
OLED_WR_Byte(0xA1,OLED_CMD);//set segment remap
OLED_WR_Byte(0xA6,OLED_CMD);//--normal / reverse
OLED_WR_Byte(0xA8,OLED_CMD);//--set multiplex ratio(1 to 64)
OLED_WR_Byte(0x3F,OLED_CMD);//--1/32 duty
OLED_WR_Byte(0xC8,OLED_CMD);//Com scan direction
OLED_WR_Byte(0xD3,OLED_CMD);//-set display offset
OLED_WR_Byte(0x00,OLED_CMD);//
OLED_WR_Byte(0xD5,OLED_CMD);//set osc division
OLED_WR_Byte(0x80,OLED_CMD);//
OLED_WR_Byte(0xD8,OLED_CMD);//set area color mode off
OLED_WR_Byte(0x05,OLED_CMD);//
OLED_WR_Byte(0xD9,OLED_CMD);//Set Pre-Charge Period
OLED_WR_Byte(0xF1,OLED_CMD);//
OLED_WR_Byte(0xDA,OLED_CMD);//set com pin configuartion
OLED_WR_Byte(0x12,OLED_CMD);//
OLED_WR_Byte(0xDB,OLED_CMD);//set Vcomh
OLED_WR_Byte(0x30,OLED_CMD);//
OLED_WR_Byte(0x8D,OLED_CMD);//set charge pump enable
OLED_WR_Byte(0x14,OLED_CMD);//
OLED_WR_Byte(0xAF,OLED_CMD);//--turn on oled panel
HAL_Delay(100);
OLED_FillPicture(0x0);
}
/********************************************
// OLED_FillPicture
********************************************/
void OLED_FillPicture(unsigned char fill_Data)
{
unsigned char m,n;
for(m=0;m<8;m++)
{
OLED_WR_Byte(0xb0+m,0); //page0-page1
OLED_WR_Byte(0x00,0); //low column start address
OLED_WR_Byte(0x10,0); //high column start address
for(n=0;n<128;n++)
{
OLED_WR_Byte(fill_Data,1);
}
}
}
//坐标设置
void OLED_SetPos(unsigned char x, unsigned char y)
{ OLED_WR_Byte(0xb0+y,OLED_CMD);
OLED_WR_Byte(((x&0xf0)>>4)|0x10,OLED_CMD);
OLED_WR_Byte((x&0x0f),OLED_CMD);
}
//开启OLED显示
void OLED_DisplayOn(void)
{
OLED_WR_Byte(0X8D,OLED_CMD); //SET DCDC命令
OLED_WR_Byte(0X14,OLED_CMD); //DCDC ON
OLED_WR_Byte(0XAF,OLED_CMD); //DISPLAY ON
}
//关闭OLED显示
void OLED_DisplayOff(void)
{
OLED_WR_Byte(0X8D,OLED_CMD); //SET DCDC命令
OLED_WR_Byte(0X10,OLED_CMD); //DCDC OFF
OLED_WR_Byte(0XAE,OLED_CMD); //DISPLAY OFF
}
//清屏函数,清完屏,整个屏幕是黑色的!和没点亮一样!!!
void OLED_Clear(void)
{
u8 i,n;
for(i=0;i<8;i++)
{
OLED_WR_Byte (0xb0+i,OLED_CMD); //设置页地址(0~7)
OLED_WR_Byte (0x00,OLED_CMD); //设置显示位置—列低地址
OLED_WR_Byte (0x10,OLED_CMD); //设置显示位置—列高地址
for(n=0;n<128;n++)OLED_WR_Byte(0,OLED_DATA);
} //更新显示
}
void OLED_On(void)
{
u8 i,n;
for(i=0;i<8;i++)
{
OLED_WR_Byte (0xb0+i,OLED_CMD); //设置页地址(0~7)
OLED_WR_Byte (0x00,OLED_CMD); //设置显示位置—列低地址
OLED_WR_Byte (0x10,OLED_CMD); //设置显示位置—列高地址
for(n=0;n<128;n++)OLED_WR_Byte(1,OLED_DATA);
} //更新显示
}
//在指定位置显示一个字符,包括部分字符
//x:0~127
//y:0~63
//mode:0,反白显示;1,正常显示
//size:选择字体 16/12
void OLED_ShowChar(u8 x,u8 y,u8 chr,u8 Char_Size)
{
unsigned char c=0,i=0;
c=chr-' ';//得到偏移后的值
if(x>Max_Column-1){x=0;y=y+2;}
if(Char_Size ==16)
{
OLED_SetPos(x,y);
for(i=0;i<8;i++)
OLED_WR_Byte(F8X16[c*16+i],OLED_DATA);
OLED_SetPos(x,y+1);
for(i=0;i<8;i++)
OLED_WR_Byte(F8X16[c*16+i+8],OLED_DATA);
}
else {
OLED_SetPos(x,y);
for(i=0;i<6;i++)
OLED_WR_Byte(F6x8[c][i],OLED_DATA);
}
}
//m^n函数
u32 oled_pow(u8 m,u8 n)
{
u32 result=1;
while(n--)result*=m;
return result;
}
//显示2个数字
//x,y :起点坐标
//len :数字的位数
//size:字体大小
//mode:模式 0,填充模式;1,叠加模式
//num:数值(0~4294967295);
void OLED_ShowNum(u8 x,u8 y,u32 num,u8 len,u8 size2)
{
u8 t,temp;
u8 enshow=0;
for(t=0;t120){x=0;y+=2;}
j++;
}
}
该部分为整个项目代码的核心部分之一,任何一个游戏都是需要去绘制和构建游戏的图形以及模型的。好的游戏往往都具有很好的游戏模型和精美UI,很多3A大作都具备这样的特性。
dinogame.h:
#ifndef __DINOGAME_H
#define __DINOGAME_H
void OLED_DrawBMP(unsigned char x0, unsigned char y0,unsigned char x1, unsigned char y1,unsigned char BMP[]);
void OLED_DrawBMPFast(const unsigned char BMP[]);
void oled_drawbmp_block_clear(int bx, int by, int clear_size);
void OLED_DrawGround();
void OLED_DrawCloud();
void OLED_DrawDino();
void OLED_DrawCactus();
int OLED_DrawCactusRandom(unsigned char ver, unsigned char reset);
int OLED_DrawDinoJump(char reset);
void OLED_DrawRestart();
void OLED_DrawCover();
#endif
dinogame.c代码:
#include "oled.h"
#include "oledfont.h"
#include "stdlib.h"
/***********功能描述:显示显示BMP图片128×64起始点坐标(x,y),x的范围0~127,y为页的范围0~7*****************/
void OLED_DrawBMP(unsigned char x0, unsigned char y0,unsigned char x1, unsigned char y1,unsigned char BMP[])
{
unsigned int j=0;
unsigned char x,y;
if(y1%8==0) y=y1/8;
else y=y1/8+1;
for(y=y0;y128) break;
IIC_WriteByte(0x0);
IIC_WaitAck();
}
IIC_Stop();
}
void OLED_DrawGround()
{
static unsigned int pos = 0;
unsigned char speed = 5;
unsigned int ground_length = sizeof(GROUND);
unsigned char x;
OLED_SetPos(0, 7);
IIC_Start();
IIC_WriteByte(0x78);
IIC_WaitAck();
IIC_WriteByte(0x40);
IIC_WaitAck();
for (x = 0; x < 128; x++)
{
IIC_WriteByte(GROUND[(x+pos)%ground_length]);
IIC_WaitAck();
}
IIC_Stop();
pos = pos + speed;
//if(pos>ground_length) pos=0;
}
// 绘制云朵
void OLED_DrawCloud()
{
static int pos = 128;
static char height=0;
char speed = 3;
unsigned int i=0;
int x;
int start_x = 0;
int length = sizeof(CLOUD);
unsigned char byte;
//if (pos + length <= -speed) pos = 128;
if (pos + length <= -speed)
{
pos = 128;
height = rand()%3;
}
if(pos < 0)
{
start_x = -pos;
OLED_SetPos(0, 1+height);
}
else
{
OLED_SetPos(pos, 1+height);
}
IIC_Start();
IIC_WriteByte(0x78);
IIC_WaitAck();
IIC_WriteByte(0x40);
IIC_WaitAck();
for (x = start_x; x < length + speed; x++)
{
if (pos + x > 127) break;
if (x < length) byte = CLOUD[x];
else byte = 0x0;
IIC_WriteByte(byte);
IIC_WaitAck();
}
IIC_Stop();
pos = pos - speed;
}
// 绘制小恐龙
void OLED_DrawDino()
{
static unsigned char dino_dir = 0;
unsigned int j=0;
unsigned char x, y;
unsigned char byte;
dino_dir++;
dino_dir = dino_dir%2;
for(y=0; y<2; y++)
{
OLED_SetPos(16, 6+y);
IIC_Start();
IIC_WriteByte(0x78);
IIC_WaitAck();
IIC_WriteByte(0x40);
IIC_WaitAck();
for (x = 0; x < 16; x++)
{
j = y*16 + x;
byte = DINO[dino_dir][j];
IIC_WriteByte(byte);
IIC_WaitAck();
}
IIC_Stop();
}
}
// 绘制仙人掌障碍物
void OLED_DrawCactus()
{
char speed = 5;
static int pos = 128;
int start_x = 0;
int length = sizeof(CACTUS_2)/2;
unsigned int j=0;
unsigned char x, y;
unsigned char byte;
if (pos + length <= 0)
{
oled_drawbmp_block_clear(0, 6, speed);
pos = 128;
}
for(y=0; y<2; y++)
{
if(pos < 0)
{
start_x = -pos;
OLED_SetPos(0, 6+y);
}
else
{
OLED_SetPos(pos, 6+y);
}
IIC_Start();
IIC_WriteByte(0x78);
IIC_WaitAck();
IIC_WriteByte(0x40);
IIC_WaitAck();
for (x = start_x; x < length; x++)
{
if (pos + x > 127) break;
j = y*length + x;
byte = CACTUS_2[j];
IIC_WriteByte(byte);
IIC_WaitAck();
}
IIC_Stop();
}
oled_drawbmp_block_clear(pos + length, 6, speed); // 清除残影
pos = pos - speed;
}
// 绘制随机出现的仙人掌障碍物
int OLED_DrawCactusRandom(unsigned char ver, unsigned char reset)
{
char speed = 5;
static int pos = 128;
int start_x = 0;
int length = 0;
unsigned int i=0, j=0;
unsigned char x, y;
unsigned char byte;
if (reset == 1)
{
pos = 128;
oled_drawbmp_block_clear(0, 6, speed);
return 128;
}
if (ver == 0) length = 8; //sizeof(CACTUS_1) / 2;
else if (ver == 1) length = 16; //sizeof(CACTUS_2) / 2;
else if (ver == 2 || ver == 3) length = 24;
for(y=0; y<2; y++)
{
if(pos < 0)
{
start_x = -pos;
OLED_SetPos(0, 6+y);
}
else
{
OLED_SetPos(pos, 6+y);
}
IIC_Start();
IIC_WriteByte(0x78);
IIC_WaitAck();
IIC_WriteByte(0x40);
IIC_WaitAck();
for (x = start_x; x < length; x++)
{
if (pos + x > 127) break;
j = y*length + x;
if (ver == 0) byte = CACTUS_1[j];
else if (ver == 1) byte = CACTUS_2[j];
else if(ver == 2) byte = CACTUS_3[j];
else byte = CACTUS_4[j];
IIC_WriteByte(byte);
IIC_WaitAck();
}
IIC_Stop();
}
oled_drawbmp_block_clear(pos + length, 6, speed);
pos = pos - speed;
return pos + speed;
}
// 绘制跳跃小恐龙
int OLED_DrawDinoJump(char reset)
{
char speed_arr[] = {1, 1, 3, 3, 4, 4, 5, 6, 7};
static char speed_idx = sizeof(speed_arr)-1;
static int height = 0;
static char dir = 0;
//char speed = 4;
unsigned int j=0;
unsigned char x, y;
char offset = 0;
unsigned char byte;
if(reset == 1)
{
height = 0;
dir = 0;
speed_idx = sizeof(speed_arr)-1;
return 0;
}
if (dir==0)
{
height += speed_arr[speed_idx];
speed_idx --;
if (speed_idx<0) speed_idx = 0;
}
if (dir==1)
{
height -= speed_arr[speed_idx];
speed_idx ++;
if (speed_idx>sizeof(speed_arr)-1) speed_idx = sizeof(speed_arr)-1;
}
if(height >= 31)
{
dir = 1;
height = 31;
}
if(height <= 0)
{
dir = 0;
height = 0;
}
if(height <= 7) offset = 0;
else if(height <= 15) offset = 1;
else if(height <= 23) offset = 2;
else if(height <= 31) offset = 3;
else offset = 4;
for(y=0; y<3; y++) // 4
{
OLED_SetPos(16, 5- offset + y);
IIC_Start();
IIC_WriteByte(0x78);
IIC_WaitAck();
IIC_WriteByte(0x40);
IIC_WaitAck();
for (x = 0; x < 16; x++) // 32
{
j = y*16 + x; // 32
byte = DINO_JUMP[height%8][j];
IIC_WriteByte(byte);
IIC_WaitAck();
}
IIC_Stop();
}
if (dir == 0) oled_drawbmp_block_clear(16, 8- offset, 16);
if (dir == 1) oled_drawbmp_block_clear(16, 4- offset, 16);
return height;
}
// 绘制重启
void OLED_DrawRestart()
{
unsigned int j=0;
unsigned char x, y;
unsigned char byte;
//OLED_SetPos(0, 0);
for (y = 2; y < 5; y++)
{
OLED_SetPos(52, y);
IIC_Start();
IIC_WriteByte(0x78);
IIC_WaitAck();
IIC_WriteByte(0x40);
IIC_WaitAck();
for (x = 0; x < 24; x++)
{
byte = RESTART[j++];
IIC_WriteByte(byte);
IIC_WaitAck();
}
IIC_Stop();
}
OLED_ShowString(10, 3, "GAME", 16);
OLED_ShowString(86, 3, "OVER", 16);
}
// 绘制封面
void OLED_DrawCover()
{
OLED_DrawBMPFast(COVER);
}
此部分函数主要是实现快速绘制出游戏所需要的模型组件,模型包括:游戏初始化封面,游戏结束封面,小恐龙(跳跃的小恐龙),沙漠地面,随机出现的仙人掌障碍物(1,2,3个),云朵等。
注意:此部分绘制的属于动态化图片绘制,所绘制的图片会自右向左移动。
关于游戏模型基础组件,采用Img2Lcd2.9软件对图片进行取模,注意考虑到0.96寸的OLED屏幕大小有限,取模图片尽可能小一点。
例子:
取模小恐龙模组:
Img2Lcd2.9软件如下操作取模:
其余,游戏图片模组依此法进行取模,注意图片取得的大小。
游戏图片取模库oledfont.h:
#ifndef __OLEDFONT_H
#define __OLEDFONT_H
//该文件主要为DinoGame的图像库
/************************************6*8???************************************/
const unsigned char GROUND[] =
{
0xc8, 0xc8, 0xc8, 0x28, 0x28, 0x28, 0x8, 0xc8, 0xc8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x48, 0x8, 0x8, 0xc8, 0xc8, 0xc8, 0x8, 0x38, 0x38, 0x8,
0x8, 0x8, 0x8, 0x8, 0x48, 0x48, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x8, 0x48, 0x48, 0x48, 0x8, 0x8, 0x8, 0x28, 0x28, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0xc8, 0x8,
0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x48, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x38, 0x38, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x48, 0x8, 0x28, 0x28, 0x8, 0x48, 0x48, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x8, 0x8, 0x8, 0x8, 0x38, 0x38, 0x8, 0x68, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x8, 0x8, 0x8, 0x8,
0x8, 0x8, 0x8, 0x48, 0x8, 0x48, 0x48, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x48, 0x48, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x68, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0xc8, 0xc8, 0x8, 0x9, 0x8, 0x8, 0x8, 0x8, 0x8, 0x38, 0x38, 0x8, 0x8, 0x28, 0x8, 0x9, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x28, 0x8, 0x8, 0x8, 0x9, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x68, 0x68, 0x8, 0xc9, 0xc8, 0xc8, 0x8, 0x8, 0x8, 0xc8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x29, 0x8, 0x8, 0x8, 0x8,
0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x48, 0x49, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x68, 0x68, 0x8, 0x8, 0x28, 0x28, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x68, 0x68, 0x8, 0x8, 0xc8, 0xc8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x28, 0x8, 0x28, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x28, 0x28, 0x8, 0x8, 0x48, 0x8, 0x38,
0x38, 0x8, 0x8, 0x8, 0x8, 0xc8, 0x8, 0x8, 0x8, 0x8, 0x8, 0xc8, 0xc8, 0xc8, 0x28, 0x28, 0x28, 0x8, 0xc8, 0xc8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x48, 0x48, 0x8, 0x8, 0xc8, 0xc8, 0xc8, 0x8, 0x38, 0x38, 0x8, 0x8, 0x8, 0x8, 0x8, 0x48, 0x48, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x28, 0x8, 0x48, 0x48, 0x48, 0x8, 0x8, 0x8, 0x28, 0x28, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0xc8, 0x8, 0x8, 0x8, 0xc, 0x6, 0x2, 0x42, 0x42, 0x6, 0xc, 0x8, 0x8, 0x8, 0x8, 0x38, 0x38, 0x8, 0x18, 0x18, 0x10, 0x10, 0x10, 0x10, 0x10, 0x18, 0x18, 0x8, 0x48, 0x8, 0x28, 0x28, 0x8, 0x48, 0x48, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x28, 0x8, 0x8, 0x8, 0x8, 0x38, 0x38, 0x68, 0x68, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x48, 0x8, 0x48, 0x48, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x48, 0x48, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x68, 0x68, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x28, 0x8, 0x8, 0x8, 0x8, 0x8, 0xc8, 0xc8, 0xc8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x38, 0x38, 0x8, 0x8, 0x28, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x28, 0x28, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x68, 0x68, 0x8, 0xc8, 0xc8, 0xc8, 0x8, 0x8, 0x8, 0xc8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x28, 0x8, 0x8, 0x8, 0x8, 0xc, 0x4, 0x6, 0x2, 0x2, 0x6, 0xc, 0x4c, 0x48, 0x8, 0x8, 0x8, 0xc, 0x4, 0x6, 0x2, 0x2, 0x6, 0xc, 0xc, 0x68, 0x68, 0x8, 0x28, 0x28, 0x28, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x68, 0x68, 0x68, 0x8, 0x8, 0xc8, 0xc8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x8, 0x28, 0x28, 0x28, 0x28, 0x8, 0x8, 0x8,
0x8, 0x8, 0x28, 0x28, 0x28, 0x8, 0x8, 0x48, 0x28, 0x38, 0x38, 0x8, 0x8, 0x8, 0x8, 0xc8, 0x8, 0x8,
};
const unsigned char CLOUD[] =
{
0x80, 0xc0, 0xe0, 0x70, 0xb0, 0xb0, 0xb0, 0x98, 0x88, 0x8e, 0x83, 0x83, 0x83, 0x81, 0x81, 0x93, 0x8e, 0x8c, 0x88, 0x88, 0x98, 0xb0, 0xf0, 0xc0
};
const unsigned char DINO[2][32] =
{
0xe0, 0x80, 0x0, 0x0, 0x0, 0x80, 0xc0, 0xe0, 0xfe, 0xff, 0xfd, 0xbf, 0xaf, 0x2f, 0x2f, 0xe, 0x3, 0x7, 0xf, 0x1e, 0xff, 0xbf, 0x1f, 0x1f, 0x3f, 0x2f, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0,
0xe0, 0x80, 0x0, 0x0, 0x0, 0x80, 0xc0, 0xe0, 0xfe, 0xff, 0xfd, 0xbf, 0xaf, 0x2f, 0x2f, 0xe, 0x3, 0x7, 0xf, 0x1e, 0x3f, 0x7f, 0x5f, 0x3f, 0xff, 0x8f, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0
};
const unsigned char DINO_JUMP[8][48] = //
{
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xe0, 0x80, 0x0, 0x0, 0x0, 0x80, 0xc0, 0xc0, 0xfe, 0xff, 0xfd, 0xbf, 0xaf, 0x2f, 0x2f, 0xe, 0x3, 0x7, 0xf, 0x1f, 0xff, 0xbf, 0x1f, 0x3f, 0xff, 0x8f, 0x7, 0x0, 0x1, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x0, 0xf0, 0xc0, 0x80, 0x80, 0x80, 0xc0, 0xe0, 0xe0, 0xff, 0xff, 0xfe, 0x5f, 0xd7, 0x17, 0x17, 0x7, 0x1, 0x3, 0x7, 0xf, 0x7f, 0x5f, 0xf, 0x1f, 0x7f, 0x47, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x80, 0xc0, 0x40, 0xc0, 0xc0, 0xc0, 0xc0, 0x80, 0xf8, 0xe0, 0xc0, 0xc0, 0xc0, 0xe0, 0xf0, 0xf0, 0xff, 0xff, 0xff, 0x2f, 0x6b, 0xb, 0xb, 0x3, 0x0, 0x1, 0x3, 0x7, 0x3f, 0x2f, 0x7, 0xf, 0x3f, 0x23, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xc0, 0xe0, 0xa0, 0xe0, 0xe0, 0xe0, 0xe0, 0xc0, 0x7c, 0xf0, 0xe0, 0xe0, 0xe0, 0xf0, 0xf8, 0xf8, 0xff, 0xff, 0xff, 0x17, 0x35, 0x5, 0x5, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1f, 0x17, 0x3, 0x7, 0x1f, 0x11, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xe0, 0xf0, 0xd0, 0xf0, 0xf0, 0xf0, 0xf0, 0xe0, 0x3e, 0x78, 0xf0, 0xf0, 0xf0, 0xf8, 0xfc, 0xfc, 0xff, 0xff, 0x7f, 0xb, 0x1a, 0x2, 0x2, 0x0, 0x0, 0x0, 0x0, 0x1, 0xf, 0xb, 0x1, 0x3, 0xf, 0x8, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf0, 0xf8, 0xe8, 0xf8, 0x78, 0x78, 0x78, 0x70, 0x1f, 0x3c, 0x78, 0xf8, 0xf8, 0xfc, 0xfe, 0xfe, 0xff, 0x7f, 0x3f, 0x5, 0xd, 0x1, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x7,
0x5, 0x0, 0x1, 0x7, 0x4, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
0x80, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf8, 0xfc, 0xf4, 0xfc, 0xbc, 0xbc, 0xbc, 0x38, 0xf, 0x1e, 0x3c, 0x7c, 0xfc, 0xfe, 0x7f, 0xff, 0xff, 0x3f, 0x1f, 0x2, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3,
0x2, 0x0, 0x0, 0x3, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
0xc0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x80, 0x80, 0xfc, 0xfe, 0xfa, 0x7e, 0x5e, 0x5e, 0x5e, 0x1c, 0x7, 0xf, 0x1e, 0x3e, 0xfe, 0x7f, 0x3f, 0x7f, 0xff, 0x1f, 0xf, 0x1, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1,
0x1, 0x0, 0x0, 0x1, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
};
const unsigned char CACTUS_1[] = {
0xf0, 0xf0, 0x0, 0xff, 0xff, 0x0, 0xf0, 0xf0, 0x3, 0x7, 0x86, 0xff, 0xff, 0x6, 0x3, 0x1
};
const unsigned char CACTUS_2[] = {
0xf0, 0xe0, 0x0, 0xff, 0xfe, 0x80, 0xfc, 0x0, 0x0, 0x7c, 0xc0, 0xfe, 0xff, 0x0, 0x80, 0xfc,
0x3, 0x7, 0x6, 0xff, 0xff, 0x1, 0x10, 0x90, 0x90, 0x90, 0x0, 0xff, 0xff, 0x3, 0x3, 0x1
};
const unsigned char CACTUS_3[] = {
0xf0, 0xe0, 0x0, 0xff, 0xfe, 0x80, 0xfc, 0x0, 0xfc, 0xfe, 0x0, 0xff, 0xff, 0x0, 0xf8, 0xf0,
0x0, 0xfe, 0x80, 0xfe, 0xff, 0xfe, 0x78, 0xfc, 0x13, 0x17, 0x6, 0xff, 0xff, 0x1, 0x10, 0x10,
0x13, 0x37, 0x4, 0xff, 0xff, 0x8, 0xf, 0x17, 0x10, 0x10, 0x1, 0xff, 0xff, 0x3, 0x13, 0x11
};
const unsigned char CACTUS_4[] = {
0xf0, 0xe0, 0x0, 0xff, 0xfe, 0x0, 0xf0, 0x0, 0xc0, 0x0, 0xff, 0xfe, 0x60, 0x3c, 0x80, 0x0,
0x0, 0x7c, 0xc0, 0xfe, 0xff, 0x0, 0xf0, 0xf8, 0x43, 0x47, 0x86, 0xff, 0xff, 0x26, 0xa3,
0xa0, 0x27, 0x4, 0xff, 0xff, 0x0, 0x8, 0xff, 0x88, 0x2f, 0x0, 0x0, 0xff, 0xff, 0x6, 0x23, 0x21
};
const unsigned char RESTART[] =
{
0xfc, 0xff, 0xff, 0xff, 0xff, 0xff, 0x3f, 0x3f, 0x3f, 0x3f, 0xf, 0x1f, 0x3f, 0xff, 0xff, 0xff, 0x3f, 0x3f, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfc,
0xff, 0xff, 0xff, 0xff, 0xff, 0x0, 0x0, 0x7e, 0x7e, 0x7e, 0x78, 0x7c, 0x7e, 0x7f, 0x7f, 0x7f, 0x7e, 0x0, 0x0, 0xff, 0xff, 0xff, 0xff, 0xff,
0x3f, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xff, 0xff, 0xff, 0xff, 0xff, 0x3f,
};
const unsigned char COVER[] = {
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xe0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x0, 0x0, 0xf0, 0xf0, 0xc0, 0xc0, 0xf0, 0xf0, 0x0, 0x0, 0xf0, 0xf0, 0xb0, 0xb0, 0x70, 0x60, 0x0, 0x0, 0xe0, 0xf0, 0x30, 0x30, 0xf0, 0xe0, 0x0, 0x0, 0xf0, 0xf0, 0x30, 0xf0, 0xf0, 0x30, 0xf0, 0xe0, 0x0, 0xe0, 0xe0, 0x90, 0x90, 0x90, 0x90, 0x90, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x80, 0x80, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf3, 0xf7, 0x36, 0x36, 0xf6, 0xe6, 0x0, 0xf0, 0xf7, 0x7, 0xc1, 0xc1, 0x37, 0x37, 0xf0, 0xc0, 0x7, 0xc7, 0xe0, 0x30, 0x37, 0x37,
0xe0, 0xc0, 0x3, 0x7, 0x6, 0xf6, 0xf7, 0xb3, 0xb0, 0xb0, 0xf7, 0xe7, 0x0, 0xf7, 0xf7, 0x0, 0x7, 0xf7, 0xf0, 0x3, 0xe3, 0xf4, 0x34, 0x34, 0xf4, 0xe4, 0x0, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x10, 0x10, 0xc, 0x4, 0x14, 0x14, 0x12, 0x11, 0x11, 0x11, 0x10, 0x11, 0x12, 0x12, 0x12, 0x14, 0x1c, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf, 0xf, 0xc, 0xc, 0xf, 0x7, 0x0, 0xf, 0xf, 0x0, 0xf, 0xf, 0x0, 0x0, 0xf, 0xf, 0x0, 0x3, 0x7, 0xc, 0xc, 0xc, 0x7, 0x3, 0x0, 0x0, 0x0, 0xf, 0xf, 0x1, 0x1, 0x1, 0xe, 0xe, 0x0, 0x7, 0xf, 0xc, 0xc, 0x7, 0x7, 0x0, 0xf, 0xf, 0x0, 0x0, 0xf, 0xf, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x80, 0xc0, 0x60, 0xa0, 0xa0, 0xa0, 0x90, 0x88, 0x88, 0x8c, 0x88, 0x90, 0x90, 0xb0, 0xa0, 0xc0, 0x80, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x40, 0x40, 0x0, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x0, 0x0, 0xf0, 0xfc, 0xfc, 0x9c, 0x9c, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xfc, 0xf0, 0xf0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x80, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x80, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
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};
#endif
游戏运行代码,主要包含两个部分:(1)按键代码;(2)游戏运行判定代码
按键代码key:
int get_key_val()
{
if(HAL_GPIO_ReadPin(GPIOE, GPIO_PIN_4)==0)
{
HAL_Delay(10); //消抖
if(HAL_GPIO_ReadPin(GPIOE, GPIO_PIN_4)==0)
{
return 2;
}
}
if(HAL_GPIO_ReadPin(GPIOE, GPIO_PIN_3)==0)
{
HAL_Delay(10); //消抖
if(HAL_GPIO_ReadPin(GPIOE, GPIO_PIN_3)==0)
{
return 1;
}
}
return 0;
}
游戏运行判定代码running:
if (failed == 1)
{
OLED_DrawRestart();
key_num = get_key_val();
if (key_num == 2)
{
if(score > highest_score) highest_score = score;
score = 0;
failed = 0;
height = 0;
reset = 1;
OLED_DrawDinoJump(reset);
OLED_DrawCactusRandom(cactus_category, reset);
OLED_Clear();
}
continue;
}
score ++;
if (height <= 0) key_num = get_key_val();
OLED_DrawGround();
OLED_DrawCloud();
if (height>0 || key_num == 1) height = OLED_DrawDinoJump(reset);
else OLED_DrawDino();
cactus_pos = OLED_DrawCactusRandom(cactus_category, reset);
if(cactus_category == 0) cactus_length = 8;
else if(cactus_category == 1) cactus_length = 16;
else cactus_length = 24;
if (cactus_pos + cactus_length < 0)
{
cactus_category = rand()%4;
OLED_DrawCactusRandom(cactus_category, 1);
}
if ((height < 16) && ( (cactus_pos>=16 && cactus_pos <=32) || (cactus_pos + cactus_length>=16 && cactus_pos + cactus_length <=32)))
{
failed = 1;
}
OLED_ShowString(35, 0, "HI:", 12);
OLED_ShowNum(58, 0, highest_score, 5, 12);
OLED_ShowNum(98, 0, score, 5, 12);
reset = 0;
cur_speed = score/20;
if (cur_speed > 29) cur_speed = 29;
HAL_Delay(30 - cur_speed);
// HAL_Delay(500);
key_num = 0;
/* USER CODE BEGIN 3 */
}
这里简单给大家说明一下,代码原理:根据按键的读取的数值去控制小恐龙的运动状态,同时,屏幕上不断移动和随机生成仙人掌障碍物,得分随着游戏进行增加。花一点时间去读一下程序,还是很好理解的。(为了复现出原版谷歌小恐龙随时间增加,速度越来越快的特性,这里根据用户得分情况,使用减小延迟函数时间去加快游戏速度提高难度)
谷歌小恐龙(Chrome Dino Game)
笔者是一只手拍摄,一只手玩这个游戏,再加上KEY按键靠得太近,按得不方便,所以反复GG。(小声:好吧,笔者太菜!)实在话,感觉小恐龙跑得太快的话,可以把得分延迟函数基础数值加大一点。
链接:https://pan.baidu.com/s/1RHHZ8P3axWi5HQR8MHhagw 提取码:b7uy