一、电路设计
此电路由AT89C51最小系统、12864显示模块和独立按键组成。可实现类似俄罗斯方块的游戏
二、运行效果
三、部分代码
/*想要更多项目私wo!!!*/
#include #include"pic.c" #include #define LCD_DATA P2 #define button_delay 150 //按键延时 #define button_acceleration 65 //按键加速度阈值 #define GAME_LOCATION 30 sbit button_a = P3^4; //变形 sbit button_b = P3^5; //开始 sbit up = P3^2; //暂停开始 sbit down = P3^0; sbit left = P3^1; sbit right = P3^3; sbit speaker=P3^6; sbit LCD_RS=P1^0; sbit LCD_RW=P1^1; sbit LCD_E=P1^2; sbit LCD_CS2=P1^4; //右屏选择(左右屏有时候相反) sbit LCD_CS1=P1^3; //左屏选择 sbit LCD_RST=P3^7; unsigned int up_reg=button_delay; //按键up累加器 unsigned int down_reg=button_delay; //按键down累加器 unsigned int left_reg=button_delay; //按键left累加器 unsigned int right_reg=button_delay; //按键right累加器 unsigned int button_a_reg=button_delay; //按键button_a累加器 unsigned int button_b_reg=button_delay; //按键button_b累加器 unsigned int right_acceleration=0; //按键right加速度寄存器 unsigned int left_acceleration=0; //按键left加速度寄存器 unsigned int idata Box_Ram[19];//定义游戏点阵缓存10*16 unsigned char box_down_reg;//定义方块下落累加寄存器 unsigned char time0_reg;//定义定时器0累加寄存器 unsigned char next_mode;//定义下一个方块的类型 unsigned char next_shape;//定义下一个方块的形状 unsigned int destroy_row_num=0;//定义所消的行数 unsigned char speed_num=0;//定义游戏速度等级 unsigned char level_num;//定义游戏难度等级 bit game_over_flag;//游戏结束标志位置0表示游戏未结束 bit pause_game_flag;//游戏暂停标志位置0表示游戏未暂停 struct { unsigned char mode;//类型 unsigned char shape;//形状 unsigned char x;//x坐标 unsigned char y;//y坐标 unsigned int box;//定义方块缓存 }s_box; //定义方块结构体 //LCD检测忙状态函数 void LCD_check_busy() { unsigned char temp; LCD_RS=0; LCD_RW=1; do { LCD_DATA=0xff; LCD_E=1; temp=LCD_DATA; LCD_E=0; }while((temp&0x80)==0x80); } //写指令代码(cs为0选左屏,cs为1选右屏) void LCD_W_code(unsigned char tpcode,bit cs) { LCD_RS=0; LCD_RW=0; LCD_CS2=~cs; LCD_CS1=cs; LCD_DATA=tpcode; LCD_E=1; _nop_(); LCD_E=0; } //写显示数据(cs为0选左屏,cs为1选右屏) void LCD_W_data(unsigned char tpdata,bit cs) { LCD_check_busy(); LCD_RS=1; LCD_RW=0; LCD_CS2=~cs; LCD_CS1=cs; LCD_DATA=tpdata; LCD_E=1; _nop_(); LCD_E=0; } //LCD初始化函数 void LCD_initialize() { LCD_RST=0; _nop_(); _nop_(); LCD_RST=1; LCD_W_code(0x3f,0); //开显示设置 LCD_W_code(0xc0,0); //设置显示起始行为第一行 LCD_W_code(0xb8,0); //页面地址设置 LCD_W_code(0x40,0); //列地址设为0 LCD_W_code(0x3f,1); LCD_W_code(0xc0,1); LCD_W_code(0xb8,1); LCD_W_code(0x40,1); } //LCD清屏函数 void LCD_clear() { unsigned char i,j; for(j=0;j<8;j++) { LCD_W_code(0xb8+j,0); LCD_W_code(0x40,0); LCD_W_code(0xb8+j,1); LCD_W_code(0x40,1); for(i=0;i<64;i++) { LCD_W_data(0x00,0); LCD_W_data(0x00,1); } } } //LCD显示字符串函数(word表示要显示的字符串, //length表示要显示的字符串宽度, //x表示首字符所在行数, //y表示首字符所在列数) void LCD_display_word(unsigned char word[], unsigned int length, unsigned char x, unsigned char y) { unsigned char i; for(i=0;i LCD_W_code(0xb8+x,0); LCD_W_code(0xb8+x,1); if(y+i<64) { LCD_W_code(0x40+y+i,0); LCD_W_data(word[i],0); } else { LCD_W_code(y+i,1); LCD_W_data(word[i],1); } } } //LCD画全屏函数 void LCD_full_draw(unsigned char word[]) { unsigned char i,j; for(i=0;i<8;i++) { LCD_W_code(0xb8+i,0); LCD_W_code(0x40,0); for(j=0;j<64;j++) { LCD_W_data(word[i*128+j],0); } LCD_W_code(0xb8+i,1); LCD_W_code(0x40,1); for(j=0;j<64;j++) { LCD_W_data(word[i*128+64+j],1); } } } //LCD显示一个字节函数( //x表示x坐标, //y表示y坐标, //tpdata表示要显示的数据) void LCD_display_byte(unsigned char x, unsigned char y, unsigned char tpdata) { if(x<64) { LCD_W_code(0xb8+y,0); LCD_W_code(0x40+x,0); LCD_W_data(tpdata,0); } else { LCD_W_code(0xb8+y,1); LCD_W_code(x,1); LCD_W_data(tpdata,1); } } void LCD_draw(unsigned char word[]) { unsigned char i,j; for(i=0;i<8;i++) { LCD_W_code(0xb8+i,1); LCD_W_code(0x40+20,1); for(j=0;j<44;j++) { LCD_W_data(word[i*44+j],1); } } } //基本界面显示函数 void display_basic() { unsigned char i; for(i=0;i<8;i++) { LCD_display_byte(GAME_LOCATION,i,0xff); LCD_display_byte(GAME_LOCATION+41,i,0xff); } } //刷新游戏区域函数 void refurbish_display() { unsigned char i,j,tpdata; for(i=0;i<8;i++) { for(j=0;j<10;j++) { tpdata=0x00; if( (Box_Ram[2*i]>>(12-j))&0x0001==1 ) { tpdata=0x0f; } if( (Box_Ram[2*i+1]>>(12-j))&0x0001==1 ) { tpdata|=0xf0; } LCD_display_byte(GAME_LOCATION+1+j*4,i,tpdata); LCD_display_byte(GAME_LOCATION+2+j*4,i,0xbb&tpdata); LCD_display_byte(GAME_LOCATION+3+j*4,i,0xdd&tpdata); LCD_display_byte(GAME_LOCATION+4+j*4,i,tpdata); } } }
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