AT89C51单片机游戏(俄罗斯方块)

2023-03-04 05:30   412   0  

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


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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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