Topics Covered:

If you've been playing your game along with the build, you've noticed that the game isn't all that exciting if the levels never change. Here you'l address that and again create a structure that helps you as you move forward in the lessons. 

/* * Now that you have an obstacle to jump over, you can make the location * of the wall a variable. By doing so, your game is more flexible and * fun! * * It is common that programmers will start out with a basic, less * complicated version of a feature, like a 'hard coded' wall, and then * add more to it, like a little version of the process you're using to * make this game. Building things one step at a time means you can focus * on each part as you make it and solve problems one at a time. */ #include "MakerScreenXVI.h" MakerScreenXVI lcd; byte run0[8] = { //legs in partial stride 0b00000, 0b01100, 0b01100, 0b01100, 0b01110, 0b01100, 0b01010, 0b01010 }; byte run1[8] = {//legs in full stride 0b00000, 0b01100, 0b01100, 0b01111, 0b01100, 0b01100, 0b01010, 0b10001 }; byte wall[8] = { //wall obstacle 0b11111, 0b10101, 0b11111, 0b10001, 0b11111, 0b10101, 0b11111, 0b10001 }; byte crash[8] = { //crashed JumpMan 0b00000, 0b00011, 0b01011, 0b00111, 0b00011, 0b00011, 0b00001, 0b00001 }; int position = 0; //holds the changing position of the cursor bool runState = 0; //which running animation to draw (0 or 1). int jumpState = 0; //0 ='pre-jump', 1 ='mid jump', 2='post jump' bool buttonState = 0; //will equal 1 after press, 0 after jump completed //Integer for the position of the wall int wallPosition = 14; //wall can be placed from 0 to 15 long animationTimer; //tracks animation (custom character) updates long runTimer; //tracks position updates void setup() { lcd.begin(); lcd.backlightOn(); lcd.createChar(0, run0); //partial stride character lcd.createChar(1, run1); //full stride character lcd.createChar(2, wall); //wall character in 'slot' 2 of custom characters lcd.createChar(3, crash); //splatted character against the wall pinMode(6,INPUT_PULLUP); //button to trigger jump //Start both timers equal to millis() so that the difference between //millis and the variables is 0. animationTimer = millis(); runTimer = millis(); } void loop() { //Set the cursor depending on the state of the character if (jumpState == 0){ lcd.setCursor(position,1); } else if (jumpState == 1){ lcd.setCursor(position,0); } else if (jumpState == 2){ lcd.setCursor(position,1); } lcd.write(runState); //draw the run0 or run1 animation /* * Draw the wall at its variable position. In the previous lesson, * wallPosition was the number '14'. Now it's a variable that holds * a range of numbers from 0 to 15. */ lcd.setCursor(wallPosition,1); lcd.write(2); //Draw wall if ((digitalRead(6) == LOW)&&(jumpState == 0)){ buttonState = 1; //1 means a press is recorded } //Button is unpressed and a jump has been completed if ((digitalRead(6) == HIGH)&&(jumpState == 2)){ jumpState = 0; } if (millis() - animationTimer > 300){//Update animation every 300 ms runState = 1 - runState; //draw the next JumpMan animation animationTimer = millis(); lcd.clear(); //clear the LCD to draw a new character } if (millis() - runTimer > 600){ //Every 600 milliseconds, run this... position = position + 1; //move character one space to the right if (position == 16){//reset position to 0 when you reach the screen's edge position = 0; } //if button has been pressed and a jump hasn't been initiated... if ((buttonState == 1)&&(jumpState == 0)){ jumpState = 1; //signal a jump buttonState = 0; //reset button to 'unpressed' in the code } else if (jumpState == 1){//true if jumpState set to one in the last loop jumpState = 2; //jump is marked as complete } /* * Again you will update the 'hard coded' wall position of 14 to the * variable wallPosition. One of the strengths of variables is that * they can be set at the top of the code so that you don't have to * hunt through an entire program to find hard coded numbers that * you want to change. It is easy to miss one change and get strange * behavior. */ if ((position == wallPosition)&&(jumpState != 1)){//check for a crash drawCrash(); } lcd.clear(); runTimer = millis(); } } void drawCrash(){ //draw JumpMan crashed into a wall /* * You also need to update the drawing to reflect the position. * You can use wallPosition anywhere we want because you created * it up top, above setup and loop. Variables like that are * called global variables, and can be used in any function you * create. You can also create variables inside functions, but * they pop into existance for that function, and then disappear * when you leave it. * That is also why you can change position, buttonState, and * jumpState in this function. If you create a variable inside * loop() or setup(), or in a function, it only exists inside that * function and can't be used outside of it. * /* * You use some existing variables in your function drawCrash(). This is * possible only because you declared those variables outside of void setup * and void loop. * * Variables that exist outside of all functions are called global scope * variables and any function can use them. * * Variables that exist only inside a function are called local scope * variables. * * Going in-depth with scope is beyond this program, but it's an important * topic that you will learn more about as you write more code. */ lcd.clear(); //clear all the characters on the screen //Move JumpMan back one position from the wall he hit and draw him splatted lcd.setCursor((position-1),1); lcd.write(3); //draw the 'splatted' JumpMan lcd.setCursor(wallPosition,1); lcd.write(2); //draw the wall delay(1000); // Reset the variables to put the JumpMan back at the starting point position = 0; buttonState = 0; jumpState = 0; } /* * Now that you've made the placement of the wall variable, you can * update the variable and the wall will move. Update the variable around * line 70 and re upload the code to see the effect. * * * The wall in the last lesson was 'hard coded': the execution of the code is * very specific and non-adaptive. It may be simpler when you code it, * but changing it is difficult. * * Try cutting the "int position = 0;" line and pasting it inside the void * loop() anywhere between the first { and last }. Try to upload your code. * You will see that the computer encounters an error when the function tries * to use the position variable. */ //(c) 2017 Let's Start Coding. License:

In this 'conversion' lesson, you are increasing the flexibility of your code with a variable. It took high attention to detail to hunt down every place where the number needed to be replaced!