The final lesson requires you to navigate your entire program, which has gotten large. To add in another wall, you'll have to declare a variable and then duplicate or modify every piece of code where the character interacts with the wall. 

/* * In this lesson, you will add an additional wall for an extra challenge. * * To make this work, you will duplicate the original wall and add checks to * ensure the program works correctly for both obstacles */ #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 }; /* * The same custom character will work for both walls */ 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 }; byte jump[8] = { //mid-jump icon 0b00110, 0b10110, 0b01100, 0b01111, 0b01110, 0b01011, 0b10000, 0b00000 }; // Make an icon for the heart object, just like the others byte heart[8] = {//heart for extra life 0b00000, 0b01010, 0b10101, 0b10001, 0b01010, 0b00100, 0b00000, 0b00000 }; 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 int wallPosition = 14; //wall can be placed from 0 to 15 /* * You will need another variable to hold the position of the new wall */ int wall2Position = 10; //position of the second wall bool heartState = 0;//0 = no heart available, 1 = heart available int heartPosition; //which column is the heart in? int lives = 3; //starting number of lives int animationDuration = 300; //ms between animations of JumpMan's legs int runDuration = 600; //ms between moving JumpMan's position on the screen //Timers to update for each 'level' long animationTimer; long runTimer; 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 lcd.createChar(4, jump); //mid-jump icon lcd.createChar(5, heart); //heart for extra lives pinMode(6,INPUT_PULLUP); //button to trigger jump startScreen();//run function for welcome screen //Start both timers equal to millis() so that the difference between //millis and the variables is 0. animationTimer = millis(); runTimer = millis(); randomSeed(analogRead(A0));//take a reading from A0 to get a random number } void loop() { lcd.setCursor(0,0); lcd.write(4); //Show the jump icon alongside the lives counter lcd.print(lives); //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); } if (jumpState == 1){ //if jump has been activated.. lcd.write(4); //draw JumpMan mid-air } else{ lcd.write(runState); //draw the run0 or run1 animation } lcd.setCursor(wallPosition,1); lcd.write(2); //draw wall /* * Draw your second wall the same way you drew the other */ lcd.setCursor(wall2Position,1); lcd.write(2);//draw wall 2 if (heartState == 1){//if a heart is available, draw it lcd.setCursor(heartPosition,0); lcd.write(5); } 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 > animationDuration){ runState = 1 - runState; //draw the next JumpMan animation animationTimer = millis(); lcd.clear(); //clear the LCD to draw a new character } if (millis() - runTimer > runDuration){//update position after runDuration position = position + 1; if (position == 16){ heartState = 0; //by default there is no heart available if (random(0,10) < 3){//30% of the time... heartState = 1; //signal that a heart will be available heartPosition = random(3,16); // Place the heart randomly } wallPosition = random(3,16);//place wall 1 in column 3 through 15 /* * Wall 2 should always be at least 3 spaces away from wall 1 because * JumpMan can only jump one wall at a time. Without the added space, * the walls could appear back-to-back and create an impossible level. * * You may notice that if wallPosition is 15, then wall2Position can * be a random number between 18 and 16. That means sometimes you'll have * only one wall. You could ensure you'll always have two walls by * limiting how far to the right wall 1 is allowed to be placed. */ wall2Position = random((wallPosition+3),16); position = 0;//reset JumpMan to the left of the screen after a level } //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 } //check for heart collision if ((position == heartPosition)&&(jumpState == 1)){ // heartState gets set to 0 so the player doesn't get it // more than once. if (heartState == 1){ lives = lives + 1; //add a life heartState = 0; //reset the heart variable } } /* * You will now use logic to check for a collision with the * second wall. The || operator checks if either or both of two * conditions is true. The check below says "Run the code if * position equals wallPosition OR wall2Position AND the jumpState * is not equal to one. * To type the Boolean "OR", you will hold 'shift' and press the \ * key, usually under the backspace or delete key */ //Check to see if either jump has been missed if (((position == wallPosition)||(position == wall2Position))&&(jumpState != 1)){ drawCrash(); lives = lives - 1;//decrease lives by one with each crash if (lives == 0){ //if out of lives... // Clear the LCD and write "Game Over" to it lcd.clear(); lcd.setCursor(4,0); lcd.print("Game Over"); delay(2000);//wait two seconds to restart the game //Reset all state variables: lives = 3; position = 0; buttonState = 0; runState = 0; //Reset speeds to 'level one' runDuration = 600; animationDuration = 300; /* * Show the start screen after the 'game over' is shown so that the * next game won't start until the button is pressed again */ startScreen(); } } //if either wall is cleared else if ((position == wallPosition)||(position == wall2Position)){ runDuration = runDuration - 50; //speed each position up by 50 ms if (runDuration < 100){//keep runDuration at a minimum of 100 runDuration = 100; } animationDuration = runDuration/2; //Move legs twice per position change } lcd.clear(); runTimer = millis(); } } void drawCrash(){ lcd.clear(); lcd.setCursor(position-1,1); //move cursor one position left of the collision lcd.write(3);//draw 'splatted' JumpMan lcd.setCursor(wallPosition,1); lcd.write(2); //draw the wall lcd.setCursor(wall2Position,1); lcd.write(2); //draw the second wall delay(1000); // Reset the variables to put the JumpMan back at the starting point position = 0; buttonState = 0; jumpState = 0; } void startScreen(){ lcd.clear(); lcd.setCursor(2,0);//place cursor near the middle of Maker Screen lcd.print("Press button 6"); lcd.setCursor(4,1);//Move to the next line and complete the message lcd.print("to play!"); while (digitalRead(6) == HIGH){//while the button isn't pressed... delay(10); //wait 10 ms and check the 'while' again } while (digitalRead(6) == LOW){ //while the button is pressed... delay(10); //wait 10 ms and check the 'while' again } //After both 'while' loops have completed, clear the screen and complete //the function lcd.clear(); } /* * This is the last lesson in the JumpMan Guided Build. You've built an * entire program that now stretches over 300 lines! Good work. * * Now, the real challenge begins: What will you add to this game to make it * even more fun? * * You could make JumpMan start off running faster or change how quickly the * speed changes. You could add or take away lives or make extra * lives more or less common. * * You could also go on to add your own features. You could add an LED that * lights up when a heart is available and a speaker that plays a sad tone * as a part of the drawCrash() function. You may even be able to figure out * how to tally and hold a 'High Score' so that you can share the game with * your friends. * * Really, there's an endless supply of things you could do, and * that's what makes programming exciting. By building up your code * a little bit at a time, you can make bigger and better projects, * even when the original idea seems really big. */ //(c) 2017 Let's Start Coding. License:

Congratulations! You've made it all the way to the end of the JumpMan Guided Build. You've been exposed to lots of code concepts that show up in programs in all types of coding languages and applications. It may have been tough at times, but we hope that you learned along the way and feel confident in your ability to at least read and modify code, if not build it from the ground up.

Keep at it! Experiment with this program and check out the other projects on the site. If you keep working with the building blocks of code, you'll be able to piece them together into something new before you know it. 

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