Arduino Snake Game auf 8×8 LED-Matrix
Komponenten und Zubehör
| Komponente | Menge |
|---|---|
| Arduino UNO | 1 |
| Arduino Proto Shield (optional, für mehr 5 V/GND-Pins) | 1 |
| 8×8 LED-Matrix mit MAX7219 (z. B. FC-16 Modul) | 1 |
| Analoger Joystick (VRX, VRY, SW) | 1 |
| Jumper-Kabel (Male/Female) | 1 Set |
Software
- Arduino IDE
- Bibliothek:
LedControl(über Bibliotheksverwalter installierbar)
Über das Projekt
Ein klassisches Snake-Spiel auf einer 8×8 LED-Matrix, gesteuert per Joystick. Basis-Code von Sergey Royz, erweitert um flüssigere Bewegung und Geschwindigkeitssteigerung. Ein eigener Rahmen (z. B. aus Meccano/Erector) wird empfohlen, wird hier aber nicht detailliert.
Verdrahtung
LED-Matrix (MAX7219)
- VCC → 5 V Arduino
- GND → GND Arduino
- DIN → Digital Pin 10
- CS → Digital Pin 9
- CLK → Digital Pin 8
Joystick
- GND → GND Arduino
- +5 V → 5 V Arduino
- VRX → A0
- VRY → A1
- SW → Digital Pin 2 (mit internem Pullup)
Code (Snake.ino)
/**
* Snake – Klassisches Snake-Spiel auf 8x8 Matrix
* 23 Jun 2016 – Sergey Royz & hunter Buzzell
*/
#include <LedControl.h>
/* Joystick Pins */
#define VRX A0
#define VRY A1
#define SW 2
/* Display Pins */
#define CLK 8
#define CS 9
#define DIN 10
#define SIZE 8
#define ADVANCE_DELAY 20
int snake[SIZE*SIZE][2];
int length;
int food[2], v[2];
bool is_game_over = false;
long current_time, prev_advance;
int blink_count;
const short messageSpeed = 5;
LedControl lc = LedControl(DIN, CLK, CS, 1);
void init_game() {
prev_advance = current_time = 0;
blink_count = 3;
int half = SIZE / 2;
length = SIZE / 3;
for (int i = 0; i < length; i++) {
snake[i][0] = half - 1;
snake[i][1] = half + i;
}
food[0] = half + 1;
food[1] = half - 1;
v[0] = 0; v[1] = -1;
}
void render() {
for (int i = 0; i < length; i++)
lc.setLed(0, snake[i][0], snake[i][1], 1);
lc.setLed(0, food[0], food[1], 1);
}
void clearScreen() {
for (int x = 0; x < SIZE; x++)
for (int y = 0; y < SIZE; y++)
lc.setLed(0, x, y, 0);
}
/* Bewegt Snake um einen Schritt; return true = Game Over */
bool advance() {
int head[2] = {snake[0][0] + v[0], snake[0][1] + v[1]};
// Wandkollision
if (head[0] < 0 || head[0] >= SIZE || head[1] < 0 || head[1] >= SIZE) {
delay(1000); showGameOverMessage(); return true;
}
// Selbstkollision
for (int i = 0; i < length; i++)
if (snake[i][0] == head[0] && snake[i][1] == head[1]) {
delay(1000); showGameOverMessage(); return true;
}
bool grow = (head[0] == food[0] && head[1] == food[1]);
if (grow) {
length++;
randomSeed(current_time);
food[0] = random(SIZE);
food[1] = random(SIZE);
}
for (int i = length - 1; i >= 0; i--) {
snake[i + 1][0] = snake[i][0];
snake[i + 1][1] = snake[i][1];
}
snake[0][0] += v[0];
snake[0][1] += v[1];
return false;
}
void setup() {
pinMode(SW, INPUT_PULLUP);
pinMode(VRX, INPUT);
pinMode(VRY, INPUT);
attachInterrupt(digitalPinToInterrupt(SW), restart, RISING);
lc.shutdown(0, false);
lc.setIntensity(0, 8);
init_game();
render();
}
void loop() {
if (!is_game_over) {
clearScreen();
render();
if (current_time - prev_advance > ADVANCE_DELAY) {
is_game_over = advance();
prev_advance = current_time;
}
} else {
while (blink_count > 0) {
clearScreen(); delay(300);
render(); delay(300);
blink_count--;
}
}
readControls();
current_time++;
}
void restart() { init_game(); is_game_over = false; }
void readControls() {
int dx = map(analogRead(VRX), 0, 906, 2, -2);
int dy = map(analogRead(VRY), 0, 906, -2, 2);
if (dx != 0) dx = dx / abs(dx);
if (dy != 0) dy = dy / abs(dy);
if (dy != 0 && v[0] != 0) { v[0] = 0; v[1] = dy; }
if (dx != 0 && v[1] != 0) { v[0] = dx; v[1] = 0; }
}
/* "GAME OVER" Scroll-Text im PROGMEM */
const PROGMEM bool gameOverMessage[8][90] = {
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,1,1,0,0,0,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,1,1,1,1,1,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,1,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,1,1,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,1,1,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,1,1,0,1,0,1,1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,0,0,0,1,1,1,1,1,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,1,1,0,1,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,1,1,1,1,0,0,0,1,1,0,0,0,0,0,0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0,0,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,1,1,1,1,1,1,0,0,1,1,0,0,1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0}
};
void showGameOverMessage() {
for (int d = 0; d < sizeof(gameOverMessage[0]) - 7; d++) {
for (int col = 0; col < 8; col++) {
delay(messageSpeed);
for (int row = 0; row < 8; row++) {
lc.setLed(0, row, col, pgm_read_byte(&(gameOverMessage[row][col + d])));
}
}
}
}
Hinweise
- Die
LedControl-Bibliothek muss installiert sein. - Joystick-Werte werden gemappt und auf Richtungsvektoren (−1, 0, 1) normiert.
- Tastendruck auf Joystick-Button (SW) startet Neustart per Interrupt.
- Spielgeschwindigkeit über
ADVANCE_DELAYeinstellbar (ms pro Schritt).
Herstellungsprozess
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- Interaktive LED-Matrix Tür-Anzeige mit PIR-Bewegungssensor – Arduino Feiertagsgruß
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- Arduino RGB-LED-Farbmischer – Einsteigerfreundliches DIY-Projekt
- 8×8 LED-Matrix mit Arduino Uno meistern: Schritt-für-Schritt-Anleitung