Interaktives LCD-Spiel mit Arduino UNO selbst bauen
Komponenten und Zubehör
| Bauteil | Menge |
|---|---|
| Arduino UNO | 1 |
| Adafruit RGB Backlight LCD 16x2 | 1 |
| Breadboard (generisch) | 1 |
| Widerstand 220 Ω | 1 |
| SparkFun Taster 12mm | 1 |
| Jumper-Kabel (generisch) | 1 |
| USB-A auf B Kabel | 1 |
Apps und Online-Dienste
- Arduino IDE
Über dieses Projekt

Die benötigten Teile sind im Bild oben gezeigt. Starte mit dem stromlosen Arduino – das USB-Kabel wird erst später zum Programmieren und Testen angeschlossen.
Verkabelung
- Lange Drahtbrücke: Arduino 5V → äußerste linke Position der roten Reihe (oben) am Breadboard.
- Lange Drahtbrücke: Arduino GND → äußerste linke Position der schwarzen/blauen Reihe (oben) am Breadboard.
- Das LCD-Modul hat einen 16-poligen Male-Header an der Unterseite. Stecke es wie abgebildet in das Breadboard. Alle Signale für Stromversorgung und Steuerung laufen über diesen Header.
Pin-Belegung des LCD (von links nach rechts):
| Pin | Funktion |
|---|---|
| 1 | GND – Masse |
| 2 | VCC – Positive Versorgung |
| 3 | V0 – Kontrasteinstellung |
| 4 | RS – Register Select |
| 5 | R/W – Read/Write Select |
| 6 | E – Enable Signal |
| 7-10 | DB0-DB3 – Datenbits 0-3 (hier nicht genutzt) |
| 11 | DB4 – Datenbit 4 |
| 12 | DB5 – Datenbit 5 |
| 13 | DB6 – Datenbit 6 |
| 14 | DB7 – Datenbit 7 |
| 15 | LED+ – Backlight Anode |
| 16 | LED- – Backlight Kathode |
Kurze Drahtbrücken:
- GND (Pin 1) und LED- (Pin 16) → schwarze Reihe (oben)
- VCC (Pin 2) → rote Reihe (oben)
- 220 Ω Widerstand (rot-rot-braun) zwischen LED+ und roter Reihe
Längere Drahtbrücken für Daten/Steuerung:
- DB7 → Arduino Pin 3
- DB6 → Arduino Pin 4
- DB5 → Arduino Pin 5
- DB4 → Arduino Pin 6
- E → Arduino Pin 9
- R/W → Arduino Pin 10 (oder schwarze Reihe)
- RS → Arduino Pin 11
- V0 → Arduino Pin 12 (oder schwarze Reihe)
Taster links vom LCD in die mittlere Breadboard-Rinne stecken (siehe Bild). Ein oberer Pin → schwarze Reihe (kurze Brücke). Der andere obere Pin → Arduino Pin 2.


Code
LCD_Game.ino
#include <LiquidCrystal.h>
#define PIN_BUTTON 2
#define PIN_AUTOPLAY 1
#define PIN_READWRITE 10
#define PIN_CONTRAST 12
// Sprite-Definitionen
#define SPRITE_RUN1 1
#define SPRITE_RUN2 2
#define SPRITE_JUMP 3
#define SPRITE_JUMP_UPPER '.'
#define SPRITE_JUMP_LOWER 4
#define SPRITE_TERRAIN_EMPTY ' '
#define SPRITE_TERRAIN_SOLID 5
#define SPRITE_TERRAIN_SOLID_RIGHT 6
#define SPRITE_TERRAIN_SOLID_LEFT 7
#define HERO_HORIZONTAL_POSITION 1
#define TERRAIN_WIDTH 16
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2
// Hero-Positionen
#define HERO_POSITION_OFF 0
#define HERO_POSITION_RUN_LOWER_1 1
#define HERO_POSITION_RUN_LOWER_2 2
#define HERO_POSITION_JUMP_1 3
#define HERO_POSITION_JUMP_2 4
#define HERO_POSITION_JUMP_3 5
#define HERO_POSITION_JUMP_4 6
#define HERO_POSITION_JUMP_5 7
#define HERO_POSITION_JUMP_6 8
#define HERO_POSITION_JUMP_7 9
#define HERO_POSITION_JUMP_8 10
#define HERO_POSITION_RUN_UPPER_1 11
#define HERO_POSITION_RUN_UPPER_2 12
LiquidCrystal lcd(11, 9, 6, 5, 4, 3);
static char terrainUpper[TERRAIN_WIDTH + 1];
static char terrainLower[TERRAIN_WIDTH + 1];
static bool buttonPushed = false;
void initializeGraphics() {
static byte graphics[] = {
// Run position 1
B01100, B01100, B00000, B01110, B11100, B01100, B11010, B10011,
// Run position 2
B01100, B01100, B00000, B01100, B01100, B01100, B01100, B01110,
// Jump
B01100, B01100, B00000, B11110, B01101, B11111, B10000, B00000,
// Jump lower
B11110, B01101, B11111, B10000, B00000, B00000, B00000, B00000,
// Ground
B11111, B11111, B11111, B11111, B11111, B11111, B11111, B11111,
// Ground right
B00011, B00011, B00011, B00011, B00011, B00011, B00011, B00011,
// Ground left
B11000, B11000, B11000, B11000, B11000, B11000, B11000, B11000,
};
for (int i = 0; i < 7; ++i) {
lcd.createChar(i + 1, &graphics[i * 8]);
}
for (int i = 0; i < TERRAIN_WIDTH; ++i) {
terrainUpper[i] = SPRITE_TERRAIN_EMPTY;
terrainLower[i] = SPRITE_TERRAIN_EMPTY;
}
}
// Gelände um halbe Zeichen nach links schieben
void advanceTerrain(char* terrain, byte newTerrain) {
for (int i = 0; i < TERRAIN_WIDTH; ++i) {
char current = terrain[i];
char next = (i == TERRAIN_WIDTH - 1) ? newTerrain : terrain[i + 1];
switch (current) {
case SPRITE_TERRAIN_EMPTY:
terrain[i] = (next == SPRITE_TERRAIN_SOLID) ? SPRITE_TERRAIN_SOLID_RIGHT : SPRITE_TERRAIN_EMPTY;
break;
case SPRITE_TERRAIN_SOLID:
terrain[i] = (next == SPRITE_TERRAIN_EMPTY) ? SPRITE_TERRAIN_SOLID_LEFT : SPRITE_TERRAIN_SOLID;
break;
case SPRITE_TERRAIN_SOLID_RIGHT:
terrain[i] = SPRITE_TERRAIN_SOLID;
break;
case SPRITE_TERRAIN_SOLID_LEFT:
terrain[i] = SPRITE_TERRAIN_EMPTY;
break;
}
}
}
bool drawHero(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {
bool collide = false;
char upperSave = terrainUpper[HERO_HORIZONTAL_POSITION];
char lowerSave = terrainLower[HERO_HORIZONTAL_POSITION];
byte upper, lower;
switch (position) {
case HERO_POSITION_OFF: upper = lower = SPRITE_TERRAIN_EMPTY; break;
case HERO_POSITION_RUN_LOWER_1: upper = SPRITE_TERRAIN_EMPTY; lower = SPRITE_RUN1; break;
case HERO_POSITION_RUN_LOWER_2: upper = SPRITE_TERRAIN_EMPTY; lower = SPRITE_RUN2; break;
case HERO_POSITION_JUMP_1:
case HERO_POSITION_JUMP_8: upper = SPRITE_TERRAIN_EMPTY; lower = SPRITE_JUMP; break;
case HERO_POSITION_JUMP_2:
case HERO_POSITION_JUMP_7: upper = SPRITE_JUMP_UPPER; lower = SPRITE_JUMP_LOWER; break;
case HERO_POSITION_JUMP_3:
case HERO_POSITION_JUMP_4:
case HERO_POSITION_JUMP_5:
case HERO_POSITION_JUMP_6: upper = SPRITE_JUMP; lower = SPRITE_TERRAIN_EMPTY; break;
case HERO_POSITION_RUN_UPPER_1: upper = SPRITE_RUN1; lower = SPRITE_TERRAIN_EMPTY; break;
case HERO_POSITION_RUN_UPPER_2: upper = SPRITE_RUN2; lower = SPRITE_TERRAIN_EMPTY; break;
}
if (upper != ' ') {
terrainUpper[HERO_HORIZONTAL_POSITION] = upper;
collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;
}
if (lower != ' ') {
terrainLower[HERO_HORIZONTAL_POSITION] = lower;
collide |= (lowerSave == SPRITE_TERRAIN_EMPTY) ? false : true;
}
byte digits = (score > 9999) ? 5 : (score > 999) ? 4 : (score > 99) ? 3 : (score > 9) ? 2 : 1;
terrainUpper[TERRAIN_WIDTH] = '\0';
terrainLower[TERRAIN_WIDTH] = '\0';
char temp = terrainUpper[16 - digits];
terrainUpper[16 - digits] = '\0';
lcd.setCursor(0, 0);
lcd.print(terrainUpper);
terrainUpper[16 - digits] = temp;
lcd.setCursor(0, 1);
lcd.print(terrainLower);
lcd.setCursor(16 - digits, 0);
lcd.print(score);
terrainUpper[HERO_HORIZONTAL_POSITION] = upperSave;
terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave;
return collide;
}
// Button-Interrupt
void buttonPush() {
buttonPushed = true;
}
void setup() {
pinMode(PIN_READWRITE, OUTPUT);
digitalWrite(PIN_READWRITE, LOW);
pinMode(PIN_CONTRAST, OUTPUT);
digitalWrite(PIN_CONTRAST, LOW);
pinMode(PIN_BUTTON, INPUT);
digitalWrite(PIN_BUTTON, HIGH);
pinMode(PIN_AUTOPLAY, OUTPUT);
digitalWrite(PIN_AUTOPLAY, HIGH);
attachInterrupt(0, buttonPush, FALLING); // Pin 2 = Interrupt 0
initializeGraphics();
lcd.begin(16, 2);
}
void loop() {
static byte heroPos = HERO_POSITION_RUN_LOWER_1;
static byte newTerrainType = TERRAIN_EMPTY;
static byte newTerrainDuration = 1;
static bool playing = false;
static bool blink = false;
static unsigned int distance = 0;
if (!playing) {
drawHero(blink ? HERO_POSITION_OFF : heroPos, terrainUpper, terrainLower, distance >> 3);
if (blink) {
lcd.setCursor(0, 0);
lcd.print("Press Start");
}
delay(250);
blink = !blink;
if (buttonPushed) {
initializeGraphics();
heroPos = HERO_POSITION_RUN_LOWER_1;
playing = true;
buttonPushed = false;
distance = 0;
}
return;
}
// Gelände schieben
advanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
// Neues Gelände generieren
if (--newTerrainDuration == 0) {
if (newTerrainType == TERRAIN_EMPTY) {
newTerrainType = (random(3) == 0) ? TERRAIN_UPPER_BLOCK : TERRAIN_LOWER_BLOCK;
newTerrainDuration = 2 + random(10);
} else {
newTerrainType = TERRAIN_EMPTY;
newTerrainDuration = 10 + random(10);
}
}
// Sprung bei Tastendruck
if (buttonPushed) {
if (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos = HERO_POSITION_JUMP_1;
buttonPushed = false;
}
// Kollision prüfen & zeichnen
if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) {
playing = false; // Game Over
} else {
// Hero-Position aktualisieren
if (heroPos == HERO_POSITION_RUN_LOWER_2 || heroPos == HERO_POSITION_JUMP_8) {
heroPos = HERO_POSITION_RUN_LOWER_1;
} else if (heroPos >= HERO_POSITION_JUMP_3 && heroPos <= HERO_POSITION_JUMP_5 && terrainLower[HERO_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) {
heroPos = HERO_POSITION_RUN_UPPER_1;
} else if (heroPos >= HERO_POSITION_RUN_UPPER_1 && terrainLower[HERO_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {
heroPos = HERO_POSITION_JUMP_5;
} else if (heroPos == HERO_POSITION_RUN_UPPER_2) {
heroPos = HERO_POSITION_RUN_UPPER_1;
} else {
++heroPos;
}
++distance;
digitalWrite(PIN_AUTOPLAY, terrainLower[HERO_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
}
delay(100);
}
Schaltpläne
Kein separates Dokument – der Aufbau ist im Abschnitt „Verkabelung“ vollständig beschrieben.
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