zhaofengli / 2048-arduino

A clone of the popular tile-joining game for Arduino.

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2048 for Arduino Build Status

A clone of the popular tile-joining game 2048 for the Arduino platform. A PCD8544 LCD screen (The one used on the "indestructible" Nokia 3110 and 5110) is used as its display, and four buttons are used for controlling. After achieving 2048, the player can go on for even larger tiles (up to 32768). The program fits inside an ATmega8, when serial interface is disabled.

A picture of it in action: Demo

Getting started

Preparation

  1. Download the source code by cloning the repo, or downloading the zipped version.
  2. Edit the configuations in config.h.
  3. If you have enableBounceLibrary set to 1, download and install the Bounce library from Bounce-Arduino-Wiring.

Compiling

Building with Arduino-Makefile is recommended, since the enclosed Makefile contains the -mcall-prologues flag which can save approximately 200 bytes of flash. To build with the Arduino IDE, you may need to rename the directory to _2048 and 2048.ino to _2048.ino, or the IDE may complain about the file naming.

To build with the Makefile, open Makefile with your favourite text editor and edit the parameters in the file. Finally, execute the make command and the resulting .hex file will be placed under a directory named after your board tag, in the build directory. You can also use make upload or make ispload to upload the firmware to your Arduino/AVR directly.

Hardware setup

  1. Connect the PCD8544 LCD screen according to your configuations in config.h.
  2. Connect the buttons to the coressponding pins, with the other end grounded.

Play!

If you got everything right, the game is now playable. Move the numbers in four directions with the buttons and watch your score go up! To enable backlight, hold the right button when powering up. Tiles bigger than 512 are displayed as following: 1024 = "a24", 2048 = "b48", 4096 = "c96", 8192 = "d92", 16384 = "e84", 32768 = "f68".

To adjust the contrast level (set lcdContrastAdjustable to 1), enter the debug mode by holding the down button when powering on, and press the left button to enter the adjustment mode. Press left and right to adjust the contrast, up to reset the contrast to the default level (lcdDefaultContrast). Note that if you have enableDebugMode set to 0, holding the down button when powering on will take you directly to the adjustment mode.

If you have enableGameSave set to 1, the game is automatically saved every time you reach a larger tile above 256 (adjustable in saveThreshold). To restore your game, enter the debug mode and press right.

Problems

The LCD screen is completely blank.

Please double check you connections first. Leave the GND pin unconnected, or connect it to ground via a 10uF cap. It's also possible because you have a contrast too low to display anything set. Try setting a higher value for lcdDefaultContrast in config.h. Some cheap displays bought online have a bad contact, try pressing hard on the upper frame. If you are using a 40-pin ATmega chip, you need to have JTAG disabled for pins in Port C to work. See the AVR datasheet for details.

The LCD screen only displays some dots.

A dot is displayed every time the initialization enters a new stage. Stuck only with some dots displayed means the program is stuck when starting up. The dots mean:

  • One dot: I/O directions set, backlight enabled.
  • Two dots: Debouncers initialized.
  • Three dots: The board is initialized and two random tiles have been placed.

The battery meter is missing/incorrect.

The battery meter is not displayed if the measured voltage is lower than the lowest voltage of the battery (defined in batteryLowestVoltage), or the meter is disabled (enableBatteryMeter). Please check your configuations in the ADC and Battery meter sections.

The game is slow on my custom board.

The program runs best at 8MHz and above. If you have a external crystal attached, check if you have the correct fuse bits set.

PC demo

You can play the game on your PC! There is demo.cxx demistrating the use of the platform-independent code in the project. Just build it with g++ -o demo demo.cxx. Use "wasd" to move the numbers.

Contributing

You are welcome to make changes to the source code! Simply fork the repo, make your changes and submit a pull request. Thank you for your contributions!

Exploring the source

  • The main .ino contains only the main routines
  • base.h contains the core logics
  • config.h contains the configuations
  • board.h contains a platform-independent implementation of the tile moving logic
  • random.h contains the random number generation routines
  • format.h contains platform-independent string formatting routines
  • gamesave.h contains game saving routines
  • battery.h contains the battery meter code
  • display.h contains an edited version of the excellent PCD8544 driver from the Arduino wiki http://playground.arduino.cc/Code/PCD8544
  • serial.h contains a wrapper for the standard Serial library
  • bitmap.h contains the logo bitmap
  • button.h contains the button handling routines
  • demo.cxx contains a quick-and-dirty wrapper of board.h, intended to be run on your PC
  • tests/ contains unit tests for board.h and format.h

Acknowledgement

The project is not possible without:

Licensing

The source code is licesed under the BSD 2-Clause License. See LICENSE for details.

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A clone of the popular tile-joining game for Arduino.

License:BSD 2-Clause "Simplified" License


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