arduino tft display game in stock

The 3.5 "display module for easy adaptability and flexibility of library had long been a reliable basis for tender color.16-bit color TFT screen and 3.5 "in size. It works as a touch screen to incorporate a capacitive sensor, which allows us to control it by touching with the finger directly on it and has a resolution of 480 × 320 pixels, relatively high for its size. Uses the ILI9481 driver.

arduino tft display game in stock

Here is how we play this game. The first player touches one box and into it enteredX, followed by the second player to do the same or entered your signO.

Upon pressing the screen, the background will change and display the rules and tutorials. As we have said, instead of X and O, we are using the colors red and blue. Blue player starts first.

If a combination of Xs or Os, in our case red or blue squares, coincide, then a new screen displays "winner" such that the color of the screen indicates which player won.

arduino tft display game in stock

In this Arduino Project we will make a cool Arduino Game, actually a replica of the popular Flappy Bird game for smartphones, using an Arduino and a TFT Touch Screen. You can learn how it works by watching the following video or read the written text below.

The game is quite simple but interesting and addictive. Using the touch screen we control the bird and try to avoid the moving pillars which speed increase as we progress. Also the game can store your highest score even if you unplug the power.[/column]

In the previous tutorial (Arduino TFT Tutorial) we learned in details how to use TFT Touch Screens with an Arduino and we left the game example to be explained in this tutorial. So now, just like in the previous tutorial, we will step by step explain the code behind this Arduino Game.

We will use the UTFT and URTouch libraries made by Henning Karlsen. You can download these libraries from his website, www.RinkyDinkElectronics.com. Also we will use the EEPROM library for storing the highest score in the EEPROM. The EEPROM is a memory which can store data even when the board is turned off.

After we have included the libraries we need to create the UTFT and URTouch objects as well as define the variables needed for the game. In the setup section we need to initiate the display and the touch, read the highest score from the EEPROM and initiate the game using the initiateGame() custom function.

So with the initiateGame() custom function we will draw the initial state of the game and here’s how we will do that. First we need to clear the screen, then draw the blue background, draw the bottom section, add the text and call the drawBird() custom function to draw the bird.  After this we need a while loop which will prevent the game to start until we tap the screen. So while we are at this state, if we press the upper right corner we can reset the highest score to zero and if we press anywhere else on the screen we will get out of the while loop and get into the main loop of the code which will start the game.

In the main loop section we have the xP variable which is used for drawing the pillars, as well as the yP variable. At the beginning, the xP variable has the value of 319 as the size of the screen and the yP variable has the value of 100 which is the height of the first pillar. Each iteration the value of the xP variable is decreased by the value of the movingRate variable which at the beginning has the value of 3 and as we progress the game it increases.

Here’s the working principle of game: we have 50 pixels wide pillars which move from right to left and every next pillar has a different random height. In order to make them moving, logically, after each iteration we need to clear the screen and redraw the graphic with the pillars at their new position. However, we cannot do that because of the low refresh rate of the screen, which would cause flickering of the graphics. In order to activate all of its pixels the screen needs a bit more time so therefore we will have to improvise and redraw just those things that are moving.

Back in the loop section we have the yB variable which is the y position of the bird and it depends on the falling rate which after each iteration is increased and in that way we get the effect of acceleration or gravity. Also, here we check for collisions and use the if statements to confine the bird so that if it hit the top, the ground or the pillars the game will over.

Back in the loop we can see that after the pillar has passed through the screen the xP variable will be reset to 319, yP will get new random value from 20 to 100 for the height of the pillars and the score will increase by one. With the next if statement we control the bird. If we tap the screen we will set the falling rate to negative what will make the bird jump and the else if statement will not allow to happen that if we just hold the screen. The last if statement is for the difficulty of the game and it increase the moving rate of the pillars after each fine points.

Ok what’s left now is to see how the gameOver() custom function works. After a delay of one second it will clear the screen, print the score and some text, if score is higher than the highest score it will write it down into the EEPROM, it will reset all variables to their starting position values and at the end it will call the initiateGame() custom function to restart the game.

arduino tft display game in stock

After downloading the library and code from above file install library (SPFD5408) for TFT in Arduino IDE and then open the flappy bird.ino code in your Arduino IDE.

And the final step is to connect display to the board (refer the images attached) and then upload the flappy bird.ino code to the arduino board and we are done and we can finally play flappy bird on our Arduino using the touch screen.

arduino tft display game in stock

In this tutorial we are going to see how to make your own Arduino Dice Roller with TFT 2.4 Inch Display (MCUFriend), which will show random numbers from 1 to 6 every time you press play button. So let’s get started.

You may get errors while uploading the code, the main cause of getting error is, your LCD is connected to Arduino. So make sure you remove LCD from arduino and after uploading the code you can place LCD on Arduino. If you are still getting the errors, unplug the USB and then again plug the cable.

arduino tft display game in stock

Remember DarkTower? No? Well, it’s a really cool combination board game, RPG, and computer game from 1981. Orson Welles pimped it on TV and explained it thusly: “collect three keys, lay siege to the tower, and defeat the enemy within”. The Tower itself was a battery-powered computer on lazy Susan that showed numbers on a couple of 7-segment displays, pictures via three carousels, and had a 12-button keypad. Thanks to a lawsuit, few copies remain, and even fewer of them are in working condition.

In this day and age, it doesn’t take much to reproduce the internals of the Tower. [Mighty Studios] pulled it off with a Feather S2, a 320 x 420 TFT LCD screen, a speaker, and a couple of momentary buttons. The screen can show all the pictures, (which were only displayed one at a time in the original game anyway), any necessary numbers, and all the requisite menu options.

[Mighty Studios] got mighty lucky when it came to the case, as [Stinkevil] had already created a dice tower version and put it on Thingiverse. After a bit of tweaking and some hole-punching, [Mighty Studios] had a mini tower scaled to the Feather S2 with just enough room to stuff in all the components and wires. Between a PDF of the original rule book and someone’s Java version of the game, [Mighty Studios] had plenty to use as a guide for programming in the rule set before mailing it off to their friend. We have to admit, we’re pretty jealous.

arduino tft display game in stock

In this video you can see how I created a mock up display of the classic Nintendo Donkey Kong game on an Arduino Uno. The display module used is an ST7735S 80×160 TFT screen sourced from eBay.

I didn’t have too many problems using this module. The main issue was the color codes were different to those specified in the GFX library. There is also some flickering at the top and right hand side of the display.

Questions or suggestions? Leave a comment below or on the Youtube video’s page. I’m still a C noob so I’m sure there’s a better way of doing everything. Lego Bro Thor was really pleased with his new games console, even if the ST7735S is slightly too big to fit in a 4×3 Lego window frame. I’m also impressed with the refresh rate of this screen. The motion looks pretty smooth in real life.

arduino tft display game in stock

Displays are one of the best ways to provide feedback to users of a particular device or project and often the bigger the display, the better. For today’s tutorial, we will look on how to use the relatively big, low cost, ILI9481 based, 3.5″ Color TFT display with Arduino.

This 3.5″ color TFT display as mentioned above, is based on the ILI9481 TFT display driver. The module offers a resolution of 480×320 pixels and comes with an SD card slot through which an SD card loaded with graphics and UI can be attached to the display. The module is also pre-soldered with pins for easy mount (like a shield) on either of the Arduino Mega and Uno, which is nice since there are not many big TFT displays that work with the Arduino Uno.

The module is compatible with either of the Arduino Uno or the Arduino Mega, so feel free to choose between them or test with both. As usual, these components can be bought via the links attached to them.

One of the good things about this module is the ease with which it can be connected to either of the Arduino Mega or Uno. For this tutorial, we will use the Arduino Uno, since the module comes as a shield with pins soldered to match the Uno’s pinout. All we need to do is snap it onto the top of the Arduino Uno as shown in the image below, thus no wiring required.

This ease of using the module mentioned above is, however, one of the few downsides of the display. If we do not use the attached SD card slot, we will be left with 6 digital and one analog pin as the module use the majority of the Arduino pins. When we use the SD card part of the display, we will be left with just 2 digital and one analog pin which at times limits the kind of project in which we can use this display. This is one of the reasons while the compatibility of this display with the Arduino Mega is such a good news, as the “Mega” offers more digital and analog pins to work with, so when you need extra pins, and size is not an issue, use the Mega.

To easily write code to use this display, we will use the GFX and TFT LCD libraries from “Adafruit” which can be downloaded here. With the library installed we can easily navigate through the examples that come with it and upload them to our setup to see the display in action. By studying these examples, one could easily learn how to use this display. However, I have compiled some of the most important functions for the display of text and graphics into an Arduino sketch for the sake of this tutorial. The complete sketch is attached in a zip file under the download section of this tutorial.

As usual, we will do a quick run through of the code and we start by including the libraries which we will use for the project, in this case, the Adafruit GFX and TFT LCD libraries.

With this done, the Void Setup() function is next. We start the function by issuing atft.reset() command to reset the LCD to default configurations. Next, we specify the type of the LCD we are using via the LCD.begin function and set the rotation of the TFT as desired. We proceed to fill the screen with different colors and display different kind of text using diverse color (via the tft.SetTextColor() function) and font size (via the tft.setTextSize() function).

Next is the void loop() function. Here we basically create a UI to display the youtube subscribe button, using some of the same functions we used under the void setup() function.

The Adafruit library helps reduce the amount of work one needs to do while developing the code for this display, leaving the quality of the user interface to the limitations of the creativity and imagination of the person writing the code.