EasyManua.ls Logo

Arduino uno User Manual

Arduino uno
311 pages
To Next Page IconTo Next Page
To Next Page IconTo Next Page
To Previous Page IconTo Previous Page
To Previous Page IconTo Previous Page
Page #135 background imageLoading...
Page #135 background image
First of all, it defines a constant named
MAX_LIVES
that contains the maximum
number of lives in the game. This is the place to go for cheaters. The
GameStates
map defines the game’s possible states. This is a very common pattern in
game programming, and you’ll see later how easy it is to write the game’s
main loop when you identify the game states properly.
The
Game
object defines all of the game’s properties, such as the current score,
the number of lives left, and the game’s current state. It also contains all
information about the game’s object, such as the ball’s current velocity in all
directions or the paddle’s speed. Of course, it also defines a
GameController
object, and you have to adjust the path to the Arduino’s serial port.
Most of the
Game
objects are constants at the beginning; we set only the ball’s
velocity in the X direction to a random value. This way, the ball won’t always
go into the same direction each time you start a new round.
Note that we use jQuery functions for the first time when we determine the
width and height of the game objects. Look at the following piece of code:
width: $("#paddle").width()
It looks cryptic at first, but it should be obvious that it somehow determines
the paddle’s width. Therefore, it uses jQuery’s most important method. Its
name is
$
(yes, you can actually define a JavaScript function named
$
), and
it’s a versatile method you can use for various purposes.
The
$
function expects a single argument you can use to specify a certain
element in your current HTML page. To identify the element, you can use the
usual CSS selectors. In our case, we’d like to get the element with the ID
paddle
, and in CSS you can look up elements specified by an ID by inserting
the
#
character before the ID.
After we’ve retrieved the element we’re looking for, we use jQuery’s
width
method
to read its width. jQuery offers many more methods for accessing all possible
CSS attributes. Using these methods for getting and setting CSS attributes
is much easier than using JavaScript’s native functions for looking up and
manipulating elements on the current HTML page.
Now that we’ve set up the game’s data structures, we can implement the
game’s main logic. We start by defining a few methods for initializing and
resetting the game.
BrowserGame/Arduinoid/js/arduinoid.js
function initGame() {
Line 1
Game.state = GameStates.PAUSED;
-
Game.lives = MAX_LIVES;
-
report erratum • discuss
Creating the Game • 117
www.it-ebooks.info

Table of Contents

Other manuals for Arduino uno

Question and Answer IconNeed help?

Do you have a question about the Arduino uno and is the answer not in the manual?

Arduino uno Specifications

General IconGeneral
Form factorArduino
CertificationRoHS, FC, CE
Processor model-
Processor frequency- MHz
Microcontroller modelATmega328
Microcontroller frequency16 MHz
DC input voltage7-12 V
Operating voltage5 V
DC current per I/O pin40 mA
Flash memory0.032 MB
Maximum internal memory- GB
SRAM (Static Random Access Memory)2 KB
EEPROM (Electrically Erasable Programmable Read-Only Memory)1 KB
Wi-FiNo
Number of analog I/O pins6
Number of digital I/O pins14
Weight and Dimensions IconWeight and Dimensions
Board dimensions53.4 x 68.6 mm

Summary

Arduino Uno and the Arduino Platform

The Parts You Need

Chapter 1: Welcome to the Arduino

Installing the Arduino IDE

Provides step-by-step instructions for installing the Arduino Integrated Development Environment.

Hello, World!

Introduces the first project: making an LED blink using the Arduino.

Compiling and Uploading Programs

Explains how to compile and upload sketches to the Arduino board.

Chapter 2: Creating Bigger Projects with the Arduino

Changing Preferences

Explains how to customize Arduino IDE settings for better workflow.

Using Serial Ports

Explains serial communication for data exchange between Arduino and computer.

Chapter 3: Building Binary Dice

Working with Breadboards

Explains how breadboards work and how to connect components.

First Version of a Binary Die

Implements the first version of a binary die using three LEDs.

Working with Buttons

Details how pushbuttons work and how to connect them to the Arduino.

Building a Dice Game

Completes the dice project by adding a guess button and game logic.

Chapter 4: Building a Morse Code Generator Library

Building a Morse Code Generator

Starts the implementation of the Telegraph C++ class.

Fleshing Out the Morse Code Generator’s Interface

Defines the Telegraph class interface and Morse code data arrays.

Installing and Using the Telegraph Class

Guides on integrating the custom Telegraph library into Arduino IDE.

Chapter 5: Sensing the World Around Us

Measuring Distances with an Ultrasonic Sensor

Introduces ultrasonic sensors and builds a distance measuring device.

Increasing Precision Using a Temperature Sensor

Integrates a temperature sensor to refine distance measurements.

Chapter 6: Building a Motion-Sensing Game Controller

Wiring Up the Accelerometer

Details connecting the ADXL335 accelerometer to the Arduino.

Bringing Your Accelerometer to Life

Reads and outputs raw accelerometer data for three axes.

Building Your Own Game Controller

Integrates a pushbutton and refined accelerometer data for a game controller.

Chapter 7: Writing a Game for the Motion-Sensing Game Controller

Writing a GameController Class

Creates a JavaScript class for convenient access to Arduino motion data.

Creating the Game

Implements a Breakout clone using JavaScript and the motion controller.

Chapter 8: Generating Video Signals with an Arduino

Building a Digital-to-Analog Converter (DAC)

Details building a binary-weighted DAC for video signal generation.

Connecting the Arduino to Your TV Set

Describes modifying an RCA cable to connect to the Arduino.

Using the TVout Library

Introduces the TVout library for generating video signals on a TV.

Building a TV Thermometer

Creates a graphical thermometer display on a TV screen using sensors.

Chapter 9: Tinkering with the Wii Nunchuk

Wiring a Wii Nunchuk

Details wiring the Nunchuk controller to Arduino analog pins.

Building a Nunchuk Class

Creates a C++ class for interfacing with the Nunchuk controller.

Using Our Nunchuk Class

Demonstrates reading Nunchuk data (joystick, accelerometer, buttons).

Chapter 10: Networking with Arduino

Chapter 11: Creating a Burglar Alarm with Email Notification

Chapter 12: Creating Your Own Universal Remote Control

Chapter 13: Controlling Motors with Arduino

What You Need

Lists components for motor control: servo motor, wires, Arduino.

What If It Doesn’t Work?

Troubleshooting motor control: power consumption, weight, adjustments.

APPENDIX 1: Electronics and Soldering Basics

APPENDIX 2: Advanced Arduino Programming

APPENDIX 3: Advanced Serial Programming

APPENDIX 4: Controlling the Arduino with a Browser

Related product manuals