# Arduino 贪吃蛇游戏 (OLED + 摇杆) ## 硬件连接图 ``` Arduino UNO 连接示意图: OLED显示屏 (SSD1306 128x64): GND -> GND VCC -> 3.3V SCL -> A5 (SCL) SDA -> A4 (SDA) 摇杆模块: GND -> GND +5V -> 5V VRx -> A0 (X轴) VRy -> A1 (Y轴) SW -> D2 (按钮) ``` ## 代码实现 ```cpp #include <SPI.h> #include <Wire.h> #include <Adafruit_GFX.h> #include <Adafruit_SSD1306.h> #define SCREEN_WIDTH 128 #define SCREEN_HEIGHT 64 #define OLED_RESET -1 Adafruit_SSD1306 display(SCREEN_WIDTH, SCREEN_HEIGHT, &Wire, OLED_RESET); // 摇杆引脚定义 #define JOYSTICK_X A0 #define JOYSTICK_Y A1 #define JOYSTICK_BUTTON 2 // 游戏参数 #define GRID_SIZE 4 #define GRID_WIDTH (SCREEN_WIDTH / GRID_SIZE) #define GRID_HEIGHT (SCREEN_HEIGHT / GRID_SIZE) struct Point { int x; int y; }; Point snake[100]; // 蛇身体 int snakeLength = 3; Point food; int score = 0; int direction = 0; // 0=上, 1=右, 2=下, 3=左 int lastDirection = 0; bool gameOver = false; void setup() { Serial.begin(9600); // 初始化OLED if(!display.begin(SSD1306_SWITCHCAPVCC, 0x3C)) { Serial.println(F("SSD1306分配失败")); for(;;); } display.display(); delay(2000); display.clearDisplay(); // 初始化摇杆按钮 pinMode(JOYSTICK_BUTTON, INPUT_PULLUP); // 初始化蛇 snake[0] = {GRID_WIDTH/2, GRID_HEIGHT/2}; snake[1] = {GRID_WIDTH/2, GRID_HEIGHT/2+1}; snake[2] = {GRID_WIDTH/2, GRID_HEIGHT/2+2}; // 生成食物 generateFood(); } void loop() { if (!gameOver) { readJoystick(); updateGame(); drawGame(); delay(100); // 控制游戏速度 } else { displayGameOver(); if (digitalRead(JOYSTICK_BUTTON) == LOW) { resetGame(); } } } void readJoystick() { int xValue = analogRead(JOYSTICK_X); int yValue = analogRead(JOYSTICK_Y); // 确定方向 (添加死区避免误触) if (xValue < 400 && abs(yValue - 512) < 200) direction = 3; // 左 else if (xValue > 600 && abs(yValue - 512) < 200) direction = 1; // 右 else if (yValue < 400 && abs(xValue - 512) < 200) direction = 0; // 上 else if (yValue > 600 && abs(xValue - 512) < 200) direction = 2; // 下 // 防止180度转弯 if ((direction == 0 && lastDirection == 2) || (direction == 2 && lastDirection == 0) || (direction == 1 && lastDirection == 3) || (direction == 3 && lastDirection == 1)) { direction = lastDirection; } lastDirection = direction; } void updateGame() { // 移动蛇身 for (int i = snakeLength-1; i > 0; i--) { snake[i] = snake[i-1]; } // 根据方向移动蛇头 switch(direction) { case 0: snake[0].y--; break; // 上 case 1: snake[0].x++; break; // 右 case 2: snake[0].y++; break; // 下 case 3: snake[0].x--; break; // 左 } // 检查是否撞墙 if (snake[0].x < 0 || snake[0].x >= GRID_WIDTH || snake[0].y < 0 || snake[0].y >= GRID_HEIGHT) { gameOver = true; return; } // 检查是否撞到自己 for (int i = 1; i < snakeLength; i++) { if (snake[0].x == snake[i].x && snake[0].y == snake[i].y) { gameOver = true; return; } } // 检查是否吃到食物 if (snake[0].x == food.x && snake[0].y == food.y) { snakeLength++; score++; generateFood(); } } void generateFood() { bool onSnake; do { onSnake = false; food.x = random(0, GRID_WIDTH); food.y = random(0, GRID_HEIGHT); for (int i = 0; i < snakeLength; i++) { if (food.x == snake[i].x && food.y == snake[i].y) { onSnake = true; break; } } } while (onSnake); } void drawGame() { display.clearDisplay(); // 绘制边框 display.drawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, WHITE); // 绘制蛇 for (int i = 0; i < snakeLength; i++) { display.fillRect(snake[i].x * GRID_SIZE, snake[i].y * GRID_SIZE, GRID_SIZE, GRID_SIZE, WHITE); } // 绘制食物 display.fillRect(food.x * GRID_SIZE, food.y * GRID_SIZE, GRID_SIZE, GRID_SIZE, WHITE); // 显示分数 display.setTextSize(1); display.setTextColor(WHITE); display.setCursor(5, 5); display.print("Score: "); display.print(score); display.display(); } void displayGameOver() { display.clearDisplay(); display.setTextSize(1); display.setTextColor(WHITE); display.setCursor(SCREEN_WIDTH/2-30, SCREEN_HEIGHT/2-10); display.print("GAME OVER"); display.setCursor(SCREEN_WIDTH/2-30, SCREEN_HEIGHT/2); display.print("Score: "); display.print(score); display.setCursor(SCREEN_WIDTH/2-50, SCREEN_HEIGHT/2+10); display.print("Press button to restart"); display.display(); } void resetGame() { snakeLength = 3; score = 0; direction = 0; lastDirection = 0; gameOver = false; // 重置蛇位置 snake[0] = {GRID_WIDTH/2, GRID_HEIGHT/2}; snake[1] = {GRID_WIDTH/2, GRID_HEIGHT/2+1}; snake[2] = {GRID_WIDTH/2, GRID_HEIGHT/2+2}; generateFood(); } ``` ## 代码说明 1. 硬件初始化: - 使用I2C协议连接OLED显示屏(SSD1306) - 摇杆模块的X/Y轴连接模拟输入,按钮连接数字输入 2. 游戏逻辑: - 蛇身用数组存储坐标点 - 通过摇杆输入控制方向 - 食物随机生成且不会出现在蛇身上 - 碰撞检测包括墙壁和自身 3. 显示功能: - 实时显示蛇身、食物和分数 - 游戏结束显示最终分数和重启提示 4. 控制优化: - 添加摇杆死区防止误触 - 禁止180度急转弯 ## 注意事项 1. 摇杆模块可能需要校准,如果发现方向不准确,可以调整代码中的阈值(400和600) 2. OLED显示屏的I2C地址通常是0x3C,如果无法显示,尝试0x3D 3. 游戏速度通过delay(100)控制,可根据需要调整数值 [2025-07-06 16:55:56 | AI写代码神器 | 1952点数解答]