Olá, caro(a) leitor(a)! Hoje vamos explorar um projeto muito divertido que envolve algumas funcionalidades de um display OLED, como a exibição de caracteres, imagens e animações. Trata-se de um placar eletrônico que contabiliza os pontos de dois jogadores e determina o vencedor, assim que ele alcance uma pontuação pré-definida. Além disso quando a partida chegar ao fim, o placar irá exibir uma animação e tocar uma música para o vencedor.
Pronto(a) para começar ?
Imagem 1 – Foto do circuito
Imagem 2 – Esquemático do Circuito
Materiais Utilizados:
-
- Arduino (Utilizamos um Arduino Nano)
- Display OLED 128×64 I2C
- Buzzer Passivo
- 2 Botões Tácteis
Agora vamos por partes…
Display OLED 128×64:
Para exibir os pontos, utilizamos um dos displays disponíveis aqui na loja, trata-se de uma pequena tela OLED de 128 por 64 pixels baseada no sistema de comunicação I2C, que permite a interação com o controlador utilizando apenas 2 pinos! O Serial Clock (SCL) e o Serial Data (SDA). Portanto iremos conectar esses pinos da seguinte forma:
Imagem 3 – Conexões do Display
As portas A4 e A5, por padrão, são responsáveis pela comunicação I2C no Arduino Nano, portanto, não é necessário declará-las no código. Porém, lembre-se que as portas específicas para SCL e SDA podem variar conforme o microcontrolador, então sempre verifique na internet se estiver usando outro modelo.
Mas como formar os números e desenhos no display ?
Com a ajuda das bibliotecas Adafruit GFX e Adafruit SSD1306, disponíveis no Arduino IDE, é possível exibir textos e formas geométricas pré-definidas, como retângulos, círculos e retas, de maneira simples. Também podemos exibir imagens usando bitmaps, que são matrizes descrevendo cada um dos pixels. Neste projeto, utilizamos a exibição de texto para mostrar as pontuações, e a de imagens, para apresentar uma animação simples.
Imagem 4 – Conexões do Buzzer
Conecte o lado positivo do Buzzer Passivo (marcado com um símbolo de +) à porta D4 do Arduino e o outro lado ao GND. As ligações são simples.. Inserir um resistor ou potenciômetro pode reduzir o volume e ajudar a preservar o Buzzer, mas, no nosso caso, isso não é necessário.
Botões
Os botões irão servir para acrescentar pontos às equipes, e também para reiniciar o jogo quando ele chegar ao fim. Conforme o Esquemático do Circuito (Imagem 3), você deve ligar cada um dos botões a uma porta digital do Arduino e ao GND. O botão conectado ao pino D8 corresponde ao Player 1, número à esquerda no placar, já o outro botão, ligado ao pino D7, corresponde ao Player 2. Ao fim do jogo, após o término da música, basta pressionar qualquer um dos botões para zerar as pontuações e reiniciar tudo!
Declaramos as portas D7 e D8 como Input Pull-up, opção que verifica se há conexão entre a porta e o GND. Portanto, quando alguém pressiona o botão, a conexão é estabelecida e o pino retorna um sinal digital LOW. Ao declarar o pino dessa forma, habilitamos o Resistor Pull-up interno do Arduino; portanto, não é necessário adicionar resistores diretamente aos botões (apesar de termos utilizado na nossa montagem).
Quando o sistema detectar que algum dos botões foi pressionado, ele acrescentará 1 ponto no placar, para o jogador correspondente.
Já conectou tudo ?
Agora utilize o Arduino IDE para fazer o upload do seguinte código no Arduino.
#include <Wire.h> #include <Adafruit_GFX.h> #include <Adafruit_SSD1306.h> //Define a pontuação necessária para uma das equipes vencer int valorpravencer = 3; // Inicia placar int placarplayer1 = 0; int placarplayer2 = 0; //Definindo e iniciando o Display OLED #define SCREEN_WIDTH 128 #define SCREEN_HEIGHT 64 #define OLED_RESET -1 Adafruit_SSD1306 display(SCREEN_WIDTH, SCREEN_HEIGHT, &Wire, OLED_RESET); //Definindo o Buzzer int buzzerPin = 4; // Pino digital conectado ao buzzer bool musicatocou = false; //Função para tocar nota definida void tocarNota(int frequencia, int duracao) { tone(buzzerPin, frequencia); // Toca a nota com a frequência especificada delay(duracao); // Duração da nota } //BITMAPS // '0' const unsigned char epd_bitmap_0 [] PROGMEM = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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// Desenha o bitmap display.display(); // Atualiza a tela } // Define os pinos dos botões int botaoplayer2 = 7; // Botão para incrementar o placar do jogador 2 int botaoplayer1 = 8; // Botão para incrementar o placar do jogador 1 // Função para mostrar o placar void showTextAnimation() { display.clearDisplay(); display.setTextSize(7); // Ajuste o tamanho da fonte conforme necessário display.setTextColor(SSD1306_WHITE); // Cor do texto String texto = String(placarplayer1) + "x" + String(placarplayer2); // Ajuste da posição vertical para centralizar corretamente int y = 10; // POSIÇÃO DO EIXO EM Y int x = 0; //POSIÇÃO DO EIXO EM X display.clearDisplay(); display.setCursor(x, y); // Mantém a posição vertical fixa display.println(texto); display.display(); delay(200); // Ajuste o atraso para controlar a velocidade da animação } // Variáveis para controlar o estado do jogo bool jogoAtivo = true; // Indica se o jogo está ativo ou não bool player2Venceu = false; bool player1Venceu = false; // Função para reiniciar o jogo void reiniciarJogo() { placarplayer1 = 0; placarplayer2 = 0; player2Venceu = false; player1Venceu = false; musicatocou = false; jogoAtivo = true; } void setup() { // Inicia a comunicação serial Serial.begin(9600); // Inicia o display com a alimentação correta. if (!display.begin(SSD1306_SWITCHCAPVCC, 0x3C)) { // Endereço I2C 0x3C Serial.println(F("SSD1306 allocation failed")); for (;;); // Não continua se falhar a alocação } display.clearDisplay(); // Limpa o buffer do display // Configura os pinos dos botões como entradas pinMode(botaoplayer2, INPUT_PULLUP); pinMode(botaoplayer1, INPUT_PULLUP); } void loop() { if (jogoAtivo) { // Verifica se o botão 2 foi pressionado if (digitalRead(botaoplayer2) == LOW) { delay(200); // Debounce simples if (placarplayer1 < valorpravencer) { placarplayer1++; // Incrementa o placar do player 1 } } // Verifica se o botão 1 foi pressionado if (digitalRead(botaoplayer1) == LOW) { delay(200); // Debounce simples if (placarplayer2 < valorpravencer) { placarplayer2++; // Incrementa o placar do player 2 } } // Verifica se algum dos players chegou ao valor para vencer if (placarplayer1 == valorpravencer) { player2Venceu = true; player1Venceu = false; jogoAtivo = false; musicatocou = true; } if (placarplayer2 == valorpravencer) { player1Venceu = true; player2Venceu = false; jogoAtivo = false; musicatocou = true; } } else { // Se o jogo não está ativo mostra a animação do vencedor if (player2Venceu) { if(musicatocou == true){ drawBitmap(3); tocarNota(196, 150); tocarNota(262, 150); drawBitmap(2); tocarNota(330, 150); tocarNota(392, 150); drawBitmap(3); tocarNota(524, 150); tocarNota(659, 150); drawBitmap(2); tocarNota(784, 450); drawBitmap(3); tocarNota(659, 450); drawBitmap(2); tocarNota(208, 150); tocarNota(262, 150); drawBitmap(3); tocarNota(311, 150); tocarNota(416, 150); drawBitmap(2); tocarNota(524, 150); tocarNota(622, 150); drawBitmap(3); tocarNota(830, 450); drawBitmap(2); tocarNota(622, 450); drawBitmap(3); tocarNota(233, 150); tocarNota(294, 150); drawBitmap(2); tocarNota(349, 150); tocarNota(466, 150); drawBitmap(3); tocarNota(587, 150); tocarNota(698, 150); drawBitmap(2); tocarNota(932, 450); drawBitmap(3); tocarNota(932, 150); tocarNota(932, 150); drawBitmap(2); tocarNota(932, 150); drawBitmap(3); tocarNota(1046, 900); noTone(buzzerPin); musicatocou = false; } else { drawBitmap(3); delay(300); drawBitmap(2); delay(300); } } if (player1Venceu) { if(musicatocou == true){ drawBitmap(1); tocarNota(196, 150); tocarNota(262, 150); drawBitmap(0); tocarNota(330, 150); tocarNota(392, 150); drawBitmap(1); tocarNota(524, 150); tocarNota(659, 150); drawBitmap(0); tocarNota(784, 450); drawBitmap(1); tocarNota(659, 450); drawBitmap(0); tocarNota(208, 150); tocarNota(262, 150); drawBitmap(1); tocarNota(311, 150); tocarNota(416, 150); drawBitmap(0); tocarNota(524, 150); tocarNota(622, 150); drawBitmap(1); tocarNota(830, 450); drawBitmap(0); tocarNota(622, 450); drawBitmap(1); tocarNota(233, 150); tocarNota(294, 150); drawBitmap(0); tocarNota(349, 150); tocarNota(466, 150); drawBitmap(1); tocarNota(587, 150); tocarNota(698, 150); drawBitmap(0); tocarNota(932, 450); drawBitmap(1); tocarNota(932, 150); tocarNota(932, 150); drawBitmap(0); tocarNota(932, 150); drawBitmap(1); tocarNota(1046, 900); noTone(buzzerPin); musicatocou = false; } else { drawBitmap(1); delay(300); drawBitmap(0); delay(300); } } // Verificar se qualquer botão foi pressionado para reiniciar o jogo if (digitalRead(botaoplayer2) == LOW || digitalRead(botaoplayer1) == LOW) { delay(200); // Debounce simples reiniciarJogo(); // Reinicia o jogo } } showTextAnimation(); // Imprime o placar no monitor serial a cada loop Serial.print("Player 1"); Serial.print(placarplayer1); Serial.print(" | Player 2: "); Serial.println(placarplayer2); delay(500); // Espera de meio segundo antes de repetir o loop }
Após o upload do código, o sistema já estará funcionando da forma planejada, assim como no vídeo abaixo. Logo em sequência iremos detalhar um pouco do funcionamento e especificações, pra que você possa entender melhor e alterar parâmetros livremente.
Configuração do jogo
Você pode personalizar várias características do funcionamento do placar, e algumas delas são:
Número de pontos até a vitória
Logo no início do código, a variável ‘valorpravencer’ define a pontuação que um dos times deve alcançar para finalizar o jogo. Por padrão, ela está definida como 3.
Animação
Você também pode modificar a animação de vitória, inserindo as suas próprias imagens. No site Image2cpp você pode inserir imagens e obter seus bitmaps, além disso, controlar um pouco de como sua imagem será representada, como no campo “Brightness”, responsável por decidir o limiar de binarização. Realize esse ajuste até a imagem ficar o mais visível possível.
Imagem 5 – Alterando o Limiar
Após inserir e tratar suas imagens, você pode gerar o bitmap no final da página, copiar tudo e colar no código, fazendo as devidas alterações.
Atenção!
a imagem precisa estar no formato do display para ocupar o tamanho correto na tela, use editores de imagem para deixar as suas com o formato 128×64 pixels.
Música tocada
Com o Buzzer Passivo e a função ‘tocarNota();’, você pode modificar a música da forma que preferir, pois basta alterar os dois parâmetros da função, o primeiro é a frequência desejada, em Hertz, e o segundo, trata da duração da nota. Nós intercalamos as notas com as imagens da animação para que elas sejam exibidas simultaneamente.