21.12.2021.
21.12.2021.
h>
#include <IRremote.h>
#include <IRremoteInt.h>IRrecv irrecv(11);
decode_results rezultati;
long lastPressTime = 0;
int stanje = LOW;void setup()
{
Serial.begin(9600);
irrecv.enableIRIn(); // Pokreni prijemnik
}void loop() {
if (irrecv.decode(&results)) {
Serial.println(results.value);
irrecv.resume(); // Primi sljedeću vrijednost
}
}
#include <IRremote.h>
const int receiver = 11;
const int led = 9;
IRrecv ir_receiver(receiver);
decode_results results;
void setup()
{
Serial.begin(9600);
ir_receiver.enableIRIn();
pinMode(led, OUTPUT);
}
void loop()
{
if (ir_receiver.decode(&results))
{
Serial.println(results.value, HEX);
translateIR();
ir_receiver.resume();
delay(200);
}
void translateIR()
{
int sensorValue=0;
sensorValue = digitalRead(led);
switch(results.value){
case 0x20DF10EF:
if (sensorValue==0){
Serial.println(" ON ");
digitalWrite(led, HIGH);
break;
}
if (sensorValue==1){
case 0x20DFD02F:
if (sensorValue==0){
Serial.println(" BLINK ");
for(int i=1;i<5;i++){
digitalWrite(led, HIGH);
delay(500);
digitalWrite(led, LOW);
delay(500);
}
break;
}
default:
Serial.println(" other button ");
}
}
/*
source: www.electroschematics.com
You'll need to change the led pins and the codes
accordingly to your configuration and IR remote
*/
#include
int RECV_PIN = 3; // the pin where you connect the output pin of TSOP4838
int led1 = 2;
int led2 = 4;
int led3 = 7;
int itsONled[] = {0,0,0,0};
/* the initial state of LEDs is OFF (zero)
the first zero must remain zero but you can
change the others to 1's if you want a certain
led to light when the board is powered */
#define code1 63495 // code received from button A
#define code2 30855 // code received from button B
#define code3 22695 // code received from button C
IRrecv irrecv(RECV_PIN);
decode_results results;
void setup()
{
Serial.begin(9600); // you can comment this line
irrecv.enableIRIn(); // Start the receiver
pinMode(led1, OUTPUT);
pinMode(led2, OUTPUT);
pinMode(led3, OUTPUT);
}
void loop() {
if (irrecv.decode(&results)) {
unsigned int value = results.value;
switch(value) {
case code1:
if(itsONled[1] == 1) { // if first led is on then
digitalWrite(led1, LOW); // turn it off when button is pressed
itsONled[1] = 0; // and set its state as off
} else { // else if first led is off
digitalWrite(led1, HIGH); // turn it on when the button is pressed
itsONled[1] = 1; // and set its state as on
}
break;
case code2:
if(itsONled[2] == 1) {
digitalWrite(led2, LOW);
itsONled[2] = 0;
} else {
digitalWrite(led2, HIGH);
itsONled[2] = 1;
}
break;
case code3:
if(itsONled[3] == 1) {
digitalWrite(led3, LOW);
itsONled[3] = 0;
} else {
digitalWrite(led3, HIGH);
itsONled[3] = 1;
}
break;
}
Serial.println(value); // you can comment this line
irrecv.resume(); // Receive the next value
}
}
/*LDR
int ldrValue = 0;
int ldrlevel1=600;
int ldrlevel2=700;
int ldrlevel3=750;
int ldrlevel4=800;
void setup() {
Serial.begin(9600);
pinMode(ledPin1, OUTPUT);
pinMode(ledPin2, OUTPUT);
pinMode(ledPin3, OUTPUT);
pinMode(ledPin4, OUTPUT);
}
void loop() {
ldrValue = analogRead(ldrPin);
Serial.println(ldrValue);
if (ldrValue < ldrlevel1) {
digitalWrite(ledPin4, HIGH);
}
else if (ldrValue < ldrlevel2) {
digitalWrite(ledPin4, LOW);
digitalWrite(ledPin3, HIGH);
}
else if (ldrValue < ldrlevel3) {
digitalWrite(ledPin3, LOW);
digitalWrite(ledPin2, HIGH);
}
else if (ldrValue < ldrlevel4) {
digitalWrite(ledPin2, LOW);
digitalWrite(ledPin1, HIGH);
}
else {
digitalWrite(ledPin1, LOW);
}
}
IgricA LCD 16x2
Pin 3 = D7
Pin 4 = D6
Pin 5 = D5
Pin 6 = D4
Pin 9 = Enable
Pin 10 = Read/Write
Pin 12 = VE
GAMECODEArduino
//A GAME MADE BY SATVIK PRASAD
//UPLOAD IT AND ENJOY!!
#include <LiquidCrystal.h>
#define PIN_BUTTON 2
#define PIN_AUTOPLAY 1
#define PIN_READWRITE 10
#define PIN_CONTRAST 12
#define SPRITE_RUN1 1
#define SPRITE_RUN2 2
#define SPRITE_JUMP 3
#define SPRITE_JUMP_UPPER '.' // Use the '.'
character for the head
#define SPRITE_JUMP_LOWER 4
#define SPRITE_TERRAIN_EMPTY ' ' // User the ' '
character
#define SPRITE_TERRAIN_SOLID 5
#define SPRITE_TERRAIN_SOLID_RIGHT 6
#define SPRITE_TERRAIN_SOLID_LEFT 7
#define TERRAIN_WIDTH 16
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2
void initializeGraphics(){
static byte graphics[] = {
// Run position 1
B01100,
B01100,
B00000,
B01110,
B11100,
B01100,
B11010,
B10011,
// Run position 2
B01100,
B01100,
B00000,
B01100,
B01100,
B01100,
B01100,
B01110,
// Jump
B01100,
B01100,
B00000,
B11110,
B01101,
B11111,
B10000,
B00000,
// Jump lower
B11110,
B01101,
B11111,
B10000,
B00000,
B00000,
B00000,
B00000,
// Ground
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
// Ground right
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
B00011,
// Ground left
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
};
int i;
// Skip using character 0, this allows lcd.print() to be
used to
// quickly draw multiple characters
for (i = 0; i < 7; ++i) {
lcd.createChar(i + 1, &graphics[i * 8]);
}
for (i = 0; i < TERRAIN_WIDTH; ++i) {
terrainUpper[i] = SPRITE_TERRAIN_EMPTY;
terrainLower[i] = SPRITE_TERRAIN_EMPTY;
}
}
lcd.setCursor(16 - digits,0);
lcd.print(score);
terrainUpper[HERO_HORIZONTAL_POSITION] = upperSave;
terrainLower[HERO_HORIZONTAL_POSITION] = lowerSave;
return collide;
}
void setup(){
pinMode(PIN_READWRITE, OUTPUT);
digitalWrite(PIN_READWRITE, LOW);
pinMode(PIN_CONTRAST, OUTPUT);
digitalWrite(PIN_CONTRAST, LOW);
pinMode(PIN_BUTTON, INPUT);
digitalWrite(PIN_BUTTON, HIGH);
pinMode(PIN_AUTOPLAY, OUTPUT);
digitalWrite(PIN_AUTOPLAY, HIGH);
lcd.begin(16, 2);
}
void loop(){
static byte heroPos = HERO_POSITION_RUN_LOWER_1;
static byte newTerrainType = TERRAIN_EMPTY;
static byte newTerrainDuration = 1;
static bool playing = false;
static bool blink = false;
static unsigned int distance = 0;
if (!playing) {
drawHero((blink) ? HERO_POSITION_OFF : heroPos,
terrainUpper, terrainLower, distance >> 3);
if (blink) {
lcd.setCursor(0,0);
lcd.print("Press to Start");
}
delay(250);
blink = !blink;
if (buttonPushed) {
initializeGraphics();
heroPos = HERO_POSITION_RUN_LOWER_1;
playing = true;
buttonPushed = false;
distance = 0;
}
return;
}
digitalWrite(PIN_AUTOPLAY,
terrainLower[HERO_HORIZONTAL_POSITION + 2] ==
SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
}
delay(50);
}