Inspired by Mr. Jeff G.'s Mini Project LCD Maze, I hacked my version for FRDM-KL25Z. This one utilizes the MMA8451Q on the FRDM and my vt100 lib. By editing "maze.h" you can create your own maze.

Dependencies:   MMA8451Q mbed vt100

Another sample project to show how to use my vt100 lib along with MMA8451Q lib.

You can tailor the maze by editing "maze.h."

先にパブリッシュした vt100 ライブラリと、FRDM-KL25Zに搭載された加速度センサを使用した簡単な迷路プログラムです。

“maze.h” を編集することで独自の迷路を作成していただけます。

/media/uploads/Rhyme/maze_start.jpg

After download and reset, the point "@" is located at the start point. Goal is the green "G."

ダウンロードしてリセットすると、画面のスタート位置に“@”が置かれます。 ゴールは緑色の“G”です。

/media/uploads/Rhyme/maze_walking.jpg

Move the FRDM-KL25Z board to let the "@" go.

FRDM-KL25Z を動かして、“@”を移動させます。

/media/uploads/Rhyme/maze_goal.jpg

When "@" arrives at the goal with the "goal" banner, game ends.

“@”がゴールにたどり着くと“goal”というバナーが出てゲーム終了です。

Committer:
Rhyme
Date:
Mon Dec 08 11:37:21 2014 +0000
Revision:
1:6fab471dffd5
Parent:
0:f2f2c76b9816
First commit with some comments added

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Rhyme 0:f2f2c76b9816 1 #ifndef _MAZE_H_
Rhyme 0:f2f2c76b9816 2 #define _MAZE_H_ defined
Rhyme 0:f2f2c76b9816 3
Rhyme 0:f2f2c76b9816 4 #define MAZE_W 20
Rhyme 0:f2f2c76b9816 5 #define MAZE_H 20
Rhyme 0:f2f2c76b9816 6
Rhyme 0:f2f2c76b9816 7 #define POS_PATH 0
Rhyme 0:f2f2c76b9816 8 #define POS_WALL 1
Rhyme 0:f2f2c76b9816 9 #define POS_START 2
Rhyme 0:f2f2c76b9816 10 #define POS_GOAL 3
Rhyme 0:f2f2c76b9816 11
Rhyme 0:f2f2c76b9816 12 uint8_t maze[MAZE_H][MAZE_W] = {
Rhyme 0:f2f2c76b9816 13 {1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
Rhyme 0:f2f2c76b9816 14 {1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
Rhyme 0:f2f2c76b9816 15 {1,0,1,0,1,0,1,1,1,1,0,1,1,1,1,1,1,1,0,1},
Rhyme 0:f2f2c76b9816 16 {1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,1,1,0,1},
Rhyme 0:f2f2c76b9816 17 {1,1,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,1,0,1},
Rhyme 0:f2f2c76b9816 18 {1,0,0,0,1,0,1,0,1,0,0,0,0,0,1,0,1,1,0,1},
Rhyme 0:f2f2c76b9816 19 {1,0,1,1,1,0,1,0,1,1,0,1,0,1,1,0,1,1,0,1},
Rhyme 0:f2f2c76b9816 20 {1,0,1,0,0,0,1,0,1,1,0,1,0,1,0,0,1,1,0,1},
Rhyme 0:f2f2c76b9816 21 {1,0,1,0,1,1,1,0,0,1,0,1,0,1,0,1,1,1,0,1},
Rhyme 0:f2f2c76b9816 22 {1,0,1,0,1,1,1,1,1,1,0,1,0,1,0,0,0,1,0,1},
Rhyme 0:f2f2c76b9816 23 {1,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1,0,1,0,1},
Rhyme 0:f2f2c76b9816 24 {1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1},
Rhyme 0:f2f2c76b9816 25 {1,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1},
Rhyme 0:f2f2c76b9816 26 {1,0,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1},
Rhyme 0:f2f2c76b9816 27 {1,0,1,0,1,0,0,0,1,0,0,0,0,0,0,1,1,1,1,1},
Rhyme 0:f2f2c76b9816 28 {1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,1,1,1},
Rhyme 0:f2f2c76b9816 29 {1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,1},
Rhyme 0:f2f2c76b9816 30 {1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1},
Rhyme 0:f2f2c76b9816 31 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1},
Rhyme 0:f2f2c76b9816 32 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,1}
Rhyme 0:f2f2c76b9816 33 } ;
Rhyme 0:f2f2c76b9816 34 #endif // _MAZE_H_