Implementing and connecting my code/game to ThingSpeak and ESP8266

Hello everyone.

I did the arcade mario game and I keep having difficulty implementing the code for connecting ESP8266 to ThingSpeak.

I downloaded almost all the libraries and I wrote the code, but I kept having a ton of errors and red lines.

I've attached the original code with a few custom modification that I've done to do various tests.

Can someone help me implement the ESP8266 and the codes to send the data to ThingSpeak? I'm trying to send the distance traveled by the player to keep a scoreboard to see how it'll look like.

#include <FastIO.h>
#include <I2CIO.h>
#include <LCD.h>
#include <LiquidCrystal.h>
#include <LiquidCrystal_I2C.h>
#include <LiquidCrystal_I2C_ByVac.h>
#include <LiquidCrystal_SI2C.h>
#include <LiquidCrystal_SR.h>
#include <LiquidCrystal_SR1W.h>
#include <LiquidCrystal_SR2W.h>
#include <LiquidCrystal_SR3W.h>
#include <ezBuzzer.h>

LiquidCrystal_I2C lcd(0x27, 2, 1, 0, 4, 5, 6, 7, 3, POSITIVE); 
//try 0x27 address for LCD if not work otherwise find addres of LCD from backside of LCD  

#define SPRITE_TERRAIN_EMPTY ' '      
#define SPRITE_TERRAIN_SOLID 5
#define SPRITE_TERRAIN_SOLID_RIGHT 6
#define SPRITE_TERRAIN_SOLID_LEFT 7
#define Joy_X_axis 2
#define Autostartpin 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 '.'        
#define SPRITE_JUMP_LOWER 4
#define BOY_HORIZONTAL_POSITION 1   
#define TERRAIN_WIDTH 16
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2
#define BOY_POSITION_OFF 0          // boy is invisible
#define BOY_POSITION_RUN_LOWER_1 1  // boy is running on lower row (pose 1)
#define BOY_POSITION_RUN_LOWER_2 2  //                              (pose 2)
#define BOY_POSITION_JUMP_1 3       // Starting a jump
#define BOY_POSITION_JUMP_2 4       // Half-way up
#define BOY_POSITION_JUMP_3 5       // Jump is on upper row
#define BOY_POSITION_JUMP_4 6       // Jump is on upper row
#define BOY_POSITION_JUMP_5 7       // Jump is on upper row
#define BOY_POSITION_JUMP_6 8       // Jump is on upper row
#define BOY_POSITION_JUMP_7 9       // Half-way down
#define BOY_POSITION_JUMP_8 10      // About to land
#define BOY_POSITION_RUN_UPPER_1 11 // boy is running on upper row (pose 1)
#define BOY_POSITION_RUN_UPPER_2 12 // boy is running on upper row (pose 2)

ezBuzzer buzzer(7); //set buzzer on pin 7 


//LiquidCrystal lcd(11, 9, 6, 5, 4, 3);
static char terrainUpper[TERRAIN_WIDTH + 1];
static char terrainLower[TERRAIN_WIDTH + 1];
static bool buttonPushed = false;

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;
  }
}


// Slide the terrain to the left in half-character increments
void advanceTerrain(char* terrain, byte newTerrain){
  for (int i = 0; i < TERRAIN_WIDTH; ++i) {
    char current = terrain[i];
    char next = (i == TERRAIN_WIDTH-1) ? newTerrain : terrain[i+1];
    switch (current){
      case SPRITE_TERRAIN_EMPTY:
        terrain[i] = (next == SPRITE_TERRAIN_SOLID) ? SPRITE_TERRAIN_SOLID_RIGHT : SPRITE_TERRAIN_EMPTY;
        break;
      case SPRITE_TERRAIN_SOLID:
        terrain[i] = (next == SPRITE_TERRAIN_EMPTY) ? SPRITE_TERRAIN_SOLID_LEFT : SPRITE_TERRAIN_SOLID;
        break;
      case SPRITE_TERRAIN_SOLID_RIGHT:
        terrain[i] = SPRITE_TERRAIN_SOLID;
        break;
      case SPRITE_TERRAIN_SOLID_LEFT:
        terrain[i] = SPRITE_TERRAIN_EMPTY;
        break;
    }
  }
}

bool drawBoy(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {
  bool collide = false;
  char upperSave = terrainUpper[BOY_HORIZONTAL_POSITION];
  char lowerSave = terrainLower[BOY_HORIZONTAL_POSITION];
  byte upper, lower;
  switch (position) {
    case BOY_POSITION_OFF:
      upper = lower = SPRITE_TERRAIN_EMPTY;
      break;
    case BOY_POSITION_RUN_LOWER_1:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_RUN1;
      break;
    case BOY_POSITION_RUN_LOWER_2:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_RUN2;
      break;
    case BOY_POSITION_JUMP_1:
    case BOY_POSITION_JUMP_8:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_JUMP;
      break;
    case BOY_POSITION_JUMP_2:
    case BOY_POSITION_JUMP_7:
      upper = SPRITE_JUMP_UPPER;
      lower = SPRITE_JUMP_LOWER;
      break;
    case BOY_POSITION_JUMP_3:
    case BOY_POSITION_JUMP_4:
    case BOY_POSITION_JUMP_5:
    case BOY_POSITION_JUMP_6:
      upper = SPRITE_JUMP;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
    case BOY_POSITION_RUN_UPPER_1:
      upper = SPRITE_RUN1;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
    case BOY_POSITION_RUN_UPPER_2:
      upper = SPRITE_RUN2;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
  }
  if (upper != ' ') {
    terrainUpper[BOY_HORIZONTAL_POSITION] = upper;
    collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;
  }
  if (lower != ' ') {
    terrainLower[BOY_HORIZONTAL_POSITION] = lower;
    collide |= (lowerSave == SPRITE_TERRAIN_EMPTY) ? false : true;
  }
  
  byte digits = (score > 9999) ? 5 : (score > 999) ? 4 : (score > 99) ? 3 : (score > 9) ? 2 : 1;
  
  // Draw the scene
  terrainUpper[TERRAIN_WIDTH] = '\0';
  terrainLower[TERRAIN_WIDTH] = '\0';
  char temp = terrainUpper[16-digits];
  terrainUpper[16-digits] = '\0';
  lcd.setCursor(0,0);
  lcd.print(terrainUpper);
  terrainUpper[16-digits] = temp;  
  lcd.setCursor(0,1);
  lcd.print(terrainLower);
  
  lcd.setCursor(16 - digits,0);
  lcd.print(score);

  terrainUpper[BOY_HORIZONTAL_POSITION] = upperSave;
  terrainLower[BOY_HORIZONTAL_POSITION] = lowerSave;
  return collide;
}

// Handle the button push as an interrupt
void buttonPush() {
  buttonPushed = true;
}

void setup(){
  pinMode(PIN_READWRITE, OUTPUT);
  digitalWrite(PIN_READWRITE, LOW);
  pinMode(PIN_CONTRAST, OUTPUT);
  digitalWrite(PIN_CONTRAST, LOW);
  pinMode(Joy_X_axis, INPUT);
  digitalWrite(Joy_X_axis, HIGH);
  pinMode(Autostartpin, OUTPUT);
  digitalWrite(Autostartpin, HIGH);
  // pinMode(buzzer, OUTPUT);
  
  // Digital pin 2 maps to interrupt 0
  attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);
  
  initializeGraphics();
  
  lcd.begin(16, 2);
}

void loop(){
  static byte boyPos = BOY_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;
  // digitalWrite(mybuzzer, 1);
  
  if (!playing) {
    drawBoy((blink) ? BOY_POSITION_OFF : boyPos, terrainUpper, terrainLower, distance >> 3);
    if (blink) {
      lcd.setCursor(0,0);
      lcd.print("JUMP TO START");
    }

    delay(250);
    blink = !blink;
    if (buttonPushed) {
      initializeGraphics();
      boyPos = BOY_POSITION_RUN_LOWER_1;
      playing = true;
      buttonPushed = false;
      distance = 0;
    }
    return;
  }

  // Shift the terrain to the left
  advanceTerrain(terrainLower, newTerrainType == TERRAIN_LOWER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
  advanceTerrain(terrainUpper, newTerrainType == TERRAIN_UPPER_BLOCK ? SPRITE_TERRAIN_SOLID : SPRITE_TERRAIN_EMPTY);
  
  // Make new terrain to enter on the right
  if (--newTerrainDuration == 0) {
    if (newTerrainType == TERRAIN_EMPTY) {
      newTerrainType = (random(3) == 0) ? TERRAIN_UPPER_BLOCK : TERRAIN_LOWER_BLOCK;
      newTerrainDuration = 2 + random(10);
    } else {
      newTerrainType = TERRAIN_EMPTY;
      newTerrainDuration = 10 + random(10);
    }
  }
    
  if (buttonPushed) {
    if (boyPos <= BOY_POSITION_RUN_LOWER_2) boyPos = BOY_POSITION_JUMP_1;
    buttonPushed = false;
  }  

  if (drawBoy(boyPos, terrainUpper, terrainLower, distance >> 3)) {
    playing = false; // The boy collided with something. Too bad.
                // Play a simple melody
    tone(7, 100, 500); // C note for 500 ms
    delay(500);            // Pause between notes
    tone(7, 162, 500); // D note for 500 ms
    delay(500);            // Pause between notes
    tone(7, 192, 500); // E note for 500 ms
    delay(500);            // Pause between notes
    tone(7, 232, 500); // F note for 500 ms
    delay(1500);           // Longer pause at the end of the melody

      // Repeat the melody continuously
  } else {
    if (boyPos == BOY_POSITION_RUN_LOWER_2 || boyPos == BOY_POSITION_JUMP_8) {
      boyPos = BOY_POSITION_RUN_LOWER_1;
    } else if ((boyPos >= BOY_POSITION_JUMP_3 && boyPos <= BOY_POSITION_JUMP_5) && terrainLower[BOY_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) {
      boyPos = BOY_POSITION_RUN_UPPER_1;
    } else if (boyPos >= BOY_POSITION_RUN_UPPER_1 && terrainLower[BOY_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {
      boyPos = BOY_POSITION_JUMP_5;
    } else if (boyPos == BOY_POSITION_RUN_UPPER_2) {
      boyPos = BOY_POSITION_RUN_UPPER_1;
    } else {
      ++boyPos;
    }
    ++distance;
    
    digitalWrite(Autostartpin, terrainLower[BOY_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
  }
  delay(100);
}

What board are you using?

Arduino Uno R3

What does the first kilo of error look like? Error report...

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