22.02.28 HC-SR04 (초음파 센서)

최고고·2022년 2월 28일
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HC-SR04 (초음파센서)-정밀도높고 자주쓰이는센서

-송신 tx : 초음파 보내고 (액츄에이터)
-수신 rx : 초음파 받음 (센서)
-속력*시간 = 거리
-VCC : volt charge의 약자로 5v와 연결
-TRIG : 초음파 보내는 핀(출력모드-OUTPUT으로 설정)
-ECHO : 수신하는 핀(입력-INPUT)
공중배선하면 잘안됨 빵판에 바로 꽂는다

  1. TRIG에서 초음파를 쏜다.(짧은시간에만 초음파를 쏜다)
  2. ECHO에서 초음파를 수신한다.
  3. 측정한 시간을 2로 나눈다. 초음파를 쏘고 받기까지의 시간을 알 수 있다. 왕복시간이라 2로나눔
  4. 초음파의 가중치 값 29.1로 나누면 cm단위의 거리가 됨! 각도15도 5~300cm까지 측정됨
  5. distance의 값이 5~300cm값만 측정되게 하기 -> led연결해서 30cm이하가 될 시 led켜주기
int trig = 26;
int echo = 25;
int led = 18;
void setup() {
  pinMode(trig, OUTPUT);
  pinMode(echo, INPUT); //디폴트라 생략가능
  Serial.begin(115200);
  pinMode(led, OUTPUT);

}

void loop() {
  // 1. trig에서 초음파를 쏜다.(짧은시간에만 초음파를 쏜다)
  
  digitalWrite(trig, HIGH);
  delay(10);
  digitalWrite(trig, LOW);

  // 2. echo에서 초음파를 수신한다.
  int duration = pulseIn(echo, HIGH); // echo핀에 LOW(echo의 기본값) -> HIGH로 바뀌면서 걸리는 시간을 측정, m/s로 리턴함

  // 3. 측정한 시간을 2로 나눈다. 초음파를 쏘고 받기까지의 시간을 알 수 있다. 왕복시간이라 2로나눔
  duration /= 2;

  // 4. 초음파의 가중치 값 29.1로 나누면 cm단위의 거리가 됨! 각도15도 5~300cm까지 측정됨
  int distance = duration / 29.1;
  //  Serial.print("distance : ");
  //  Serial.print(distance);
  //  Serial.println("cm");	//시리얼모니터에 초음파의 거리 구하기

  delay(300);

  //distance의 값이 5~300cm값만 측정되게 하기 -> led연결해서 30cm이하가 될 시 led켜주기
  if (distance >= 5 && distance <= 300) {
    Serial.print("distance : ");
    Serial.print(distance);
    Serial.println("cm");
    if (distance <= 30) {
      digitalWrite(led, HIGH);
    } else {
      digitalWrite(led, LOW);
    }
  }
  
  // 소리의 속력 340m/s( 상온15도) 331m/s * 0.9

}

온라인 아두이노 툴 : tinkercad에서 먼저 배선 작업하고 테스트해 볼 수 있다

아두이노 파일 -> 예제 -> LiquidCrystal에서 lcd 출력하는 예제 클릭하고 주석지워서 복붙
tinkercad 코드 클릭 -> 시뮬레이션 시작

LCD-LiquidCrystal 화면 출력하기

아두이노 스케치 라이브러리포함하기 -> LiquidCrystal

#include <LiquidCrystal.h>
LiquidCrystal lcd(7, 8, 9, 10, 11, 12);

void setup() {
  lcd.begin(16, 2); //column * row (열, 행) 일반적인 행열과 달리 열행 구조
  lcd.print("Hello World");
  lcd.setCursor(0, 1); // 좌표 -> (column, row) 로 나타내고, 0열0행으로 시작
  lcd.print("Lunch Time");
}

void loop() {

}
  • 조도센서의 값을 받아와 lcd에 출력하기

#include <LiquidCrystal.h>

LiquidCrystal lcd(7, 8, 9, 10, 11, 12);

void setup() {
  // set up the LCD's number of columns and rows:
  lcd.begin(16, 2);
  // Print a message to the LCD.
  lcd.print("hello, world!");
}

void loop() {
  lcd.clear();  //lcd의 윗줄 사라지게함
  int light = analogRead(A0);		//아날로그핀(조도센서)
  lcd.setCursor(0, 1);
  
  lcd.print("light : ");
  lcd.print(light);
  delay(10);
}

  • 미니게임 예제
#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 HERO_HORIZONTAL_POSITION 1    // Horizontal position of hero on screen

#define TERRAIN_WIDTH 16
#define TERRAIN_EMPTY 0
#define TERRAIN_LOWER_BLOCK 1
#define TERRAIN_UPPER_BLOCK 2

#define HERO_POSITION_OFF 0          // Hero is invisible
#define HERO_POSITION_RUN_LOWER_1 1  // Hero is running on lower row (pose 1)
#define HERO_POSITION_RUN_LOWER_2 2  //                              (pose 2)

#define HERO_POSITION_JUMP_1 3       // Starting a jump
#define HERO_POSITION_JUMP_2 4       // Half-way up
#define HERO_POSITION_JUMP_3 5       // Jump is on upper row
#define HERO_POSITION_JUMP_4 6       // Jump is on upper row
#define HERO_POSITION_JUMP_5 7       // Jump is on upper row
#define HERO_POSITION_JUMP_6 8       // Jump is on upper row
#define HERO_POSITION_JUMP_7 9       // Half-way down
#define HERO_POSITION_JUMP_8 10      // About to land

#define HERO_POSITION_RUN_UPPER_1 11 // Hero is running on upper row (pose 1)
#define HERO_POSITION_RUN_UPPER_2 12 //                              (pose 2)

LiquidCrystal lcd(7, 8, 9, 10, 11, 12);
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 drawHero(byte position, char* terrainUpper, char* terrainLower, unsigned int score) {
  bool collide = false;
  char upperSave = terrainUpper[HERO_HORIZONTAL_POSITION];
  char lowerSave = terrainLower[HERO_HORIZONTAL_POSITION];
  byte upper, lower;
  switch (position) {
    case HERO_POSITION_OFF:
      upper = lower = SPRITE_TERRAIN_EMPTY;
      break;
    case HERO_POSITION_RUN_LOWER_1:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_RUN1;
      break;
    case HERO_POSITION_RUN_LOWER_2:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_RUN2;
      break;
    case HERO_POSITION_JUMP_1:
    case HERO_POSITION_JUMP_8:
      upper = SPRITE_TERRAIN_EMPTY;
      lower = SPRITE_JUMP;
      break;
    case HERO_POSITION_JUMP_2:
    case HERO_POSITION_JUMP_7:
      upper = SPRITE_JUMP_UPPER;
      lower = SPRITE_JUMP_LOWER;
      break;
    case HERO_POSITION_JUMP_3:
    case HERO_POSITION_JUMP_4:
    case HERO_POSITION_JUMP_5:
    case HERO_POSITION_JUMP_6:
      upper = SPRITE_JUMP;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
    case HERO_POSITION_RUN_UPPER_1:
      upper = SPRITE_RUN1;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
    case HERO_POSITION_RUN_UPPER_2:
      upper = SPRITE_RUN2;
      lower = SPRITE_TERRAIN_EMPTY;
      break;
  }
  if (upper != ' ') {
    terrainUpper[HERO_HORIZONTAL_POSITION] = upper;
    collide = (upperSave == SPRITE_TERRAIN_EMPTY) ? false : true;
  }
  if (lower != ' ') {
    terrainLower[HERO_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[HERO_HORIZONTAL_POSITION] = upperSave;
  terrainLower[HERO_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(PIN_BUTTON, INPUT);
  digitalWrite(PIN_BUTTON, HIGH);
  pinMode(PIN_AUTOPLAY, OUTPUT);
  digitalWrite(PIN_AUTOPLAY, HIGH);
  
  // Digital pin 2 maps to interrupt 0
  attachInterrupt(0/*PIN_BUTTON*/, buttonPush, FALLING);
  
  initializeGraphics();
  
  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 Start");
    }
    delay(250);
    blink = !blink;
    if (buttonPushed) {
      initializeGraphics();
      heroPos = HERO_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 (heroPos <= HERO_POSITION_RUN_LOWER_2) heroPos = HERO_POSITION_JUMP_1;
    buttonPushed = false;
  }  

  if (drawHero(heroPos, terrainUpper, terrainLower, distance >> 3)) {
    playing = false; // The hero collided with something. Too bad.
  } else {
    if (heroPos == HERO_POSITION_RUN_LOWER_2 || heroPos == HERO_POSITION_JUMP_8) {
      heroPos = HERO_POSITION_RUN_LOWER_1;
    } else if ((heroPos >= HERO_POSITION_JUMP_3 && heroPos <= HERO_POSITION_JUMP_5) && terrainLower[HERO_HORIZONTAL_POSITION] != SPRITE_TERRAIN_EMPTY) {
      heroPos = HERO_POSITION_RUN_UPPER_1;
    } else if (heroPos >= HERO_POSITION_RUN_UPPER_1 && terrainLower[HERO_HORIZONTAL_POSITION] == SPRITE_TERRAIN_EMPTY) {
      heroPos = HERO_POSITION_JUMP_5;
    } else if (heroPos == HERO_POSITION_RUN_UPPER_2) {
      heroPos = HERO_POSITION_RUN_UPPER_1;
    } else {
      ++heroPos;
    }
    ++distance;
    
    digitalWrite(PIN_AUTOPLAY, terrainLower[HERO_HORIZONTAL_POSITION + 2] == SPRITE_TERRAIN_EMPTY ? HIGH : LOW);
  }
  delay(100);
}

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