【Arduino】189种传感器模块系列实验(资料代码+仿真编程+图形编程)
实验二百四十九:1.28寸圆形彩色TFT显示屏 高清IPS 模块 240*240 SPI接口GC9A01驱动
项目之七十五:GC9A01园屏之一个在圆环内快速反弹的圆形球
实验开源代码
- /*
- 【Arduino】189种传感器模块系列实验(资料代码+仿真编程+图形编程)
- 实验二百四十九:1.28寸圆形彩色TFT显示屏 高清IPS 模块 240*240 SPI接口GC9A01驱动
- 项目之七十五:GC9A01园屏之一个在圆环内快速反弹的圆形球
- */
-
- // GC9A01---------- ESP32
- // RST ------------ NC(复位引脚,此处未连接)
- // CS ------------- D4(片选引脚,连接到ESP32的D4引脚)
- // DC ------------- D2(数据/命令选择引脚,连接到ESP32的D2引脚)
- // SDA ------------ D23 (green)(主数据输出引脚,连接到ESP32的D23引脚,绿色线)
- // SCL ------------ D18 (yellow)(时钟信号引脚,连接到ESP32的D18引脚,黄色线)
- // GND ------------ GND(接地引脚,连接到ESP32的接地端)
- // VCC -------------3V3(电源引脚,连接到ESP32的3.3V电源)
-
- #include "SPI.h"
- #include "Adafruit_GFX.h"
- #include "Adafruit_GC9A01A.h"
- #include "math.h"
-
- #define TFT_CS 4
- #define TFT_DC 2
- #define TFT_RST -1
-
- Adafruit_GC9A01A tft = Adafruit_GC9A01A(TFT_CS, TFT_DC, TFT_RST);
-
- #define SCREEN_WIDTH 240
- #define SCREEN_HEIGHT 240
- #define CENTER_X SCREEN_WIDTH / 2
- #define CENTER_Y SCREEN_HEIGHT / 2
- #define RING_RADIUS 119 // **圆环半径**
- #define BALL_RADIUS 10 // **球体半径**
- #define SPEED 19 // **球体速度**
- #define BOUNCE_OFFSET 5 * M_PI / 180 // **反弹后偏移 5°**
-
- float ballX = CENTER_X;
- float ballY = CENTER_Y;
- float vx = SPEED;
- float vy = SPEED;
-
- void setup() {
- Serial.begin(115200);
- tft.begin();
- tft.setRotation(1);
- tft.fillScreen(tft.color565(0, 0, 0));
- }
-
- void loop() {
- tft.fillScreen(tft.color565(0, 0, 0));
-
- // **绘制圆环**
- tft.drawCircle(CENTER_X, CENTER_Y, RING_RADIUS, tft.color565(255, 255, 255));
-
- // **绘制球体**
- tft.fillCircle(ballX, ballY, BALL_RADIUS, tft.color565(0, 255, 0));
-
- // **更新球体位置**
- ballX += vx;
- ballY += vy;
-
- // **计算球体到圆环中心的距离**
- float distToCenter = sqrt(pow(ballX - CENTER_X, 2) + pow(ballY - CENTER_Y, 2));
-
- // **严格控制球不越界**
- if (distToCenter + BALL_RADIUS >= RING_RADIUS) {
- // **计算法线方向**
- float normalX = (ballX - CENTER_X) / distToCenter;
- float normalY = (ballY - CENTER_Y) / distToCenter;
-
- // **反弹计算**
- float dotProduct = vx * normalX + vy * normalY;
- vx -= 2 * dotProduct * normalX;
- vy -= 2 * dotProduct * normalY;
-
- // **限制球的位置,使其始终保持在圆环内**
- float adjustFactor = (RING_RADIUS - BALL_RADIUS) / distToCenter;
- ballX = CENTER_X + (ballX - CENTER_X) * adjustFactor;
- ballY = CENTER_Y + (ballY - CENTER_Y) * adjustFactor;
-
- // **增加 5° 偏移**
- float angle = atan2(vy, vx) + BOUNCE_OFFSET;
- vx = SPEED * cos(angle);
- vy = SPEED * sin(angle);
- }
-
- delay(50);
- }
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