Dodge Game 2.0
Note
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Kit purchase
Looking for parts? Check out our all-in-one kits below — packed with components, beginner-friendly guides, and tons of fun.
Name |
Includes Arduino board |
PURCHASE LINK |
|---|---|---|
Ultimate Sensor Kit |
Arduino Uno R4 Minima |
|
Elite Explorer Kit |
Arduino Uno R4 WiFi |
|
3 in 1 Ultimate Starter Kit |
Arduino Uno R4 Minima |
|
Universal Maker Sensor Kit |
× |
Course Introduction
In this lesson, you’ll use an MPU6050 motion sensor, an OLED display, a buzzer, and a button with the Arduino R4 UNO to create a tilt‑controlled obstacle game.
By tilting the device, you control a ball on the screen to dodge moving obstacles. Collisions trigger a buzzer alert, and pressing the button restarts the game.
Note
If this is your first time working with an Arduino project, we recommend downloading and reviewing the basic materials first.
Required Components
In this project, we need the following components:
SN |
COMPONENT INTRODUCTION |
QUANTITY |
PURCHASE LINK |
|---|---|---|---|
1 |
Arduino UNO R4 Minima |
1 |
|
2 |
USB Type-C cable |
1 |
|
3 |
Breadboard |
1 |
|
4 |
Wires |
Several |
|
5 |
Button |
1 |
|
6 |
OLED Display Module |
1 |
|
7 |
Active Buzzer |
1 |
|
8 |
MPU6050 Module |
1 |
Wiring
Common Connections:
OLED Display Module
SDA: Connect to A4 on the Arduino.
SCK: Connect to A5 on the Arduino.
GND: Connect to breadboard’s negative power bus.
VCC: Connect to breadboard’s red power bus.
Button
Connect to the breadboard’s negative power bus, and the other end to 2 on the Arduino board.
Active Buzzer
+: Connect to 2 on the Arduino.
-: Connect to breadboard’s negative power bus.
MPU6050
SDA: Connect to A4 on the Arduino.
SCL: Connect to A5 on the Arduino.
GND: Connect to breadboard’s negative power bus.
VCC: Connect to breadboard’s red power bus.
Writing the Code
Note
You can copy this code into Arduino IDE.
To install the library, use the Arduino Library Manager and search for Adafruit SSD1306 and Adafruit GFX and MPU6050 and install it.
Don’t forget to select the board(Arduino UNO R4 Minima) and the correct port before clicking the Upload button.
#include <Wire.h>
#include <Adafruit_GFX.h>
#include <Adafruit_SSD1306.h>
#include <MPU6050.h>
#define SCREEN_WIDTH 128
#define SCREEN_HEIGHT 64
#define OLED_RESET -1
Adafruit_SSD1306 display(SCREEN_WIDTH, SCREEN_HEIGHT, &Wire, OLED_RESET);
#define BUZZER_PIN 6
#define BUTTON_PIN 2
MPU6050 mpu;
struct Obstacle {
int x, y, width, height;
bool active;
};
const int MAX_OBS = 3;
Obstacle obstacles[MAX_OBS];
float ax, ay;
float ballX = SCREEN_WIDTH / 4;
float ballY = SCREEN_HEIGHT / 2;
float ballVx = 0, ballVy = 0;
const int BALL_RADIUS = 3;
bool gameOver = false;
void setup() {
Serial.begin(9600);
pinMode(BUZZER_PIN, OUTPUT);
pinMode(BUTTON_PIN, INPUT_PULLUP);
// Initialize OLED
if (!display.begin(SSD1306_SWITCHCAPVCC, 0x3C)) {
Serial.println("OLED init failed!");
for(;;);
}
display.clearDisplay();
display.display();
// Initialize MPU6050
Wire.begin();
mpu.initialize();
if (!mpu.testConnection()) {
Serial.println("MPU6050 connection failed!");
while (1);
}
resetGame();
}
void loop() {
if (gameOver) {
display.clearDisplay();
display.setTextSize(2);
display.setCursor(20, 20);
display.println("Game Over");
display.setTextSize(1);
display.setCursor(20, 50);
display.println("Press Btn");
display.display();
if (digitalRead(BUTTON_PIN) == LOW) {
delay(300);
resetGame();
}
return;
}
readMPU();
updateBall();
updateObstacles();
checkCollision();
render();
delay(2);
}
void resetGame() {
ballX = SCREEN_WIDTH / 4;
ballY = SCREEN_HEIGHT / 2;
ballVx = ballVy = 0;
for (int i = 0; i < MAX_OBS; i++) {
obstacles[i].active = false;
}
gameOver = false;
}
void readMPU() {
int16_t ax_raw, ay_raw, az_raw;
mpu.getAcceleration(&ax_raw, &ay_raw, &az_raw);
ax = ax_raw / 16384.0;
ay = ay_raw / 16384.0;
}
void updateBall() {
ballVx += (ay) * 3.8; // Horizontal movement
ballVy += (ax) * 3.8; // Vertical movement
ballX += ballVx;
ballY += ballVy;
// Friction damping
ballVx *= 1.0 ;
ballVy *= 1.0 ;
// Boundary detection
if (ballX < BALL_RADIUS) { ballX = BALL_RADIUS; ballVx = 0; }
if (ballX > SCREEN_WIDTH - BALL_RADIUS) { ballX = SCREEN_WIDTH - BALL_RADIUS; ballVx = 0; }
if (ballY < BALL_RADIUS) { ballY = BALL_RADIUS; ballVy = 0; }
if (ballY > SCREEN_HEIGHT - BALL_RADIUS) { ballY = SCREEN_HEIGHT - BALL_RADIUS; ballVy = 0; }
}
void updateObstacles() {
for (int i = 0; i < MAX_OBS; i++) {
if (obstacles[i].active) {
obstacles[i].x -= 6;
if (obstacles[i].x + obstacles[i].width < 0) {
obstacles[i].active = false;
}
} else {
if (random(0, 100) < 3) { // Randomly generate obstacles
obstacles[i].x = SCREEN_WIDTH;
obstacles[i].y = random(10, SCREEN_HEIGHT - 20);
obstacles[i].width = 8;
obstacles[i].height = 20;
obstacles[i].active = true;
}
}
}
}
void checkCollision() {
for (int i = 0; i < MAX_OBS; i++) {
if (obstacles[i].active) {
if (ballX + BALL_RADIUS > obstacles[i].x &&
ballX - BALL_RADIUS < obstacles[i].x + obstacles[i].width &&
ballY + BALL_RADIUS > obstacles[i].y &&
ballY - BALL_RADIUS < obstacles[i].y + obstacles[i].height) {
gameOver = true;
tone(BUZZER_PIN, 1000, 500); // Play buzzer alert
}
}
}
}
void render() {
display.clearDisplay();
display.drawCircle(ballX, ballY, BALL_RADIUS, SSD1306_WHITE);
for (int i = 0; i < MAX_OBS; i++) {
if (obstacles[i].active) {
display.fillRect(obstacles[i].x, obstacles[i].y, obstacles[i].width, obstacles[i].height, SSD1306_WHITE);
}
}
display.display();
}