shuaxin

public class MainActivity extends AppCompatActivity {

    private PullToRefreshListView pullToRefreshListView;
    private HttpUtils httpUtils = HttpUtils.getInstance();
    private String path = "http://www.yulin520.com/a2a/impressApi/news/mergeList?pageSize=15&page=";
    private int page =1;
    private List<UserBean.DataBean> list = new ArrayList<>();
    private MyBase adapter;
    private Handler handler = new Handler();

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
        //1.定义方法
        initView();

        getData();

    }
    //设置头部底部的视图
    private void initView() {
        //获取资源ID
        pullToRefreshListView = (PullToRefreshListView) findViewById(R.id.pull_listView);

        //2.设置模式   BOTH 可以上拉 下拉  pull_from_end代表上拉,pull_from_start代表下拉
        pullToRefreshListView.setMode(PullToRefreshBase.Mode.BOTH);

        //3.都是布尔类型  第一个如果为true 时  当前设置的就是头部  如果第二个为true设置的就是底部
        final ILoadingLayout startLoadding = pullToRefreshListView.getLoadingLayoutProxy(true,false);
        startLoadding.setPullLabel("下拉刷新");
        startLoadding.setRefreshingLabel("正在刷新");
        startLoadding.setReleaseLabel("放开刷新");
        ILoadingLayout endLoadding = pullToRefreshListView.getLoadingLayoutProxy(false,true);
        endLoadding.setPullLabel("上拉加载");
        endLoadding.setRefreshingLabel("正在加载");
        endLoadding.setReleaseLabel("放开加载");


        //4.接口回调上拉下拉
        pullToRefreshListView.setOnRefreshListener(new PullToRefreshBase.OnRefreshListener2<ListView>() {
            //11.在下拉完成后被回调
            @Override
            public void onPullDownToRefresh(PullToRefreshBase<ListView> pullToRefreshBase) {
                page =1;
                getData();
                //12.
                handler.postDelayed(new Runnable() {
                    @Override
                    public void run() {
                        //必须在异步中完成  在列表没有数据的时候,不再请求接口,调用当前方法
                        pullToRefreshListView.onRefreshComplete();
                    }
                },2000);


                //可以设置刷新的时间....
                startLoadding.setLastUpdatedLabel("上次更新时间:"+new SimpleDateFormat("HH:mm").format(new Date(System.currentTimeMillis())));//last最近的,最后一次update修改/更新

            }
            //11.在上拉完成后被回调
            @Override
            public void onPullUpToRefresh(PullToRefreshBase<ListView> pullToRefreshBase) {

                page+=1;
                getData();
                //12.
                handler.postDelayed(new Runnable() {
                    @Override
                    public void run() {

                        pullToRefreshListView.onRefreshComplete();
                    }
                },2000);


            }
        });
        //9.创建适配器
        adapter = new MyBase(list,MainActivity.this);
        pullToRefreshListView.setAdapter(adapter);

    }


    //5.得到数据
    public void getData(){

        final String url = path+page;

        httpUtils.getdata(url);

        //6.接口回调得到数据
        httpUtils.setHttpListener(new HttpUtils.HttpListener() {
            @Override
            public void getjsondata(String json) {
                //开始解析
                Gson gson = new Gson();

                UserBean userBean = gson.fromJson(json, UserBean.class);
                //7.解析出来的数据
                List<UserBean.DataBean> data = userBean.getData();

                //8.在list集合中添加数据
                Log.i("TAG",data.size()+"");
                //如果是第一页的数据 清空集合
                if(page == 1){
                    list.clear();
                }
                //将请求到的数据刷新
                list.addAll(data);
                //10.刷新适配器
                adapter.notifyDataSetChanged();

            }
        });

    }
 

using UnityEngine; using UnityEngine.UI; using System.Collections; using UnityEngine.EventSystems; using UnityEngine.SceneManagement; using UnityEngine.Networking; using TMPro; using System.Collections.Generic; using System.Linq; using UnityEngine.Advertisements; public class UIFallingCircle : MonoBehaviour, IUnityAdsInitializationListener, IUnityAdsLoadListener, IUnityAdsShowListener { // 广告相关的变量 [SerializeField] private string _androidGameId = "5933109"; [SerializeField] private string _iOSGameId = "5933108"; [SerializeField] private string _androidAdUnitId = "Rewarded_Android"; [SerializeField] private string _iOSAdUnitId = "Rewarded_iOS"; [SerializeField] private bool _testMode = true; private string _gameId; private string _adUnitId; private System.Action _pendingAction; // 存储等待广告完成后执行的操作 // 广告初始化状态管理 private bool _isInitializingAds = false; private int _initializationAttempts = 0; private const int MAX_INITIALIZATION_ATTEMPTS = 3; //ui显示 public TextMeshProUGUI adStatusText; public Image adStatusPanel; // Serialized fields public float fallSpeed = 100f; public float bounceFactor = 0.8f; public AudioSource collisionAudioSource; public AudioClip bounceSound; public AudioClip collisionSound; public AudioClip jineng; public AudioClip dianji; public float soundVolume = 1f; public float yinxiaoliang = 50f; public TextMeshProUGUI xh; public TextMeshProUGUI textMeshProComponent; public TextMeshProUGUI textMeshProComponent2; public TextMeshProUGUI textMeshProComponent3; public Image image; public Image image2; public Image image3; public Image shuaxin; public Image xiaojing; public Image quan; public Image quxiao; public Image queding; public Image zhuye; public Image fuhuo; public Image zhuye2; public Image jixu; public Image guangg; public Image quanbutu; public Image shuaxintu; public Image jixutu; public Image zhuyetu; public Image fuhuotu; public Image jieshutu; public TextMeshProUGUI fan; public TextMeshProUGUI jiben; public TextMeshProUGUI zeng; public TextMeshProUGUI zuishu; public TextMeshProUGUI jiewen; public TextMeshProUGUI wenben; public TextMeshProUGUI quxiaowen; public TextMeshProUGUI quedingwen; public TextMeshProUGUI quanbuwen; public TextMeshProUGUI shuaxinwen; public TextMeshProUGUI jixuwen; public TextMeshProUGUI zhuyewen; public TextMeshProUGUI jiezhuwen; public TextMeshProUGUI fuhuowen; public GameObject[] regularObjects = new GameObject[18]; public GameObject[] specialObjects = new GameObject[5]; public TextMeshProUGUI[] countTexts = new TextMeshProUGUI[18]; public TextMeshProUGUI collisionCounterText; public List<Color> bounceColors = new List<Color>() { Color.red, Color.yellow, Color.blue, Color.green, new Color(0.5f, 0f, 0.5f) }; public float baseCollisionRadius = 25f; public float baseSize = 25f; public float maxSize = 100f; public float vibrationDuration = 0.2f; public float vibrationIntensity = 0.5f; public ImageMover imageMover; // Private variables private RectTransform[] regularRects = new RectTransform[18]; private Image[] regularImages = new Image[18]; private Vector2[] regularVelocities = new Vector2[18]; private int[] regularCounts = new int[18]; private float[] regularZhis = new float[18]; private bool[] regularBounceFlags = new bool[18]; private bool[] regularCollisionFlags = new bool[18]; private Vector2[] regularInitialPositions = new Vector2[18]; private int[] regularColorIndices = new int[18]; private int[] regularBounceCounts = new int[18]; private RectTransform[] specialRects = new RectTransform[5]; private RectTransform parentRectTransform; private float halfHeight; private float halfWidth; private int totalCollisions = 0; private int heshu = 0; private int x = 0; private int xiaohuizhi; private float xinzhi; private int n = 1; private int t = 99; private int mink = 1; private int a = 0; private int b; private int c = 100; private int d = 0; private int e = 0; private int f = 0; private int g = 0; private int xindeshu = 0; private int bianhuashu = 0; private int paiming = 1; private int fantanbianhua; private int yinxiao; private int zhendong; private int adezhi; private int minkdezhi; private bool isScriptStopped = false; private bool isProcessingCollision = false; private bool hasPlayedJinengSound = false; private bool hasPlayeddianjiSound = false; private bool _isAdLoaded = false; private Dictionary<string, string> attributeDict = new Dictionary<string, string> { { "1", "伤害增加" }, { "2", "基础攻击提升" }, { "3", "反弹次数增加" }, {"4", "攻击速度提升"} }; void Start() { InitializeAds(); // 初始化广告 InitializeSettings(); InitializeUIElements(); InitializeObjects(); UpdateCountTexts(); UpdateCollisionCounter(); UpdateXinzhi(); // 每10秒记录一次广告状态 InvokeRepeating("LogAdsStatus", 5f, 10f); } #region 广告初始化和管理 public void InitializeAds() { if (_isInitializingAds || Advertisement.isInitialized) return; _isInitializingAds = true; #if UNITY_EDITOR Debug.Log("Unity Ads: Running in Editor, using Android Game ID for testing."); _gameId = _androidGameId; _adUnitId = _androidAdUnitId; #elif UNITY_IOS _gameId = _iOSGameId; _adUnitId = _iOSAdUnitId; #elif UNITY_ANDROID _gameId = _androidGameId; _adUnitId = _androidAdUnitId; #else _gameId = "UnsupportedPlatform"; _adUnitId = "UnsupportedPlatform"; #endif Debug.Log($"Initializing Unity Ads with Game ID: {_gameId}"); try { Advertisement.Initialize(_gameId, _testMode, this); StartCoroutine(CheckInitializationTimeout()); } catch (System.Exception e) { Debug.LogError($"Ads initialization failed: {e.Message}"); _isInitializingAds = false; RetryInitialization(); } } private IEnumerator CheckInitializationTimeout() { yield return new WaitForSeconds(5f); // 5秒超时 if (!Advertisement.isInitialized && _isInitializingAds) { Debug.LogWarning("Ads initialization timeout"); _isInitializingAds = false; RetryInitialization(); } } private void RetryInitialization() { if (_initializationAttempts < MAX_INITIALIZATION_ATTEMPTS) { _initializationAttempts++; Debug.Log($"Retrying ads initialization ({_initializationAttempts}/{MAX_INITIALIZATION_ATTEMPTS})"); Invoke("InitializeAds", 2f); // 2秒后重试 } else { Debug.LogError("Max ads initialization attempts reached"); } } public void OnInitializationComplete() { Debug.Log("Unity Ads initialization complete."); _isInitializingAds = false; _initializationAttempts = 0; LoadAd(); } public void OnInitializationFailed(UnityAdsInitializationError error, string message) { Debug.Log($"Unity Ads Initialization Failed: {error.ToString()} - {message}"); _isInitializingAds = false; RetryInitialization(); } #endregion #region 广告加载和显示 public void LoadAd() { if (!Advertisement.isInitialized || string.IsNullOrEmpty(_adUnitId)) { Debug.LogWarning("Cannot load ad - not initialized or invalid ad unit ID"); return; } Debug.Log("Loading Ad: " + _adUnitId); Advertisement.Load(_adUnitId, this); } public void OnUnityAdsAdLoaded(string adUnitId) { Debug.Log("Ad Loaded: " + adUnitId); _isAdLoaded = true; } public void OnUnityAdsFailedToLoad(string adUnitId, UnityAdsLoadError error, string message) { Debug.Log($"Error loading Ad Unit {adUnitId}: {error.ToString()} - {message}"); _isAdLoaded = false; // 根据错误类型决定是否重试 if (error != UnityAdsLoadError.INTERNAL_ERROR) { Invoke("LoadAd", 3f); } } private void PlayAdThenExecute(System.Action action) { _pendingAction = action; if (CheckAdReady()) { // 只有在广告就绪时才尝试播放 ShowAdStatus("GUANG GAO JIA ZAI ZHONG...", Color.yellow); Advertisement.Show(_adUnitId, this); } else { ShowAdStatus("GUANG GAO WEI JIU XU...", Color.red); // 不再直接执行操作,而是尝试加载广告 if (!Advertisement.isInitialized) { InitializeAds(); } else { LoadAd(); } } } public void OnUnityAdsShowComplete(string adUnitId, UnityAdsShowCompletionState showCompletionState) { if (adUnitId.Equals(_adUnitId)) { if (showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED)) { Debug.Log("Unity Ads Rewarded Ad Completed - Executing pending action"); // 只有广告完整播放完成时才执行操作 ExecutePendingAction(); } else { ShowAdStatus("GAN KAN WEI WAN CHENG", Color.red); // 不清除 pending action,让用户重试 } // 无论广告是否完成,都重新加载广告 LoadAd(); } } public void OnUnityAdsShowFailure(string adUnitId, UnityAdsShowError error, string message) { Debug.Log($"Error showing Ad Unit {adUnitId}: {error.ToString()} - {message}"); // 广告播放失败,不执行操作,但保留 pending action 以便重试 Debug.LogWarning("Ad show failed. Pending action preserved for retry."); // 重新加载广告 LoadAd(); } public void OnUnityAdsShowStart(string adUnitId) { Debug.Log("Ad show started: " + adUnitId); } public void OnUnityAdsShowClick(string adUnitId) { Debug.Log("Ad clicked: " + adUnitId); } private bool CheckAdReady() { return Advertisement.isInitialized && _isAdLoaded && !string.IsNullOrEmpty(_adUnitId) && !_adUnitId.Equals("UnsupportedPlatform"); } private void ExecutePendingAction() { if (_pendingAction != null) { _pendingAction.Invoke(); _pendingAction = null; Debug.Log("Pending action executed successfully"); } } // 添加一个方法来取消等待的操作 public void CancelPendingAction() { if (_pendingAction != null) { Debug.Log("Canceling pending action"); _pendingAction = null; } } #endregion #region 广告状态检查 public bool IsAdsSupported() { return Advertisement.isSupported; } public string GetAdsStatus() { if (!IsAdsSupported()) return "Not Supported"; if (!Advertisement.isInitialized) return "Not Initialized"; if (!_isAdLoaded) return "Ad Not Ready"; return "Ready"; } public void LogAdsStatus() { Debug.Log($"Ads Status: {GetAdsStatus()}"); Debug.Log($"Initialized: {Advertisement.isInitialized}"); Debug.Log($"Supported: {Advertisement.isSupported}"); Debug.Log($"Ad Loaded: {_isAdLoaded}"); Debug.Log($"Test Mode: {_testMode}"); Debug.Log($"Game ID: {_gameId}"); Debug.Log($"Ad Unit ID: {_adUnitId}"); } #endregion void InitializeSettings() { yinxiao = PlayerPrefs.GetInt("Sound", 1); zhendong = PlayerPrefs.GetInt("Vibration", 1); gaibian(); } void InitializeUIElements() { TextMeshProUGUI namedTmpText = GameObject.Find("xianshi").GetComponent<TextMeshProUGUI>(); jieshutu.enabled = false; jiezhuwen.enabled = false; fuhuowen.enabled = false; fuhuotu.enabled = false; jixutu.enabled = false; jixuwen.enabled = false; zhuyetu.enabled = false; zhuyewen.enabled = false; quanbuwen.enabled = false; shuaxinwen.enabled = false; quanbutu.enabled = false; shuaxintu.enabled = false; quedingwen.enabled = false; quxiaowen.enabled = false; guangg.enabled = false; wenben.enabled = false; zhuye2.enabled = false; jixu.enabled = false; jiewen.enabled = false; zuishu.enabled = false; zhuye.enabled = false; fuhuo.enabled = false; quxiao.enabled = false; queding.enabled = false; shuaxin.enabled = false; xiaojing.enabled = false; quan.enabled = false; image.enabled = false; image2.enabled = false; image3.enabled = false; textMeshProComponent.enabled = false; textMeshProComponent2.enabled = false; textMeshProComponent3.enabled = false; adStatusText.enabled = false; adStatusPanel.enabled = false; AddClickEvent(textMeshProComponent.gameObject); AddClickEvent(textMeshProComponent2.gameObject); AddClickEvent(textMeshProComponent3.gameObject); } void InitializeObjects() { for (int i = 0; i < 18; i++) { regularCounts[i] = Random.Range(1, 11) * n; InitializeRegularObject(i); } for (int i = 0; i < 5; i++) { if (specialObjects[i] != null) specialRects[i] = specialObjects[i].GetComponent<RectTransform>(); } } void InitializeRegularObject(int index) { if (regularObjects[index] == null) return; regularRects[index] = regularObjects[index].GetComponent<RectTransform>(); regularImages[index] = regularObjects[index].GetComponent<Image>(); if (regularRects[index] == null || regularImages[index] == null) { Debug.LogError("Missing components on object " + index); return; } if (parentRectTransform == null) parentRectTransform = regularObjects[index].transform.parent.GetComponent<RectTransform>(); float newSize = Mathf.Min(baseSize * regularCounts[index], maxSize); regularRects[index].sizeDelta = new Vector2(newSize, newSize); halfHeight = regularRects[index].rect.height * regularRects[index].localScale.y / 2; halfWidth = regularRects[index].rect.width * regularRects[index].localScale.x / 2; regularRects[index].anchorMin = new Vector2(0.5f, 1f); regularRects[index].anchorMax = new Vector2(0.5f, 1f); regularRects[index].pivot = new Vector2(0.5f, 0.5f); regularRects[index].anchoredPosition = Vector2.zero; regularInitialPositions[index] = regularRects[index].anchoredPosition; regularVelocities[index] = new Vector2(0, -fallSpeed); regularColorIndices[index] = Random.Range(0, bounceColors.Count); regularImages[index].color = bounceColors[regularColorIndices[index]]; } void Update() { if (parentRectTransform == null || isScriptStopped) return; for (int i = 0; i < 18; i++) { UpdateRegularObject(i); } CalculateTotalBounceCount(); UpdateXinzhi(); } void UpdateRegularObject(int index) { regularVelocities[index].y -= fallSpeed * Time.deltaTime; Vector2 newPosition = regularRects[index].anchoredPosition + regularVelocities[index] * Time.deltaTime; bool bounced = CheckBoundaryCollisions(index, ref newPosition, ref regularVelocities[index], ref regularBounceCounts[index]); if (bounced) { ChangeColorOnBounce(index, ref regularColorIndices[index]); } regularRects[index].anchoredPosition = newPosition; regularZhis[index] = newPosition.y; CheckHeightDifference(index, regularZhis[index], ref regularBounceFlags[index], ref regularVelocities[index], ref regularColorIndices[index]); CheckCollision(index, ref regularCollisionFlags[index], ref regularVelocities[index], ref regularCounts[index], ref regularColorIndices[index]); } bool CheckBoundaryCollisions(int index, ref Vector2 position, ref Vector2 velocity, ref int bounceCount) { if (isScriptStopped) return false; bool bounced = false; float leftBound = -parentRectTransform.rect.width / 2 + halfWidth; float rightBound = parentRectTransform.rect.width / 2 - halfWidth; float bottomBound = -parentRectTransform.rect.height + halfHeight; float topBound = -halfHeight; if (position.x < leftBound) { position.x = leftBound; velocity.x = Mathf.Abs(velocity.x) * bounceFactor; velocity.y = Mathf.Abs(velocity.y) * bounceFactor; bounced = true; PlayBounceSound(); } else if (position.x > rightBound) { position.x = rightBound; velocity.x = -Mathf.Abs(velocity.x) * bounceFactor; velocity.y = Mathf.Abs(velocity.y) * bounceFactor; bounced = true; PlayBounceSound(); } if (position.y > topBound) { position.y = topBound; velocity.y = -Mathf.Abs(velocity.y) * bounceFactor; bounced = true; PlayBounceSound(); } else if (position.y < bottomBound) { position.y = bottomBound; if (heshu < t) { velocity.y = Mathf.Abs(velocity.y) * bounceFactor; bounceCount++; PlayBounceSound(); fan.text = $"反弹次数剩余{t - heshu}"; } else if (heshu == t) { if (xiaohuizhi > 0) { xiaohuizhi--; xh.text = xiaohuizhi.ToString(); for (int i = 0; i < 18; i++) regularBounceCounts[i] = 0; t = 99; fan.text = $"反弹次数剩余{t - heshu}"; ResetRegularObject(index); } else if (xiaohuizhi == 0) { jieshu(); } } bounced = true; } return bounced; } void ChangeColorOnBounce(int index, ref int colorIndex) { if (isScriptStopped) return; int newIndex; do { newIndex = Random.Range(0, bounceColors.Count); } while (newIndex == colorIndex && bounceColors.Count > 1); colorIndex = newIndex; regularImages[index].color = bounceColors[colorIndex]; } void CheckCollision(int index, ref bool hasTriggeredCollision, ref Vector2 velocity, ref int currentCount, ref int colorIndex) { if (isScriptStopped || specialRects[0] == null) return; Vector2 objWorldPos = regularRects[index].position; float currentCollisionRadius = 25f; bool collided = false; for (int i = 0; i < 5; i++) { if (specialRects[i] != null && Vector2.Distance(objWorldPos, specialRects[i].position) < currentCollisionRadius && !hasTriggeredCollision) { collided = true; break; } } if (collided) { hasTriggeredCollision = true; HandleCollision(objWorldPos, specialRects[0].position, ref velocity, ref colorIndex); DecreaseCount(index, ref currentCount); } else { hasTriggeredCollision = false; } } void HandleCollision(Vector2 objPos, Vector2 specialPos, ref Vector2 velocity, ref int colorIndex) { if (isScriptStopped) return; int direction = Random.Range(0, 3); Vector2 bounceDirection = Vector2.zero; switch (direction) { case 0: bounceDirection = new Vector2(-1f, 1f).normalized; break; case 1: bounceDirection = new Vector2(0f, 1f).normalized; break; case 2: bounceDirection = new Vector2(1f, 1f).normalized; break; } float currentSpeed = velocity.magnitude; velocity = bounceDirection * currentSpeed * bounceFactor; ChangeColor(ref colorIndex, objPos); PlayCollisionSound(); TriggerVibration(); } void DecreaseCount(int index, ref int currentCount) { if (isScriptStopped) return; isProcessingCollision = true; if (currentCount > 0) { int decreaseAmount = mink + (mink * a); int originalCount = currentCount; if (decreaseAmount <= originalCount) { currentCount -= decreaseAmount; totalCollisions += decreaseAmount; } else { totalCollisions += originalCount; currentCount = 0; } if (currentCount == 0) { ResetRegularObject(index); } } UpdateCountTexts(); UpdateCollisionCounter(); UpdateCircleSize(index, currentCount); isProcessingCollision = false; } void ResetRegularObject(int index) { regularCounts[index] = Random.Range(1, 11) * n; UpdateCountTexts(); float newSize = Mathf.Min(baseSize * regularCounts[index], maxSize); regularRects[index].sizeDelta = new Vector2(newSize, newSize); regularRects[index].anchoredPosition = regularInitialPositions[index]; regularVelocities[index] = new Vector2(0, -fallSpeed); regularBounceFlags[index] = false; regularCollisionFlags[index] = false; } void UpdateCircleSize(int index, int currentCount) { if (isScriptStopped) return; float newSize = Mathf.Min(baseSize * currentCount, maxSize); regularRects[index].sizeDelta = new Vector2(newSize, newSize); } void CalculateTotalBounceCount() { heshu = 0; for (int i = 0; i < 18; i++) heshu += regularBounceCounts[i]; } void UpdateXinzhi() { if (specialRects[0] != null) xinzhi = specialRects[0].anchoredPosition.y; } void CheckHeightDifference(int index, float currentZhi, ref bool hasTriggeredBounce, ref Vector2 velocity, ref int colorIndex) { if (isScriptStopped || specialRects[0] == null) return; float difference = Mathf.Abs(currentZhi - xinzhi); if (difference < 0.1f && !hasTriggeredBounce) { hasTriggeredBounce = true; velocity.y = Mathf.Abs(velocity.y) * bounceFactor; ChangeColor(ref colorIndex, Vector2.zero); } else if (difference >= 0.1f) { hasTriggeredBounce = false; } } void ChangeColor(ref int colorIndex, Vector2 objPos) { if (isScriptStopped || bounceColors.Count == 0) return; int newIndex; do { newIndex = Random.Range(0, bounceColors.Count); } while (newIndex == colorIndex && bounceColors.Count > 1); colorIndex = newIndex; for (int i = 0; i < 18; i++) { if (regularRects[i] != null && Vector2.Distance(objPos, regularRects[i].position) < 0.1f) regularImages[i].color = bounceColors[colorIndex]; } } void UpdateCountTexts() { if (isScriptStopped) return; for (int i = 0; i < 18; i++) { if (countTexts[i] != null) countTexts[i].text = FormatNumber(regularCounts[i]); } } void UpdateCollisionCounter() { if (isScriptStopped || collisionCounterText == null) return; collisionCounterText.text = totalCollisions.ToString(); c = 100 * (d + 1) * (d + 2) / 2; if (totalCollisions >= 200 * n && (d == 0 || totalCollisions > c)) { PlayJinengSound(); hasPlayedJinengSound = true; if (textMeshProComponent != null && textMeshProComponent2 != null && textMeshProComponent3 != null) { textMeshProComponent.enabled = true; textMeshProComponent2.enabled = true; textMeshProComponent3.enabled = true; quanbuwen.enabled = true; shuaxinwen.enabled = true; } if (image != null && image2 != null && image3 != null && shuaxin != null && quan != null) { image.enabled = true; image2.enabled = true; image3.enabled = true; shuaxin.enabled = true; quan.enabled = true; quanbutu.enabled = true; shuaxintu.enabled = true; beijingse(image.gameObject); beijingse(image2.gameObject); beijingse(image3.gameObject); } isScriptStopped = true; d++; zengjia(); } } void zengjia() { xindeshu = totalCollisions / 100; n = xindeshu; UpdateCountTexts(); } void gaibian() { soundVolume = (yinxiao == 1) ? 1f : 0f; yinxiaoliang = (yinxiao == 1) ? 50f : 0f; vibrationIntensity = (zhendong == 1) ? 0.5f : 0f; vibrationDuration = (zhendong == 1) ? 0.2f : 0f; } void TriggerVibration() { if (isScriptStopped || zhendong == 0) return; #if UNITY_ANDROID || UNITY_IOS if (SystemInfo.supportsVibration) Handheld.Vibrate(); #endif } void PlayBounceSound() { if (collisionAudioSource != null && bounceSound != null && !isScriptStopped) collisionAudioSource.PlayOneShot(bounceSound, soundVolume); } void PlayCollisionSound() { if (collisionAudioSource != null && collisionSound != null && !isScriptStopped) collisionAudioSource.PlayOneShot(collisionSound, soundVolume); } void PlayJinengSound() { if (collisionAudioSource != null && jineng != null) collisionAudioSource.PlayOneShot(jineng, yinxiaoliang); } void playdianjiSound() { if (collisionAudioSource != null && dianji != null) collisionAudioSource.PlayOneShot(dianji, yinxiaoliang); } // UI Button Methods public void Xian() { playdianjiSound(); if(isScriptStopped) return; xiaojing.enabled = true; quxiao.enabled = true; queding.enabled = true; wenben.enabled = true; quedingwen.enabled = true; quxiaowen.enabled = true; guangg.enabled = true; } public void yin() { playdianjiSound(); xiaojing.enabled = false; quxiao.enabled = false; queding.enabled = false; wenben.enabled = false; quxiaowen.enabled = false; quedingwen.enabled = false; guangg.enabled = false; } public void guang() { playdianjiSound(); LogAdsStatus(); // 先取消可能存在的未完成操作 CancelPendingAction(); PlayAdThenExecute(() => { x++; xiaohuizhi = x * 10; xh.text = xiaohuizhi.ToString(); Debug.Log("Ad completed - Reward granted"); }); } public void huo() { playdianjiSound(); LogAdsStatus(); // 先取消可能存在的未完成操作 CancelPendingAction(); PlayAdThenExecute(() => { isScriptStopped = false; for (int i = 0; i < 18; i++) regularBounceCounts[i] = 0; t = 99; fan.text = $"反弹次数剩余{(t - heshu) + 100}"; ResetAllObjects(); zuishu.enabled = false; jiewen.enabled = false; fuhuo.enabled = false; zhuye.enabled = false; jieshutu.enabled = false; jiezhuwen.enabled = false; fuhuotu.enabled = false; fuhuowen.enabled = false; Debug.Log("Ad completed - Revive granted"); }); } void ResetAllObjects() { for (int i = 0; i < 18; i++) ResetRegularObject(i); } public void fanhui() { playdianjiSound(); PlayerPrefs.SetInt("totalCollisions", totalCollisions); PlayerPrefs.SetInt("yinxiao", yinxiao); PlayerPrefs.SetInt("zhendong", zhendong); SceneManager.LoadScene("5"); } public void quanbu() { playdianjiSound(); LogAdsStatus(); // 先取消可能存在的未完成操作 CancelPendingAction(); PlayAdThenExecute(() => { int fantanTotal = 0; int shanghaiTotal = 0; int jichuTotal = 0; int gongjisuuduTotal = 0; CountEffects(textMeshProComponent.text, ref fantanTotal, ref shanghaiTotal, ref jichuTotal, ref gongjisuuduTotal); CountEffects(textMeshProComponent2.text, ref fantanTotal, ref shanghaiTotal, ref jichuTotal, ref gongjisuuduTotal); CountEffects(textMeshProComponent3.text, ref fantanTotal, ref shanghaiTotal, ref jichuTotal, ref gongjisuuduTotal); if (fantanTotal > 0) t += fantanTotal; if (shanghaiTotal > 0) a += shanghaiTotal; if (jichuTotal > 0) mink += jichuTotal; if (gongjisuuduTotal > 0) imageMover.IncreaseMoveSpeed(gongjisuuduTotal); isScriptStopped = false; hanshu(); xiaoshi(); Debug.Log("Ad completed - All bonuses applied"); }); } public void RefreshTexts() { playdianjiSound(); LogAdsStatus(); // 先取消可能存在的未完成操作 CancelPendingAction(); PlayAdThenExecute(() => { textMeshProComponent.text = GenerateRandomText(); textMeshProComponent2.text = GenerateRandomText(); textMeshProComponent3.text = GenerateRandomText(); beijingse(image.gameObject); beijingse(image2.gameObject); beijingse(image3.gameObject); Debug.Log("Ad completed - Texts refreshed"); }); } public void OnTextClicked(TextMeshProUGUI clickedText) { playdianjiSound(); if (clickedText == null) return; string textContent = clickedText.text; if (textContent.Contains("反弹次数增加")) { fantanbianhua = ExtractNumber(textContent); t += fantanbianhua; } else if (textContent.Contains("伤害增加")) { adezhi = ExtractNumber(textContent); a += adezhi; } else if (textContent.Contains("基础攻击提升")) { mink += ExtractNumber(textContent); } else if (textContent.Contains("攻击速度提升")) { imageMover.IncreaseMoveSpeed(ExtractNumber(textContent)); } if (!jixutu.enabled && !image.enabled && !jiezhuwen.enabled) isScriptStopped = false; hanshu(); xiaoshi(); } public void tingzhi(){ playdianjiSound(); if (isScriptStopped) return; hasPlayeddianjiSound = true; zhuye2.enabled = !zhuye2.enabled; jixu.enabled = !jixu.enabled; zhuyetu.enabled = !zhuyetu.enabled; zhuyewen.enabled = !zhuyewen.enabled; jixutu.enabled = !jixutu.enabled; jixuwen.enabled = !jixuwen.enabled; if(jixutu.enabled == false && image.enabled == false){ isScriptStopped = false; } else if(jiezhuwen == true){ isScriptStopped = true; } hasPlayeddianjiSound = false; } public void jizhixing(){ playdianjiSound(); hasPlayeddianjiSound = true; zhuye2.enabled = false; jixu.enabled = false; zhuyetu.enabled = false; zhuyewen.enabled = false; jixutu.enabled = false; jixuwen.enabled = false; if(jixutu.enabled == false && image.enabled == false){ isScriptStopped = false; } else if(jiezhuwen == true){ isScriptStopped = true; } hasPlayeddianjiSound = false; } void jieshu() { PlayJinengSound(); zuishu.text = totalCollisions.ToString(); xiaojing.enabled = false; zuishu.enabled = true; jiewen.enabled = true; fuhuo.enabled = true; zhuye.enabled = true; jieshutu.enabled = true; jiezhuwen.enabled = true; fuhuotu.enabled = true; fuhuowen.enabled = true; isScriptStopped = true; StartCoroutine(SendTotalCollisionsToServer(totalCollisions, paiming)); } void xiaoshi() { textMeshProComponent.enabled = false; textMeshProComponent2.enabled = false; textMeshProComponent3.enabled = false; image.enabled = false; image2.enabled = false; image3.enabled = false; quan.enabled = false; shuaxin.enabled = false; quanbutu.enabled = false; quanbuwen.enabled = false; shuaxintu.enabled = false; shuaxinwen.enabled = false; if (!jixutu.enabled && !image.enabled) isScriptStopped = false; else if (jiezhuwen.enabled) isScriptStopped = true; } void hanshu() { fan.text = $"剩余反弹次数为{t - heshu + GetWeightedRandom()}"; jiben.text = $"基本伤害为:{mink}"; zeng.text = $"增加伤害为:{a}"; } // Helper methods void AddClickEvent(GameObject obj) { EventTrigger trigger = obj.GetComponent<EventTrigger>() ?? obj.AddComponent<EventTrigger>(); trigger.triggers.Clear(); EventTrigger.Entry entry = new EventTrigger.Entry { eventID = EventTriggerType.PointerClick }; entry.callback.AddListener((data) => { OnTextClicked(obj.GetComponent<TextMeshProUGUI>()); }); trigger.triggers.Add(entry); } void beijingse(GameObject targetObject) { Image targetImage = targetObject.GetComponent<Image>(); if (targetImage == null) return; TextMeshProUGUI targetText = null; int effectValue = GetWeightedRandom(); string effectType = attributeDict.Values.ToList()[Random.Range(0, attributeDict.Count)]; if (targetObject == image.gameObject) targetText = textMeshProComponent; else if (targetObject == image2.gameObject) targetText = textMeshProComponent2; else if (targetObject == image3.gameObject) targetText = textMeshProComponent3; if (targetText == null) return; targetImage.type = Image.Type.Simple; targetImage.material = null; switch(effectValue) { case 3: targetImage.color = Color.red; break; case 2: targetImage.color = Color.blue; break; case 1: targetImage.color = Color.green; break; default: targetImage.color = Color.white; break; } targetText.text = $"{effectType}{effectValue}"; LayoutRebuilder.ForceRebuildLayoutImmediate(targetImage.rectTransform); Canvas.ForceUpdateCanvases(); } private int GetWeightedRandom() { float rand = Random.Range(0f, 1f); if (rand <= 0.9f) return 1; if (rand <= 0.99f) return 2; return 3; } void CountEffects(string textContent, ref int fantan, ref int shanghai, ref int jichu, ref int gongjisuudu) { if (textContent.Contains("反弹次数增加")) fantan += ExtractNumber(textContent); else if (textContent.Contains("伤害增加")) shanghai += ExtractNumber(textContent); else if (textContent.Contains("基础攻击提升")) jichu += ExtractNumber(textContent); else if (textContent.Contains("攻击速度提升")) gongjisuudu += ExtractNumber(textContent); } private void ShowAdStatus(string message, Color color) { if (adStatusText != null && adStatusPanel != null) { adStatusText.text = message; adStatusText.color = color; adStatusText.enabled = true; adStatusPanel.enabled = true; // 3秒后隐藏状态提示 Invoke("HideAdStatus", 3f); } } private void HideAdStatus() { if (adStatusText != null && adStatusPanel != null) { adStatusText.enabled = false; adStatusPanel.enabled = false; } } int ExtractNumber(string text) { string numStr = System.Text.RegularExpressions.Regex.Match(text, @"\d+").Value; return string.IsNullOrEmpty(numStr) ? 1 : int.Parse(numStr); } string GenerateRandomText() { string effectType = attributeDict.Values.ToList()[Random.Range(0, attributeDict.Count)]; int effectValue = GetWeightedRandom(); return $"{effectType}{effectValue}"; } string FormatNumber(int number) { if (number >= 100000000) return (number / 100000000) + "亿"; if (number >= 10000000) return (number / 10000000) + "千万"; if (number >= 1000000) return (number / 1000000) + "百万"; if (number >= 10000) return (number / 10000) + "万"; return number.ToString(); } IEnumerator SendTotalCollisionsToServer(int totalCollisions, int paiming) { string url = "http://127.0.0.1/shuju.php"; WWWForm form = new WWWForm(); form.AddField("fenshu", totalCollisions); form.AddField("paiming", paiming); using (UnityWebRequest request = UnityWebRequest.Post(url, form)) { request.timeout = 10; yield return request.SendWebRequest(); if (request.result != UnityWebRequest.Result.Success) Debug.LogError($"Error: {request.error}"); else Debug.Log($"Response: {request.downloadHandler.text}"); } } [System.Serializable] class ServerResponseData { public int fenshu; public int paiming; } [System.Serializable] class ServerResponse { public string status; public string message; public ServerResponseData data; } }将以上代码在不影响任何功能的条件下使用unity内的任何算法和任何工具进行简化
最新发布
08-31
Main主程序 #include "sys.h" #include "delay.h" #include "adc.h" #include "gpio.h" #include "OLED_I2C.h" #include "stmflash.h" #include "ds18b20.h" #include "timer.h" #include "usart1.h" #include <stdio.h> #include <stdlib.h> #include <string.h> #include <stdbool.h> #define FLASH_SAVE_ADDR ((u32)0x0800F000) //设置FLASH 保存地址(必须为偶数) #define STM32_RX1_BUF Usart1RecBuf #define STM32_Rx1Counter RxCounter #define STM32_RX1BUFF_SIZE USART1_RXBUFF_SIZE extern const unsigned char BMP1[]; extern const unsigned char BMP2[]; char display[16]; //显示缓存区 short temperature=0; //温度 u8 setTempValue = 40; //温度上限 u8 setSmokeValue = 60; //烟雾上限 u8 sendSmsFlag = 0; //发送短信标志 u8 alarmFlag = 0x00; //蜂鸣器报警标志 u16 smoke=0; //烟雾 u8 setn=0; //记录设置按键按下的次数 bool shanshuo=0; bool shuaxin=0; bool fangdao=0; char PhoneNumber[11];//手机号码 char uniPhoneNum[44];//手机号码转码后存放数组 void UsartRx1BufClear(void) { memset(STM32_RX1_BUF, 0, STM32_RX1BUFF_SIZE);//清除缓存 STM32_Rx1Counter = 0; } /***********************************************************************************************/ /****************************** 以下为SIM800相关部分 ****************************************/ /***********************************************************************************************/ void PhoneNumChangeUnicode(char *str1,char *str2) //手机号转码 { u8 i; char *buf = str1; for(i = 0;i < 11;i ++) //发送中文短信手机号必须转码,前面需要加上003 { str2[i*4+0] = '0'; str2[i*4+1] = '0'; str2[i*4+2] = '3'; str2[i*4+3] = buf[i]; } } void gsm_atcmd_send(char *at)//GSM AT指令发送函数 { unsigned short waittry;//延时变量 do { gsm_rev_start = 0;//接收开始标志清零 gsm_rev_okflag = 0;//接收完成标志清零 waittry = 0;//延时变量清零 uart1_send((unsigned char *)at,0xFF);//串口发送内容 while(waittry ++ < 3000)//进入while延时 { if (gsm_rev_okflag == 1)//等待GSM返回OK { return;//返回出去 } delay_ms(1); } } while(gsm_rev_okflag == 0); } void gsm_init(void)//gsm初始化 { gsm_atcmd_send("AT\r\n");//测试用的 delay_ms(1000); gsm_atcmd_send("AT+CSCS=\"UCS2\"\r\n");//设置为unicode编码 delay_ms(1000); gsm_atcmd_send("AT+CMGF=1\r\n");//设置为文本模式 delay_ms(1000); gsm_atcmd_send("AT+CNMI=2,1\r\n");//来短信时提示,并存储到模块内存 delay_ms(1000); gsm_atcmd_send("AT+CMGD=1,4\r\n");//清除短信 delay_ms(1000); gsm_atcmd_send("AT+CSMP=17,0,2,25\r\n");//设置短信保留为5分钟,发送中文 } /* *number 为对方手机号 */ void gsm_send_msg(const char*number,char * content) { u8 len; unsigned char gsm_at_txbuf[60];//GSM AT命令缓存区 memset(gsm_at_txbuf, 0, 60);//缓存清零 strncpy((char *)gsm_at_txbuf,"AT+CMGS=\"",9);//将AT+CMGS=\",复制到gsm_at_txbuf memcpy(gsm_at_txbuf + 9, number, 44);//将手机号码复制到AT+CMGS=\"之后 len = strlen((char *)gsm_at_txbuf);//获取gsm_at_txbuf字符串长度 gsm_at_txbuf[len] = '"'; // AT+CMGS=\"12345678901\" gsm_at_txbuf[len + 1] = '\r'; gsm_at_txbuf[len + 2] = '\n';//gsm_at_txbuf最终的格式"AT+CMGS=\"手机号码\"\r\n" uart1_send(gsm_at_txbuf,0xFF);//发送需要接受短信的手机号码 delay_ms(1000); uart1_send((unsigned char *)content,0xFF); //发短信内容 delay_ms(100); printf("%c",0x1a); //发送结束符号 delay_ms(10); } /* *content 为短信内容 */ void sim800_send_sms(char *content) { bool send_error = 0; u16 send_count = 0; gsm_rev_okflag = 0; OLED_ShowStr(32,2,"Send Sms... ",2,0); PhoneNumChangeUnicode(PhoneNumber,uniPhoneNum); //在发送短信前,先将手机号转码 gsm_send_msg(uniPhoneNum,content);//发送短信 delay_ms(1000);//延时1秒 while(gsm_rev_okflag == 0)//等待返回OK指令 { if(send_count++ > 8000) { send_count = 0; send_error = 1; break; } delay_ms(1); }; gsm_rev_okflag = 0; if(send_error == 1) OLED_ShowStr(32,2,"Send Fail! ",2,0);//显示发送超时 else OLED_ShowStr(32,2," Send OK! ",2,0); UsartRx1BufClear(); delay_ms(1000);//延时1秒 OLED_ShowStr(32,2," ",2,0); } /***********************************************************************************************/ /****************************** end ****************************************/ /***********************************************************************************************/ void STM32_FlashCheck(void) // 检查是否是新的单片机,是的话清空存储区,否则保留 { u8 comper_str[6],i; STMFLASH_Read(FLASH_SAVE_ADDR + 0x10,(u16*)comper_str,5); comper_str[5] = '\0'; if(strstr((char *)comper_str,"FDYDZ") == NULL) //新的单片机 { STMFLASH_Write(FLASH_SAVE_ADDR + 0x10,(u16*)"FDYDZ",5); //写入“FDYDZ”,方便下次校验 delay_ms(50); STMFLASH_Write(FLASH_SAVE_ADDR + 0x40,(u16*)"12345678910",11);//存入初始手机号 delay_ms(50); } STMFLASH_Read(FLASH_SAVE_ADDR + 0x40,(u16*)PhoneNumber,11); //读出手机号 for(i = 0; i < 11 ; i++) { if(PhoneNumber[i]<'0' || PhoneNumber[i]>'9') { break; } } if(i != 11) { memset(PhoneNumber, 0 , 11); //清除缓存 sprintf(PhoneNumber,"12345678910"); } delay_ms(100); } void display_mode(void) { u8 i; //显示中文: 防盗模式 if(fangdao==1){for(i = 0;i < 4;i ++)OLED_ShowCN(i*16+32,0,i+0,1);}else {for(i = 0;i < 4;i ++)OLED_ShowCN(i*16+32,0,i+24,1);} } void displayInitInterface(void) //显示初始页面 { u8 i; for(i = 0;i < 2;i ++)OLED_ShowCN(i*16,4,i+6,0); //显示中文: 温度 for(i = 0;i < 2;i ++)OLED_ShowCN(i*16,6,i+8,0); //显示中文: 烟雾 OLED_ShowChar(32,0,':',2,0); OLED_ShowChar(32,4,':',2,0); OLED_ShowChar(32,6,':',2,0); display_mode(); } void Get_Temperature(void) //获取温度 { temperature=ReadTemperature(); if(temperature>=setTempValue) { if(!(alarmFlag&0x01)) { alarmFlag|=0x01; shanshuo = 0; sendSmsFlag = 2; //发送短信标志 } } else { alarmFlag&=0xFE; } if(temperature>=setTempValue && shanshuo) { OLED_ShowStr(40, 4," ", 2,0); } else { sprintf(display," %d",temperature); OLED_ShowStr(40, 4, (u8*)display, 2,0);//显示温度 OLED_ShowCentigrade(68, 4); //显示摄氏度 } } void Get_Smoke(void) //获取烟雾浓度 { u16 test_adc=0; /* 获取烟雾浓度 */ test_adc = Get_Adc_Average(ADC_Channel_9,10);//读取通道9的10次AD平均值 smoke = test_adc*99/4096;//转换成0-99百分比 if(smoke>=setSmokeValue) { if(!(alarmFlag&0x02)) { alarmFlag|=0x02; shanshuo = 0; sendSmsFlag = 3; //发送短信标志 } } else { alarmFlag&=0xFD; } if(smoke>=setSmokeValue && shanshuo) { OLED_ShowStr(40, 6," ", 2,0); } else { sprintf(display," %02d %%",smoke); OLED_ShowStr(40, 6, (u8*)display, 2,0);//显示温度 } } void displaySetValue(void) //显示设置值 { u8 add=2,i; if(setn==1) { OLED_ShowChar(56,4,setTempValue%100/10+'0',2,0);//显示 OLED_ShowChar(64,4,setTempValue%10+'0',2,0);//显示 } if(setn==2) { OLED_ShowChar(56,4,setSmokeValue%100/10+'0',2,0);//显示 OLED_ShowChar(64,4,setSmokeValue%10+'0',2,0);//显示 OLED_ShowChar(72,4,'%',2,0); } if(setn>=3) { for(i = 0;i < 11;i ++) { OLED_ShowChar((add++)*8,4,PhoneNumber[i],2,(setn+1)-(3+i));//显示手机号码 } } } void keyscan(void) //按键扫描 { u8 i; if(KEY1 == 0) //设置键 { delay_ms(20); if(KEY1 == 0) { while(KEY1 == 0); setn ++; if(setn == 1) { OLED_CLS();//清屏 for(i = 0;i < 4;i ++)OLED_ShowCN(i*16+32,0,i+10,0);//显示中文:设置温度 OLED_ShowCentigrade(75, 4); //显示摄氏度 } if(setn == 2) { for(i = 0;i < 4;i ++)OLED_ShowCN(i*16+32,0,i+14,0);//显示中文:设置烟雾 OLED_ShowChar(80,4,' ',2,0); } if(setn == 3) { for(i = 0;i < 6;i ++)OLED_ShowCN(i*16+16,0,i+18,0);//显示中文:设置手机号码 } if(setn >= 14) { setn = 0; OLED_CLS();//清屏 displayInitInterface(); STMFLASH_Write(FLASH_SAVE_ADDR + 0x40,(u16*)PhoneNumber,11); //退出设置,存入设置的手机号 } displaySetValue(); } } if(KEY2 == 0) //加键 { delay_ms(80); if(KEY2 == 0) { if(setTempValue < 99 && setn==1)setTempValue++; if(setSmokeValue < 99 && setn==2)setSmokeValue++; if(setn>=3) { PhoneNumber[setn-3]++; if(PhoneNumber[setn-3]>'9')PhoneNumber[setn-3]='0'; } displaySetValue(); } } if(KEY3 == 0) //减键 { delay_ms(80); if(KEY3 == 0) { if(setn==0) { fangdao=!fangdao; display_mode(); } if(setTempValue > 0 && setn==1)setTempValue--; if(setSmokeValue > 0 && setn==2)setSmokeValue--; if(setn>=3) { PhoneNumber[setn-3]--; if(PhoneNumber[setn-3]<'0')PhoneNumber[setn-3]='9'; } displaySetValue(); } } } int main(void) { bool flameFlag=0; bool SomebodyFlag=0; char SEND_BUF[400]; //发送短信缓存 delay_init(); //延时函数初始化 NVIC_Configuration(); //中断优先级配置 I2C_Configuration(); //IIC初始化 STM32_FlashCheck(); //FLASH初始化 delay_ms(200); OLED_Init(); //OLED液晶初始化 OLED_CLS(); //清屏 OLED_ShowStr(0,2," GSM Init... ",2,0); uart1_Init(9600); gsm_init();//gsm初始化 OLED_CLS();//清屏 Adc_Init(); //adc初始化 KEY_GPIO_Init(); //按键引脚初始化 SR501_GPIO_Init(); //人体红外初始化 DS18B20_GPIO_Init(); //温度初始化 DS18B20_Init(); //初始化显示 displayInitInterface(); //显示初始界面 TIM3_Init(99,719); //定时器初始化,定时1ms //Tout = ((arr+1)*(psc+1))/Tclk ; //Tclk:定时器输入频率(单位MHZ) //Tout:定时器溢出时间(单位us) while(1) { keyscan(); //按键扫描 if(setn == 0) { if(shuaxin == 1) //大概300ms刷新一次数据 { Get_Temperature(); //获取温度 Get_Smoke(); //获取烟雾 shuaxin = 0; } if(FLAME == 0) //检测到火焰 { delay_ms(10); if(FLAME == 0) { if(flameFlag == 0) { OLED_DrawBMP(88,4,120,8,(unsigned char *)BMP1); //显示火焰图片 sendSmsFlag = 1; //发送短信标志 } flameFlag = 1; } } else { if(flameFlag == 1) { OLED_ShowStr(88, 4, " ", 2,0); OLED_ShowStr(88, 6, " ", 2,0); } flameFlag = 0; } if(fangdao==1&&SR501==1) //在防盗模式下检测到有人 { if(SomebodyFlag==0) { OLED_DrawBMP(0,0,32,4,(unsigned char *)BMP2); //图显示 sendSmsFlag = 4; //发送短信标志 SomebodyFlag = 1; } } else { if(SomebodyFlag==1) { OLED_ShowStr(0, 0, " ", 2,0); OLED_ShowStr(0, 2, " ", 2,0); SomebodyFlag = 0; } } if(temperature>=setTempValue || smoke>=setSmokeValue || flameFlag || SomebodyFlag)BEEP=1;else BEEP=0; //检测到温度烟雾超标火焰蜂鸣器报警 if(temperature>=setTempValue)FAN=1;else FAN=0; //温度超标都开启风扇 if(smoke>=setSmokeValue || flameFlag)RELAY = 1; else RELAY = 0; //检测到有火或者烟雾超标,开启水泵 if(sendSmsFlag != 0) //发送短信 { char TEMP_BUF[100]; /*******************************************************************************************/ /*******************以下为短信内容处理部分,发送中文短信必须转换为Unicode码**************/ /******************************************************************************************/ memset(SEND_BUF,0,sizeof(SEND_BUF)); //清空缓冲区 switch(sendSmsFlag) { case(1): strcat(SEND_BUF,"8B66544AFF0168C06D4B5230706B7130FF01"); break; //警告!检测到火焰! case(2): strcat(SEND_BUF,"8B66544AFF016E295EA68FC79AD8FF01"); break; //警告!温度过高! case(3): strcat(SEND_BUF,"8B66544AFF0170DF96FE6D535EA68FC79AD8FF01"); break; //警告!烟雾浓度过高! case(4): strcat(SEND_BUF,"8B66544AFF0168C06D4B523067094EBAFF01"); break; //警告!检测到有人! default: break; } if(sendSmsFlag!=4) { memset(TEMP_BUF,0,sizeof(TEMP_BUF)); //清空缓冲区 sprintf(TEMP_BUF,"6E295EA6003A003%1d003%1d2103FF0C70DF96FE003A003%1d003%1d0025",temperature/10,temperature%10,smoke/10,smoke%10); strcat(SEND_BUF,TEMP_BUF); } sim800_send_sms((char *)SEND_BUF);//发送短信 sendSmsFlag = 0; /*******************************************************************************************/ /*************************** end *****************************/ /******************************************************************************************/ } } delay_ms(10); } } void TIM3_IRQHandler(void)//定时器3中断服务程序,用于记录时间 { static u16 timeCount1 = 0; if (TIM_GetITStatus(TIM3, TIM_IT_Update) != RESET) //检查指定的TIM中断发生与否:TIM 中断源 { TIM_ClearITPendingBit(TIM3, TIM_IT_Update); //清除中断标志位 timeCount1++; if(timeCount1 >= 300) //300ms { timeCount1 = 0; shanshuo = !shanshuo; shuaxin = 1; } } } ADC初始化程序 #include "adc.h" #include "delay.h" //初始化ADC //这里我们仅以规则通道为例 //我们默认将开启通道0~3 void Adc_Init(void) { ADC_InitTypeDef ADC_InitStructure; GPIO_InitTypeDef GPIO_InitStructure; RCC_APB2PeriphClockCmd(RCC_APB2Periph_GPIOB |RCC_APB2Periph_ADC1 , ENABLE ); //使能ADC1通道时钟 RCC_ADCCLKConfig(RCC_PCLK2_Div8); //设置ADC分频因子6 72M/8=9,ADC最大时间不能超过14M GPIO_InitStructure.GPIO_Pin = GPIO_Pin_1|GPIO_Pin_0; GPIO_InitStructure.GPIO_Mode = GPIO_Mode_AIN; //模拟输入引脚 GPIO_Init(GPIOB, &GPIO_InitStructure); ADC_DeInit(ADC1); //复位ADC1,将外设 ADC1 的全部寄存器重设为缺省值 ADC_InitStructure.ADC_Mode = ADC_Mode_Independent; //ADC工作模式:ADC1和ADC2工作在独立模式 ADC_InitStructure.ADC_ScanConvMode = DISABLE; //模数转换工作在单通道模式 ADC_InitStructure.ADC_ContinuousConvMode = DISABLE; //模数转换工作在单次转换模式 ADC_InitStructure.ADC_ExternalTrigConv = ADC_ExternalTrigConv_None; //转换由软件而不是外部触发启动 ADC_InitStructure.ADC_DataAlign = ADC_DataAlign_Right; //ADC数据右对齐 ADC_InitStructure.ADC_NbrOfChannel = 1; //顺序进行规则转换的ADC通道的数目 ADC_Init(ADC1, &ADC_InitStructure); //根据ADC_InitStruct中指定的参数初始化外设ADCx的寄存器 ADC_Cmd(ADC1, ENABLE); //使能指定的ADC1 ADC_ResetCalibration(ADC1); //使能复位校准 while(ADC_GetResetCalibrationStatus(ADC1)); //等待复位校准结束 ADC_StartCalibration(ADC1); //开启AD校准 while(ADC_GetCalibrationStatus(ADC1)); //等待校准结束 } //获得ADC值 //ch:通道值 9 u16 Get_Adc(u8 ch) { //设置指定ADC的规则组通道,一个序列,采样时间 ADC_RegularChannelConfig(ADC1, ch, 1, ADC_SampleTime_71Cycles5 ); //ADC1,ADC通道,采样时间为13.5周期 ADC_SoftwareStartConvCmd(ADC1, ENABLE); //使能指定的ADC1的软件转换启动功能 while(!ADC_GetFlagStatus(ADC1, ADC_FLAG_EOC ));//等待转换结束 return ADC_GetConversionValue(ADC1); //返回最近一次ADC1规则组的转换结果 } u16 Get_Adc_Average(u8 ch,u8 times) { u32 temp_val=0; u8 t; for(t=0;t<times;t++) { temp_val+=Get_Adc(ch); delay_ms(5); } return temp_val/times; } #ifndef __ADC_H #define __ADC_H #include "sys.h" void Adc_Init(void); u16 Get_Adc(u8 ch); u16 Get_Adc_Average(u8 ch,u8 times); #endif GPIO引脚初始化程序 #include "gpio.h" ////////////////////////////////////////////////////////////////////////////////// //按键舵机的GPIO设置 ////////////////////////////////////////////////////////////////////////////////// void KEY_GPIO_Init(void) { GPIO_InitTypeDef GPIO_InitStructure; RCC_APB2PeriphClockCmd(RCC_APB2Periph_GPIOA|RCC_APB2Periph_GPIOB|RCC_APB2Periph_GPIOC|RCC_APB2Periph_AFIO, ENABLE); //使能PABC端口时钟 GPIO_PinRemapConfig(GPIO_Remap_SWJ_JTAGDisable,ENABLE); //关闭JTAG模式 使PB3,PB4变成普通IO口 GPIO_InitStructure.GPIO_Pin = GPIO_Pin_12|GPIO_Pin_13|GPIO_Pin_14|GPIO_Pin_15; // 端口配置 GPIO_InitStructure.GPIO_Mode = GPIO_Mode_IPU; //上拉输入 GPIO_Init(GPIOB, &GPIO_InitStructure); GPIO_InitStructure.GPIO_Pin = GPIO_Pin_13|GPIO_Pin_14|GPIO_Pin_15; // 端口配置 GPIO_InitStructure.GPIO_Mode = GPIO_Mode_Out_PP; //推挽输出 GPIO_InitStructure.GPIO_Speed = GPIO_Speed_50MHz; //IO口速度为50MHz GPIO_Init(GPIOC, &GPIO_InitStructure); GPIO_ResetBits(GPIOC,GPIO_Pin_13|GPIO_Pin_14|GPIO_Pin_15); //输出0 } void SR501_GPIO_Init(void) { GPIO_InitTypeDef GPIO_InitStructure; RCC_APB2PeriphClockCmd(RCC_APB2Periph_GPIOA, ENABLE); //使能PA端口时钟 GPIO_InitStructure.GPIO_Pin = GPIO_Pin_0; // 端口配置 GPIO_InitStructure.GPIO_Mode = GPIO_Mode_IPD; //下拉输入 GPIO_Init(GPIOA, &GPIO_InitStructure); } #ifndef __GPIO_H #define __GPIO_H #include "sys.h" #define KEY1 PBin(12) #define KEY2 PBin(13) #define KEY3 PBin(14) #define FLAME PBin(15) #define BEEP PCout(13) #define FAN PCout(14) #define RELAY PCout(15) #define SR501 PAin(0) void KEY_GPIO_Init(void);//引脚初始化 void SR501_GPIO_Init(void); #endif OLED驱动程序 /************************************************************************************ * * Description:128*64点阵的OLED显示屏驱动文件SD1306驱动IIC通信方式显示屏 * * Others: none; * * Function List: * 1. void I2C_Configuration(void) -- 配置CPU的硬件I2C * 2. void I2C_WriteByte(uint8_t addr,uint8_t data) -- 向寄存器地址写一个byte的数据 * 3. void WriteCmd(unsigned char I2C_Command) -- 写命令 * 4. void WriteDat(unsigned char I2C_Data) -- 写数据 * 5. void OLED_Init(void) -- OLED屏初始化 * 6. void OLED_SetPos(unsigned char x, unsigned char y) -- 设置起始点坐标 * 7. void OLED_Fill(unsigned char fill_Data) -- 全屏填充 * 8. void OLED_CLS(void) -- 清屏 * 9. void OLED_ON(void) -- 唤醒 * 10. void OLED_OFF(void) -- 睡眠 * 11. void OLED_ShowStr(unsigned char x, unsigned char y, unsigned char ch[], unsigned char TextSize) -- 显示字符串(字体大小有6*8和8*16两种) * 12. void OLED_ShowCN(unsigned char x, unsigned char y, unsigned char N) -- 显示中文(中文需要先取模,然后放到codetab.h中) * 13. void OLED_DrawBMP(unsigned char x0,unsigned char y0,unsigned char x1,unsigned char y1,unsigned char BMP[]) -- BMP图片 * * History: none; * *************************************************************************************/ #include "OLED_I2C.h" #include "delay.h" #include "codetab.h" /* 定义I2C总线连接的GPIO端口, 用户只需要修改下面4行代码即可任意改变SCL和SDA的引脚 */ #define RCC_I2C_PORT RCC_APB2Periph_GPIOB /* GPIO端口时钟 */ #define PORT_I2C_SCL GPIOB /* GPIO端口 */ #define PIN_I2C_SCL GPIO_Pin_6 /* GPIO引脚 */ #define PORT_I2C_SDA GPIOB /* GPIO端口 */ #define PIN_I2C_SDA GPIO_Pin_7 /* GPIO引脚 */ #define I2C_SCL_PIN GPIO_Pin_6 /* 连接到SCL时钟线的GPIO */ #define I2C_SDA_PIN GPIO_Pin_7 /* 连接到SDA数据线的GPIO */ /* 定义读写SCL和SDA的宏 */ #define I2C_SCL_1() PORT_I2C_SCL->BSRR = I2C_SCL_PIN /* SCL = 1 */ #define I2C_SCL_0() PORT_I2C_SCL->BRR = I2C_SCL_PIN /* SCL = 0 */ #define I2C_SDA_1() PORT_I2C_SDA->BSRR = I2C_SDA_PIN /* SDA = 1 */ #define I2C_SDA_0() PORT_I2C_SDA->BRR = I2C_SDA_PIN /* SDA = 0 */ #define I2C_SDA_READ() ((PORT_I2C_SDA->IDR & I2C_SDA_PIN) != 0) /* 读SDA口线状态 */ #define I2C_SCL_READ() ((PORT_I2C_SCL->IDR & I2C_SCL_PIN) != 0) /* 读SCL口线状态 */ /* ********************************************************************************************************* * 函 数 名: bsp_InitI2C * 功能说明: 配置I2C总线的GPIO,采用模拟IO的方式实现 * 形 参: 无 * 返 回 值: 无 ********************************************************************************************************* */ void bsp_InitI2C_2(void) { GPIO_InitTypeDef GPIO_InitStructure; RCC_APB2PeriphClockCmd(RCC_I2C_PORT, ENABLE); /* 打开GPIO时钟 */ GPIO_InitStructure.GPIO_Speed = GPIO_Speed_50MHz; GPIO_InitStructure.GPIO_Mode = GPIO_Mode_Out_OD; /* 开漏输出模式 */ GPIO_InitStructure.GPIO_Pin = PIN_I2C_SCL; GPIO_Init(PORT_I2C_SCL, &GPIO_InitStructure); GPIO_InitStructure.GPIO_Pin = PIN_I2C_SDA; GPIO_Init(PORT_I2C_SDA, &GPIO_InitStructure); /* 给一个停止信号, 复位I2C总线上的所有设备到待机模式 */ i2c_Stop_2(); } /* ********************************************************************************************************* * 函 数 名: i2c_Start * 功能说明: CPU发起I2C总线启动信号 * 形 参: 无 * 返 回 值: 无 ********************************************************************************************************* */ void i2c_Start_2(void) { /* 当SCL高电平时,SDA出现一个下跳沿表示I2C总线启动信号 */ I2C_SDA_1(); I2C_SCL_1(); delay_us(4); I2C_SDA_0(); delay_us(4); I2C_SCL_0(); } /* ********************************************************************************************************* * 函 数 名: i2c_Start * 功能说明: CPU发起I2C总线停止信号 * 形 参: 无 * 返 回 值: 无 ********************************************************************************************************* */ void i2c_Stop_2(void) { /* 当SCL高电平时,SDA出现一个上跳沿表示I2C总线停止信号 */ I2C_SDA_0(); I2C_SCL_1(); delay_us(4); I2C_SDA_1(); delay_us(4); } /* ********************************************************************************************************* * 函 数 名: i2c_SendByte * 功能说明: CPU向I2C总线设备发送8bit数据 * 形 参: _ucByte : 等待发送的字节 * 返 回 值: 无 ********************************************************************************************************* */ void i2c_SendByte_2(uint8_t _ucByte) { uint8_t i; /* 先发送字节的高位bit7 */ for (i = 0; i < 8; i++) { if (_ucByte & 0x80) { I2C_SDA_1(); } else { I2C_SDA_0(); } delay_us(2); I2C_SCL_1(); delay_us(2); I2C_SCL_0(); _ucByte <<= 1; /* 左移一个bit */ delay_us(2); } } /* ********************************************************************************************************* * 函 数 名: i2c_ReadByte * 功能说明: CPU从I2C总线设备读取8bit数据 * 形 参: 无 * 返 回 值: 读到的数据 ********************************************************************************************************* */ uint8_t i2c_ReadByte_2(void) { uint8_t i; uint8_t value; /* 读到第1个bit为数据的bit7 */ value = 0; for (i = 0; i < 8; i++) { value <<= 1; I2C_SCL_1();//SCL在高电平期间,数据必须保持稳定 delay_us(2); if (I2C_SDA_READ()) { value++; } I2C_SCL_0(); delay_us(1); } return value; } /* ********************************************************************************************************* * 函 数 名: i2c_WaitAck * 功能说明: CPU产生一个时钟,并读取器件的ACK应答信号 * 形 参: 无 * 返 回 值: 返回0表示正确应答,1表示无器件响应 ********************************************************************************************************* */ uint8_t i2c_WaitAck_2(void) { uint8_t tempTime; I2C_SDA_1(); /* CPU释放SDA总线 */ delay_us(1); I2C_SCL_1(); /* CPU驱动SCL = 1, 此时器件会返回ACK应答 */ delay_us(1); while(I2C_SDA_READ()) { tempTime++; if(tempTime>250) { i2c_Stop_2(); return 1; } } I2C_SCL_0(); return 0; } /* ********************************************************************************************************* * 函 数 名: i2c_Ack * 功能说明: CPU产生一个ACK信号 * 形 参: 无 * 返 回 值: 无 ********************************************************************************************************* */ void i2c_Ack_2(void) { I2C_SDA_0(); /* CPU驱动SDA = 0 */ delay_us(5); I2C_SCL_1(); /* CPU产生1个时钟 */ delay_us(5); I2C_SCL_0(); delay_us(5); I2C_SDA_1(); /* CPU释放SDA总线 */ } /* ********************************************************************************************************* * 函 数 名: i2c_NAck * 功能说明: CPU产生1个NACK信号 * 形 参: 无 * 返 回 值: 无 ********************************************************************************************************* */ void i2c_NAck_2(void) { I2C_SDA_1(); /* CPU驱动SDA = 1 */ delay_us(5); I2C_SCL_1(); /* CPU产生1个时钟 */ delay_us(5); I2C_SCL_0(); delay_us(5); } void I2C_Configuration(void) { bsp_InitI2C_2(); } void I2C_WriteByte(uint8_t addr,uint8_t data) { /* 第1步:发起I2C总线启动信号 */ i2c_Start_2(); /* 第2步:发起控制字节,高7bit是地址,bit0是读写控制位,0表示写,1表示读 */ i2c_SendByte_2(OLED_ADDRESS | I2C_WR); /* 此处是写指令 */ /* 第3步:发送ACK */ i2c_WaitAck_2(); /* 第4步:发送字节地址 */ i2c_SendByte_2(addr); i2c_WaitAck_2(); /* 第5步:开始写入数据 */ i2c_SendByte_2(data); /* 第6步:发送ACK */ i2c_WaitAck_2(); /* 发送I2C总线停止信号 */ i2c_Stop_2(); } void WriteCmd(unsigned char I2C_Command)//写命令 { I2C_WriteByte(0x00, I2C_Command); } void WriteDat(unsigned char I2C_Data)//写数据 { I2C_WriteByte(0x40, I2C_Data); } void OLED_Init(void) { delay_ms(100); //这里的延时很重要 WriteCmd(0xAE); //display off WriteCmd(0x20); //Set Memory Addressing Mode WriteCmd(0x10); //00,Horizontal Addressing Mode;01,Vertical Addressing Mode;10,Page Addressing Mode (RESET);11,Invalid WriteCmd(0xb0); //Set Page Start Address for Page Addressing Mode,0-7 WriteCmd(0xc8); //Set COM Output Scan Direction WriteCmd(0x00); //---set low column address WriteCmd(0x10); //---set high column address WriteCmd(0x40); //--set start line address WriteCmd(0x81); //--set contrast control register WriteCmd(0xff); //亮度调节 0x00~0xff WriteCmd(0xa1); //--set segment re-map 0 to 127 WriteCmd(0xa6); //--set normal display WriteCmd(0xa8); //--set multiplex ratio(1 to 64) WriteCmd(0x3F); // WriteCmd(0xa4); //0xa4,Output follows RAM content;0xa5,Output ignores RAM content WriteCmd(0xd3); //-set display offset WriteCmd(0x00); //-not offset WriteCmd(0xd5); //--set display clock divide ratio/oscillator frequency WriteCmd(0xf0); //--set divide ratio WriteCmd(0xd9); //--set pre-charge period WriteCmd(0x22); // WriteCmd(0xda); //--set com pins hardware configuration WriteCmd(0x12); WriteCmd(0xdb); //--set vcomh WriteCmd(0x20); //0x20,0.77xVcc WriteCmd(0x8d); //--set DC-DC enable WriteCmd(0x14); // WriteCmd(0xaf); //--turn on oled panel } void OLED_SetPos(unsigned char x, unsigned char y) //设置起始点坐标 { WriteCmd(0xb0+y); WriteCmd(((x&0xf0)>>4)|0x10); WriteCmd((x&0x0f)|0x01); } void OLED_Fill(unsigned char fill_Data)//全屏填充 { unsigned char m,n; for(m=0;m<8;m++) { WriteCmd(0xb0+m); //page0-page1 WriteCmd(0x00); //low column start address WriteCmd(0x10); //high column start address for(n=0;n<128;n++) { WriteDat(fill_Data); } } } void OLED_CLS(void)//清屏 { OLED_Fill(0x00); } //-------------------------------------------------------------- // Prototype : void OLED_ON(void) // Calls : // Parameters : none // Description : 将OLED从休眠中唤醒 //-------------------------------------------------------------- void OLED_ON(void) { WriteCmd(0X8D); //设置电荷泵 WriteCmd(0X14); //开启电荷泵 WriteCmd(0XAF); //OLED唤醒 } //-------------------------------------------------------------- // Prototype : void OLED_OFF(void) // Calls : // Parameters : none // Description : 让OLED休眠 -- 休眠模式下,OLED功耗不到10uA //-------------------------------------------------------------- void OLED_OFF(void) { WriteCmd(0X8D); //设置电荷泵 WriteCmd(0X10); //关闭电荷泵 WriteCmd(0XAE); //OLED休眠 } //在指定位置显示一个字符,包括部分字符 //x:0~127 //y:0~7 //chr:显示的字符 //TextSize:字符大小(1:6*8 ; 2:8*16) //mode:1,反白显示;0,正常显示 void OLED_ShowChar(unsigned char x,unsigned char y,unsigned char chr,unsigned char TextSize,u8 mode) { unsigned char c=0,i=0; c=chr-' ';//得到偏移后的值 if(TextSize == 2) { if(x>120){x=0;y++;} OLED_SetPos(x,y); for(i=0;i<8;i++) if(mode==1)WriteDat(~(F8X16[c*16+i]));else WriteDat(F8X16[c*16+i]); OLED_SetPos(x,y+1); for(i=0;i<8;i++) if(mode==1)WriteDat(~(F8X16[c*16+i+8]));else WriteDat(F8X16[c*16+i+8]); } else { if(x>126){x=0;y++;} OLED_SetPos(x,y); for(i=0;i<6;i++) if(mode==1)WriteDat(~(F6x8[c][i])); else WriteDat(F6x8[c][i]); } } //-------------------------------------------------------------- // Prototype : void OLED_ShowChar(unsigned char x, unsigned char y, unsigned char ch[], unsigned char TextSize) // Calls : // Parameters : x,y -- 起始点坐标(x:0~127, y:0~7); ch[] -- 要显示的字符串; TextSize -- 字符大小(1:6*8 ; 2:8*16) // Description : 显示codetab.h中的ASCII字符,有6*8和8*16可选择 //-------------------------------------------------------------- void OLED_ShowStr(unsigned char x, unsigned char y, unsigned char ch[], unsigned char TextSize,u8 mode) { unsigned char c = 0,i = 0,j = 0; switch(TextSize) { case 1: { while(ch[j] != '\0') { c = ch[j] - 32; if(x > 126) { x = 0; y++; } OLED_SetPos(x,y); for(i=0;i<6;i++) if(mode==1)WriteDat(~(F6x8[c][i])); else WriteDat(F6x8[c][i]); x += 6; j++; } }break; case 2: { while(ch[j] != '\0') { c = ch[j] - 32; if(x > 120) { x = 0; y++; } OLED_SetPos(x,y); for(i=0;i<8;i++) if(mode==1)WriteDat(~(F8X16[c*16+i])); else WriteDat(F8X16[c*16+i]); OLED_SetPos(x,y+1); for(i=0;i<8;i++) if(mode==1)WriteDat(~(F8X16[c*16+i+8])); else WriteDat(F8X16[c*16+i+8]); x += 8; j++; } }break; } } //-------------------------------------------------------------- // Prototype : void OLED_ShowCN(unsigned char x, unsigned char y, unsigned char N) // Calls : // Parameters : x,y -- 起始点坐标(x:0~127, y:0~7); N:汉字在codetab.h中的索引 // Description : 显示codetab.h中的汉字,16*16点阵 //mode:1,反白显示;0,正常显示 //-------------------------------------------------------------- void OLED_ShowCN(unsigned char x, unsigned char y, unsigned char N,u8 mode) { unsigned char wm=0; unsigned int adder=32*N; OLED_SetPos(x , y); for(wm = 0;wm < 16;wm++) { if(mode==1)WriteDat(~(F16x16[adder]));else WriteDat(F16x16[adder]); adder += 1; } OLED_SetPos(x,y + 1); for(wm = 0;wm < 16;wm++) { if(mode==1)WriteDat(~(F16x16[adder]));else WriteDat(F16x16[adder]); adder += 1; } } //-------------------------------------------------------------- // Prototype : void OLED_DrawBMP(unsigned char x0,unsigned char y0,unsigned char x1,unsigned char y1,unsigned char BMP[]); // Calls : // Parameters : x0,y0 -- 起始点坐标(x0:0~127, y0:0~7); x1,y1 -- 起点对角线(结束点)的坐标(x1:1~128,y1:1~8) // Description : 显示BMP位图 //-------------------------------------------------------------- void OLED_DrawBMP(unsigned char x0,unsigned char y0,unsigned char x1,unsigned char y1,unsigned char BMP[]) { unsigned int j=0; unsigned char x,y; if(y1%8==0) y = y1/8; else y = y1/8 + 1; for(y=y0;y<y1;y++) { OLED_SetPos(x0,y); for(x=x0;x<x1;x++) { WriteDat(BMP[j++]); } } } void OLED_ShowCentigrade(unsigned char x, unsigned char y)//显示℃ { unsigned char wm=0; unsigned char BUF[]={ 0x10,0x28,0x10,0xC0,0x20,0x10,0x10,0x10,0x20,0x70,0x00,0x00,0x00,0x00,0x00,0x07, 0x08,0x10,0x10,0x10,0x10,0x08,0x04,0x00,/*"℃"*/ }; OLED_SetPos(x , y); for(wm = 0;wm < 12;wm++) { WriteDat(BUF[wm]); } OLED_SetPos(x,y + 1); for(wm = 0;wm < 12;wm++) { WriteDat(BUF[wm+12]); } } #ifndef __OLED_I2C_H #define __OLED_I2C_H #include "stm32f10x.h" #define OLED_ADDRESS 0x78 //通过调整0R电阻,屏可以0x78和0x7A两个地址 -- 默认0x78 #define I2C_WR 0 /* 写控制bit */ #define I2C_RD 1 /* 读控制bit */ void bsp_InitI2C_2(void); void i2c_Start_2(void); void i2c_Stop_2(void); void i2c_SendByte_2(uint8_t _ucByte); uint8_t i2c_ReadByte_2(void); uint8_t i2c_WaitAck_2(void); void i2c_Ack_2(void); void i2c_NAck_2(void); void I2C_Configuration(void); void I2C_WriteByte(uint8_t addr,uint8_t data); void WriteCmd(unsigned char I2C_Command); void WriteDat(unsigned char I2C_Data); void OLED_Init(void); void OLED_SetPos(unsigned char x, unsigned char y); void OLED_Fill(unsigned char fill_Data); void OLED_CLS(void); void OLED_ON(void); void OLED_OFF(void); void OLED_ShowChar(unsigned char x,unsigned char y,unsigned char chr,unsigned char TextSize,u8 mode); void OLED_ShowStr(unsigned char x, unsigned char y, unsigned char ch[], unsigned char TextSize,u8 mode); void OLED_ShowCN(unsigned char x, unsigned char y, unsigned char N,u8 mode); void OLED_DrawBMP(unsigned char x0,unsigned char y0,unsigned char x1,unsigned char y1,unsigned char BMP[]); void OLED_ShowCentigrade(unsigned char x, unsigned char y); #endif TIME定时器程序 #include "timer.h" //通用定时器中断初始化 //这里时钟选择为APB1的2倍,而APB1为36M //arr:自动重装值。 //psc:时钟预分频数 //这里使用的是定时器3! void TIM3_Init(u16 arr,u16 psc) { TIM_TimeBaseInitTypeDef TIM_TimeBaseStructure; NVIC_InitTypeDef NVIC_InitStructure; RCC_APB1PeriphClockCmd(RCC_APB1Periph_TIM3, ENABLE); //时钟使能 TIM_TimeBaseStructure.TIM_Period = arr; //设置在下一个更新事件装入活动的自动重装载寄存器周期的值 计数到5000为500ms TIM_TimeBaseStructure.TIM_Prescaler =psc; //设置用来作为TIMx时钟频率除数的预分频值 10Khz的计数频率 TIM_TimeBaseStructure.TIM_ClockDivision = 0; //设置时钟分割:TDTS = Tck_tim TIM_TimeBaseStructure.TIM_CounterMode = TIM_CounterMode_Up; //TIM向上计数模式 TIM_TimeBaseInit(TIM3, &TIM_TimeBaseStructure); //根据TIM_TimeBaseInitStruct中指定的参数初始化TIMx的时间基数单位 TIM_ITConfig( //使能或者失能指定的TIM中断 TIM3, //TIM3 TIM_IT_Update , ENABLE //使能 ); NVIC_InitStructure.NVIC_IRQChannel = TIM3_IRQn; //TIM3中断 NVIC_InitStructure.NVIC_IRQChannelPreemptionPriority = 1; //先占优先级0级 NVIC_InitStructure.NVIC_IRQChannelSubPriority = 1; //从优先级2级 NVIC_InitStructure.NVIC_IRQChannelCmd = ENABLE; //IRQ通道被使能 NVIC_Init(&NVIC_InitStructure); //根据NVIC_InitStruct中指定的参数初始化外设NVIC寄存器 TIM_Cmd(TIM3, ENABLE); //使能定时器3 } #ifndef __TIMER_H #define __TIMER_H #include "sys.h" void TIM3_Init(u16 arr,u16 psc); #endif DS18B20温度程序 #include "ds18b20.h" #include "delay.h" /******************************************************************************* 函数名:DS18B20_GPIO_Init 功能:初始化DS18B20引脚 输入: 输出: 返回值: 备注: *******************************************************************************/ void DS18B20_GPIO_Init(void) { GPIO_InitTypeDef GPIO_InitStructure; RCC_APB2PeriphClockCmd(RCC_DS18B20_PORT, ENABLE); //使能PORTA口时钟 GPIO_InitStructure.GPIO_Pin = DS18B20_GPIO_PIN; GPIO_InitStructure.GPIO_Mode = GPIO_Mode_Out_PP; GPIO_InitStructure.GPIO_Speed = GPIO_Speed_50MHz; GPIO_Init(DS18B20_GPIO_PORT, &GPIO_InitStructure); GPIO_SetBits(DS18B20_GPIO_PORT,DS18B20_GPIO_PIN); //输出1 } /******************************************************************************* 函数名:DS18B20_Init 功能:初始化DS18B20 输入: 输出: 返回值:初始化成功为0,不成功为1 备注: *******************************************************************************/ u8 DS18B20_Init(void) { unsigned char wait=0; DS18B20_IO_OUT(); //输出模式 DS18B20_OUT_0; //拉低 delay_us(750); //至少延时480us DS18B20_OUT_1; //拉高 delay_us(15); //15us DS18B20_IO_IN(); //输入模式 while(READ_DS18B20_IO && wait++<200)delay_us(1);//等待高电平结束 if(wait>=200)return 1; else wait=0; while(!READ_DS18B20_IO && wait++<240)delay_us(1);//等待低电平结束 if(wait>=240)return 1; else return 0; } /******************************************************************************* 函数名:DS18B20_ReadByte 功能:从DS18B20读一个字节 输入: 输出: 返回值:读取到的字节 备注: *******************************************************************************/ unsigned char DS18B20_ReadByte(void) { unsigned char i; unsigned char dat = 0; for (i=0; i<8; i++) //8位计数器 { dat >>= 1; DS18B20_IO_OUT(); //输出模式 DS18B20_OUT_0; //开始时间片 delay_us(2); //延时等待 DS18B20_OUT_1; //准备接收 DS18B20_IO_IN(); //输入模式 delay_us(12); //接收延时 if(READ_DS18B20_IO) dat |= 0x80; //读取数据 delay_us(60); //等待时间片结束 } return dat; } /******************************************************************************* 函数名:DS18B20_WriteByte 功能:写一个字节 输入:unsigned char dat 输出: 返回值: 备注: *******************************************************************************/ void DS18B20_WriteByte(unsigned char dat) { unsigned char i; unsigned char temp; DS18B20_IO_OUT();//输出模式 for (i=1; i<=8; i++) { temp = dat & 0x01; dat = dat >> 1; if (temp) { DS18B20_OUT_0; delay_us(2); DS18B20_OUT_1; //写1 delay_us(60); } else { DS18B20_OUT_0;//写0 delay_us(60); DS18B20_OUT_1; delay_us(2); } } } /************************************** 从DS18B20中获取温度值得浮点值 参数: 空 返回值: 读取到的温度值(有效范围-55.0~125.0) **************************************/ float ReadTemperature(void) { unsigned char TPH; //存放温度值的高字节 unsigned char TPL; //存放温度值的低字节 short i16=0; float f32=0; DS18B20_Init(); DS18B20_WriteByte(0xCC); //跳过ROM命令 DS18B20_WriteByte(0x44); //开始转换命令 DS18B20_Init(); DS18B20_WriteByte(0xCC); //跳过ROM命令 DS18B20_WriteByte(0xBE); //读暂存存储器命令 TPL = DS18B20_ReadByte(); //读温度低字节 TPH = DS18B20_ReadByte(); //读温度高字节 i16 = 0; i16 = (TPH<<8) |TPL; // 将高位(MSB)与低位(LSB)合并 f32 = i16 * 0.0625; // 12bit精度时温度值计算 return(f32); // 返回读取到的温度数值(float型) } #ifndef __DS18B20_H #define __DS18B20_H #include "sys.h" //如果想要修改引脚,只需修改下面的宏 #define RCC_DS18B20_PORT RCC_APB2Periph_GPIOA /* GPIO端口时钟 */ #define DS18B20_GPIO_PIN GPIO_Pin_11 #define DS18B20_GPIO_PORT GPIOA //IO方向设置(CRL寄存器对应引脚0~7,CRH寄存器对应引脚8~15) //DS18B20_GPIO_PORT->CRH&=0xFFFFFFF0为PA8引脚输出模式对应的寄存器清空 //DS18B20_GPIO_PORT->CRH|=0x00000008将(CNF8[1:0]设置为10:上拉/下拉输入模式,MODE8[1;0]设置为00:输入模式) //DS18B20_GPIO_PORT->CRH|=0x00000003将(CNF8[1:0]设置为00:通用推挽输出模式 ,MODE8[1;0]设置为11:最大50MHZ) #define DS18B20_IO_IN() {DS18B20_GPIO_PORT->CRH&=0xFFFF0FFF;DS18B20_GPIO_PORT->CRH|=0x00008000;} #define DS18B20_IO_OUT() {DS18B20_GPIO_PORT->CRH&=0xFFFF0FFF;DS18B20_GPIO_PORT->CRH|=0x00003000;} #define DS18B20_OUT_0 GPIO_ResetBits(DS18B20_GPIO_PORT, DS18B20_GPIO_PIN)//IO为低电平 #define DS18B20_OUT_1 GPIO_SetBits(DS18B20_GPIO_PORT, DS18B20_GPIO_PIN)//IO为高电平 #define READ_DS18B20_IO GPIO_ReadInputDataBit(DS18B20_GPIO_PORT, DS18B20_GPIO_PIN)//读取IO电平 void DS18B20_GPIO_Init(void); u8 DS18B20_Init(void); //初始化DS18B20 float ReadTemperature(void); //获取温度值 #endif 修改代码中使用OLED的部分,改为使用LCD1602实现
05-30
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; namespace Session2 { public partial class UserForm : Form { public UserForm() { InitializeComponent(); Table_tre(); } public void Table_tre() { dgv_tra.Rows.Clear(); Dao dao = new Dao(); string sql = $"select * from Manager"; IDataReader dc = dao.read(sql); int IntRow = 0; while (dc.Read()) { dgv_tra.Rows.Add(dc[0].ToString(), dc[1].ToString(), dc[2].ToString(), dc[3].ToString()); IntRow++; } dc.Close(); dao.DaoClose(); } //search public void Table_name() { dgv_tra.Rows.Clear(); Dao dao = new Dao(); string sql = $"select * from Manager where Name like '%{txt_select.Text}%' "; IDataReader dc = dao.read(sql); int IntRow = 0; while (dc.Read()) { dgv_tra.Rows.Add(dc[0].ToString(), dc[1].ToString(), dc[2].ToString(), dc[3].ToString()); IntRow++; } dc.Close(); dao.DaoClose(); } //Auto-refresh data public void shuaxin() { if (string.IsNullOrWhiteSpace(txt_select.Text)) { Table_tre(); } else { Table_name(); } } private void button1_Click(object sender, EventArgs e) { this.Close(); } private void button2_Click(object sender, EventArgs e) { Application.Exit(); } private void dgv_tra_CellContentClick(object sender, DataGridViewCellEventArgs e) { } private void pictureBox4_Click(object sender, EventArgs e) { Table_name(); } private void txt_select_TextChanged(object sender, EventArgs e) { shuaxin(); } } } 增加在状态栏中显示项目数量
08-12
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