Visual Engineering: LCD Side Scroller
Standard 16x2 text LCDs are designed exclusively for boring letters and numbers. The LCD Animation and Gaming project forces the simple <LiquidCrystal.h> library to its knee by rapidly deleting and redrawing completely custom, pixel-by-pixel character sprites, creating a fully playable miniature video game.

Generating Custom Sprite Graphics
The LCD controller allows you to define exactly 8 custom characters, stored locally in its CGRAM.
- You use a 5x8 pixel grid tool to draw your sprite.
- A tiny Dinosaur character standing.
- A tiny Dinosaur jumping (Legs up!).
- A Cactus obstacle.
- The grid converts into an array:
byte dinoJumping[8] = { 0b00111, 0b00111... }; - You command the library:
lcd.createChar(0, dinoJumping);. Now, whenever you printcharacter(0), the screen draws the jumping dinosaur instantly!
The Collision and Frame Rendering Loop
This is not a looping movie; the user is playing the game via a massive Arcade Push Button!
- The Game Loop: An integer
obstaclePos = 15;(the right edge of the screen). - Every 200 milliseconds,
obstaclePos--. The cactus physically "slides" one block to the left. The Arduino must aggressivelylcd.clear()and immediately redraw everything in its new position to create smooth animation! - The Jump Action: The user slaps the Arcade button. The Arduino instantly moves the Dinosaur sprite from
Row 2up toRow 1. - Collision Detection:
if (dinoRow == 2 && obstaclePos == dinoColumn) { GameOverSequence(); }If the dinosaur is on the bottom row at the exact same time the cactus slides into his column, the game stops, and the buzzer sounds the death knell!
Essential Parts
- Arduino Uno/Nano: The game engine.
- 16x2 or 20x4 Text LCD with I2C Backpack.
- Arcade Push Button or Joypad button.
- Piezo Buzzer: For jumps, points, and game-over sound effects.