*/
#include <reg52.h>
sbit ADDR0 = P1^0;
sbit ADDR1 = P1^1;
sbit ADDR2 = P1^2;
sbit ADDR3 = P1^3;
sbit ENLED = P1^4;
unsigned char code LedChar[] = { //数码管显示字符转换表
0xC0, 0xF9, 0xA4, 0xB0, 0x99, 0x92, 0x82, 0xF8,
0x80, 0x90, 0x88, 0x83, 0xC6, 0xA1, 0x86, 0x8E
};
unsigned char LedBuff[7] = { //数码管+独立LED显示缓冲区,初值0xFF确保启动时都不亮
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
};
bit flag200ms = 0; //200ms定时标志
bit flag1s = 0; //1s定时标志
void ShowCount();
void FlowingLight();
void main()
{
EA = 1; //使能总中断
ENLED = 0; //使能U3
ADDR3 = 1; //因为需要动态改变ADDR0-2的值,所以不需要再初始化了
TMOD = 0x01; //设置T0为模式1
TH0 = 0xFC; //为T0赋初值0xFC67,定时1ms
TL0 = 0x67;
ET0 = 1; //使能T0中断
TR0 = 1; //启动T0
while (1)
{
if (flag200ms) //200ms刷新一次流水灯
{
flag200ms = 0;
FlowingLight();
}
if (flag1s) //1s刷新一次计数值
{
flag1s = 0;
ShowCount();
}
}
}
/* 流水灯实现函数 */
void FlowingLight()
{
static unsigned char dir = 0; //移位方向变量dir,用于控制移位的方向
static unsigned char shift = 0x01; //循环移位变量shift,并赋初值0x01
LedBuff[6] = ~shift; //循环移位变量取反,控制8个LED
if (dir == 0) //移位方向变量为0时,左移
{
shift = shift << 1; //循环移位变量左移1位
if (shift == 0x80) //左移到最左端后,改变移位方向
{
dir = 1;
}
}
else //移位方向变量不为0时,右移
{
shift = shift >> 1; //循环移位变量右移1位
if (shift == 0x01) //右移到最右端后,改变移位方向
{
dir = 0;
}
}
}
/* 秒计数显示函数 */
void ShowCount()
{
char i; //循环变量
unsigned char buf[6]; //中间转换缓冲区
static unsigned long sec = 0; //记录经过的秒数
sec++; //秒计数自加1
buf[0] = sec%10; //将sec按十进制位从低到高依次提取到buf数组中
buf[1] = sec/10%10;
buf[2] = sec/100%10;
buf[3] = sec/1000%10;
buf[4] = sec/10000%10;
buf[5] = sec/100000%10;
for (i=5; i>=1; i--) //从最高为开始,遇到0不显示,遇到非0退出循环
{
if (buf[i] == 0)
LedBuff[i] = 0xFF;
else
break;
}
for ( ; i>=0; i--) //将剩余的有效数字位如实转换
{
LedBuff[i] = LedChar[buf[i]];
}
}
/* 定时器0中断服务函数 */
void InterruptTimer0() interrupt 1
{
static unsigned char i = 0; //动态扫描的索引
static unsigned char cnt200 = 0; //200ms定时
static unsigned int cnt1000 = 0; //1000ms即1s定时
TH0 = 0xFC; //重新加载初值
TL0 = 0x67;
cnt200++; //200ms定时
if (cnt200 >= 200)
{
cnt200 = 0;
flag200ms = 1;
}
cnt1000++; //1s定时
if (cnt1000 >= 1000)
{
cnt1000 = 0;
flag1s = 1;
}
//以下代码完成数码管动态扫描刷新
P0 = 0xFF; //显示消隐
switch (i)
{
case 0: ADDR2=0; ADDR1=0; ADDR0=0; i++; P0=LedBuff[0]; break;
case 1: ADDR2=0; ADDR1=0; ADDR0=1; i++; P0=LedBuff[1]; break;
case 2: ADDR2=0; ADDR1=1; ADDR0=0; i++; P0=LedBuff[2]; break;
case 3: ADDR2=0; ADDR1=1; ADDR0=1; i++; P0=LedBuff[3]; break;
case 4: ADDR2=1; ADDR1=0; ADDR0=0; i++; P0=LedBuff[4]; break;
case 5: ADDR2=1; ADDR1=0; ADDR0=1; i++; P0=LedBuff[5]; break;
case 6: ADDR2=1; ADDR1=1; ADDR0=0; i=0; P0=LedBuff[6]; break;
default: break;
}
}
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