move some logics to loop()
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@@ -23,6 +23,7 @@ byte frame[MATRIX_HEIGHT][MATRIX_WIDTH] = {
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};
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int need_refresh= true;
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uint8_t hits= 0;
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uint8_t ball_delay= INITIAL_BALL_DELAY;
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long exec_t2= millis();
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@@ -87,13 +88,22 @@ void loop() {
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need_refresh= true;
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}
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if (exec_t1 - exec_t2 > ball_delay) {
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engine.run(ball_delay);
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need_refresh= true;
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engine.run();
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if (engine.get_event() == P1SCORE || engine.get_event() == P2SCORE) {
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game_status= SCORE;
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// delay the ball movement after score
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exec_t2= millis() + FIRST_START_BALL_DELAY + 1000;
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} else exec_t2= exec_t1;
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}
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else if (engine.get_event() == P1_COLLISION || engine.get_event() == P2_COLLISION) {
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hits++;
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if (hits >= 6 && ball_delay >= 80) {
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hits= 0;
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ball_delay-= 20;
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exec_t2= exec_t1;
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}
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}
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else exec_t2= exec_t1;
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need_refresh= true;
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}
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// rerender matrix only if something is changed
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if (need_refresh) {
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@@ -107,6 +117,8 @@ void loop() {
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case SCORE:
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render_score(frame, p1, p2);
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matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH);
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ball.reset_position();
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ball_delay= INITIAL_BALL_DELAY;
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delay(1000);
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if (p1.get_score() >= MAX_POINTS || p2.get_score() >= MAX_POINTS) {
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game_status= GAMEOVER;
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@@ -23,7 +23,7 @@ void Engine::_print_score() {
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Serial.println();
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}
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void Engine::run(uint8_t &ball_delay) {
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void Engine::run() {
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_event= NONE;
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_ball.move();
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uint8_t bx= _ball.get_x();
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@@ -33,15 +33,12 @@ void Engine::run(uint8_t &ball_delay) {
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if (!this -> _check_pad_ball_collision(_p1)) {
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// p2 scores
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_p2.increase_score();
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_ball.reset_position(); // XXX this is probably too early i reset the position before render
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ball_delay= INITIAL_BALL_DELAY;
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Serial.println("Player 2 Scores");
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this -> _print_score();
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_event= P2SCORE;
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return;
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}
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else {
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_hits += 1;
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_ball.bounce_on_pad();
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_event= P2_COLLISION;
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}
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@@ -50,15 +47,12 @@ void Engine::run(uint8_t &ball_delay) {
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if (!this -> _check_pad_ball_collision(_p2)) {
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// p1 scores
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_p1.increase_score();
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_ball.reset_position(); // XXX this is probably too early i reset the position before render
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ball_delay= INITIAL_BALL_DELAY;
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Serial.println("Player 1 Scores");
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this -> _print_score();
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_event= P1SCORE;
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return;
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}
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else {
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_hits += 1;
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_ball.bounce_on_pad();
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_event= P1_COLLISION;
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}
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@@ -68,13 +62,6 @@ void Engine::run(uint8_t &ball_delay) {
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_ball.bounce_on_sides();
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_event= WALL_COLLISION;
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}
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// increase ball speed every 6 hits on pads
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// if ball is not at max speed
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if (_hits >= 6 && ball_delay >= 80) {
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_hits= 0;
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ball_delay-= 20; // XXX handle it on loop()
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}
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}
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EngineEvents Engine::get_event() {
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@@ -14,7 +14,6 @@ class Engine {
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Paddle& _p1;
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Paddle& _p2;
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Ball& _ball;
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uint8_t _hits;
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EngineEvents _event= NONE;
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bool _check_pad_ball_collision(Paddle &p);
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@@ -25,7 +24,7 @@ class Engine {
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Engine(Paddle &p_one, Paddle &p_two, Ball &ball)
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: _p1(p_one), _p2(p_two), _ball(ball) {}
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void run(uint8_t &ball_delay);
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void run();
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EngineEvents get_event();
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void reset();
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};
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