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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