Improve arduino_pong.ino using enum to handle game statuses and switch case for better readibility and little memory improvements
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107
arduino_pong.ino
107
arduino_pong.ino
@@ -28,15 +28,21 @@ int players_scores[2]= {0, 0};
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int ball_x= BALL_RESET_X;
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int ball_y= BALL_RESET_Y;
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int need_refresh= 1;
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int need_refresh= true;
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int ball_delay= INITIAL_BALL_DELAY;
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bool game_over= false;
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bool go= true;
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long exec_t2= millis();
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enum game_statuses : uint8_t {
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TIMER,
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RUN,
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SCORE,
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GAMEOVER,
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WAIT,
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};
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game_statuses game_status= TIMER;
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void setup() {
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Serial.begin(9600);
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@@ -52,56 +58,65 @@ void setup() {
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}
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void loop() {
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for (int i = START_TIMER; i >= 0; i--) {
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render_timer(frame, i);
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delay(1000);
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matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH);
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}
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long exec_t1= millis();
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game_over= false;
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go= true;
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// delay the first ball movement
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exec_t2= millis() + FIRST_START_BALL_DELAY;
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while (go) {
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long exec_t1= millis();
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pong_move_p1(players_coords[0], need_refresh);
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pong_move_p2(players_coords[1], need_refresh);
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if (exec_t1 - exec_t2 > ball_delay) {
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bool scored= move_ball(ball_x, ball_y, ball_delay, players_coords, players_scores, need_refresh);
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if (scored) {
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render_score(frame, players_scores);
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matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH);
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switch (game_status) {
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case TIMER:
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for (int i = START_TIMER; i >= 0; i--) {
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render_timer(frame, i);
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delay(1000);
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if (players_scores[0] >= MAX_POINTS || players_scores[1] >= MAX_POINTS) {
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render_winner(frame, matrix, players_scores);
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need_refresh= 0;
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game_over= true;
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}
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// delay the ball movement after score
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exec_t2= millis() + FIRST_START_BALL_DELAY;
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} else exec_t2= exec_t1;
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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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render_matrix(frame, players_coords, ball_x, ball_y);
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matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH);
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}
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game_status= RUN;
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// delay the first ball movement
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exec_t2= millis() + FIRST_START_BALL_DELAY;
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break;
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case RUN:
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pong_move_p1(players_coords[0], need_refresh);
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pong_move_p2(players_coords[1], need_refresh);
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if (exec_t1 - exec_t2 > ball_delay) {
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need_refresh= true;
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bool scored= move_ball(ball_x, ball_y, ball_delay, players_coords, players_scores);
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if (scored) {
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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;
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} else exec_t2= exec_t1;
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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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render_matrix(frame, players_coords, ball_x, ball_y);
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matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH);
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need_refresh= 0;
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}
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delay(50);
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break;
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case SCORE:
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render_score(frame, players_scores);
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matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH);
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need_refresh= 0;
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}
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if (!game_over) delay(50);
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// keep showing the winner waiting for a restart
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while (game_over) {
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delay(1000);
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if (players_scores[0] >= MAX_POINTS || players_scores[1] >= MAX_POINTS) {
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game_status= GAMEOVER;
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}
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else game_status= RUN;
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break;
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case GAMEOVER:
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render_winner(frame, matrix, players_scores);
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game_status= WAIT;
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break;
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case WAIT:
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// keep showing the winner waiting for a restart
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// restart game once one button is pressed
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if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW || digitalRead(P2_BTN_UP) == LOW || digitalRead(P2_BTN_BOTTOM) == LOW) {
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go= false;
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game_over= false;
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game_status= TIMER;
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players_scores[0]= 0;
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players_scores[1]= 0;
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}
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delay(100);
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}
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break;
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}
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}
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