select difficulty level (when play against bot) using a dedicated frame to show a graphics menu
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This commit is contained in:
andrea
2026-03-21 12:10:52 +01:00
parent cef9f09c79
commit d18415f472
5 changed files with 91 additions and 15 deletions

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@@ -212,3 +212,27 @@ const byte frame_cvc[MATRIX_HEIGHT][MATRIX_WIDTH] = {
};
const byte (*frame_gmodes[3])[12]= {frame_pvp, frame_pvc, frame_cvc};
const byte frame_bot_skill_easy[MATRIX_HEIGHT][MATRIX_WIDTH] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0 },
{ 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0 },
{ 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0 },
{ 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0 },
{ 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 1, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
};
const byte frame_bot_skill_hard[MATRIX_HEIGHT][MATRIX_WIDTH] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0 },
{ 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0 },
{ 0, 1, 0, 0, 1, 0, 1, 0, 1, 1, 1, 0 },
{ 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0 },
{ 0, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
};
const byte (*frame_bot_skills[3])[12]= {frame_bot_skill_easy, frame_bot_skill_hard};

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@@ -13,4 +13,8 @@ extern const byte frame_pvc[MATRIX_HEIGHT][MATRIX_WIDTH];
extern const byte frame_cvc[MATRIX_HEIGHT][MATRIX_WIDTH];
extern const byte (*frame_gmodes[3])[12];
extern const byte frame_bot_skill_easy[MATRIX_HEIGHT][MATRIX_WIDTH];
extern const byte frame_bot_skill_hard[MATRIX_HEIGHT][MATRIX_WIDTH];
extern const byte (*frame_bot_skills[3])[12];
#endif

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@@ -44,10 +44,14 @@ bool Paddle::check_pad_movement(Ball &ball) {
// redefine me
return false;
}
uint8_t Paddle::get_skills() {
return 0;
}
void Paddle::set_skills(uint8_t skills) {
}
bool HumanPaddle::check_pad_movement() {
bool need_refresh= false;
if (digitalRead(_pin_btn_top) == LOW) {
@@ -66,6 +70,8 @@ bool BotPaddle::check_pad_movement(Ball &ball) {
int8_t ball_dir= ball.get_direction_x();
int8_t ball_dir_ver= ball.get_direction_y();
uint8_t skills= this -> get_skills();
// ball is moving left and pad is on right, do not move
if (ball_dir < 0 && _pos_x > MATRIX_WIDTH / 2) return false;
// ball is moving right and pad is on left, do not move
@@ -74,18 +80,18 @@ bool BotPaddle::check_pad_movement(Ball &ball) {
uint8_t ball_x= ball.get_x();
int8_t ball_distance= ball_x - _pos_x;
if (ball_distance < 0) ball_distance *= -1;
switch (this -> get_skills()) {
switch (skills) {
case 1:
if (ball_distance > 2) return false;
if (ball_distance > 3) return false;
break;
case 2:
if (ball_distance > 3) return false;
if (ball_distance > 4) return false;
break;
}
// TODO BotPaddle movement logics
// on higher difficult level i could also check the ball direction
// or at lover difficulty level i could also check the distance from the pad and move only when the ball si near
uint8_t move_chances= random(skills * 10) % 2;
if (!move_chances) return false;
enum Movement {NONE, UP, DOWN};
Movement _movment= NONE;
@@ -113,3 +119,9 @@ bool BotPaddle::check_pad_movement(Ball &ball) {
uint8_t BotPaddle::get_skills() {
return _skills;
}
void BotPaddle::set_skills(uint8_t skills) {
if (skills < 0) _skills= 0;
else if (skills > 1) _skills= 1;
else _skills= skills;
}

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@@ -27,6 +27,7 @@ class Paddle {
virtual bool check_pad_movement();
virtual bool check_pad_movement(Ball &ball);
virtual uint8_t get_skills();
virtual void set_skills(uint8_t skills);
};
class HumanPaddle : public Paddle {
@@ -46,13 +47,11 @@ class BotPaddle : public Paddle {
uint8_t _skills; // this is the difficulty level
public:
BotPaddle(uint8_t position, uint8_t pos_x, uint8_t skills)
: Paddle(position, false), _pos_x(pos_x), _skills(skills) {
if (_skills < 1) _skills= 1;
if (_skills > 2) _skills= 2;
}
BotPaddle(uint8_t position, uint8_t pos_x)
: Paddle(position, false), _pos_x(pos_x) {}
bool check_pad_movement(Ball &ball);
uint8_t get_skills();
void set_skills(uint8_t skills);
};
#endif