clean code adding a menu class
This commit is contained in:
135
arduino_pong.ino
135
arduino_pong.ino
@@ -1,6 +1,7 @@
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#include "Arduino_LED_Matrix.h"
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#include "src/config.h"
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#include "src/menu.h"
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#include "src/renderer.h"
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#include "src/engine.h"
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#include "src/paddle.h"
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@@ -36,9 +37,6 @@ enum game_statuses : uint8_t {
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};
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game_statuses game_status= MENU;
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enum game_modes : uint8_t {PVP, PVC, CVC};
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game_modes game_mode = PVP;
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Ball ball(4, 6);
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@@ -48,12 +46,13 @@ HumanPaddle human_pad1(1, P1_BTN_UP, P1_BTN_BOTTOM);
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HumanPaddle human_pad2(4, P2_BTN_UP, P2_BTN_BOTTOM);
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BotPaddle bot_pad1(1, 0);
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BotPaddle bot_pad2(4, MATRIX_WIDTH-1);
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Menu menu;
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uint8_t current_gmode_idx= 0;
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bool update_menu= true;
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bool mode_selected= false;
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uint8_t current_bot_menu_idx= 0;
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bool update_menu_bot_skills= true;
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// uint8_t current_gmode_idx= 0;
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// bool update_menu= true;
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// bool mode_selected= false;
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// uint8_t current_bot_menu_idx= 0;
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// bool update_menu_bot_skills= true;
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Engine engine(ball, INITIAL_BALL_DELAY);
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Renderer renderer(ball, frame, matrix);
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@@ -77,80 +76,81 @@ void loop() {
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switch (game_status) {
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case MENU: {
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if (digitalRead(P2_BTN_BOTTOM) == LOW && current_gmode_idx < sizeof(frame_gmodes)/sizeof(frame_gmodes[0]) -1) {
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current_gmode_idx += 1;
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update_menu= true;
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// switch modes
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if (digitalRead(P2_BTN_BOTTOM) == LOW) {
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menu.next_mode();
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const byte (*current_gmode)[12]= frame_gmodes[menu.get_mode()];
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matrix.loadPixels((uint8_t*)current_gmode, MATRIX_HEIGHT * MATRIX_WIDTH);
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delay(300);
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}
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else if (digitalRead(P2_BTN_UP) == LOW && current_gmode_idx > 0) {
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update_menu= true;
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current_gmode_idx -= 1;
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game_mode= PVP;
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else if (digitalRead(P2_BTN_UP) == LOW) {
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menu.prev_mode();
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const byte (*current_gmode)[12]= frame_gmodes[menu.get_mode()];
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matrix.loadPixels((uint8_t*)current_gmode, MATRIX_HEIGHT * MATRIX_WIDTH);
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delay(300);
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}
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// 1. P vs P
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else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && game_modes(current_gmode_idx) == PVP) {
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else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && menu.number_of_bots() == 0) {
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p1= &human_pad1;
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p2= &human_pad2;
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mode_selected= true;
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}
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// 2. P vs CPU
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else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && game_modes(current_gmode_idx) == PVC) {
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p1= &human_pad1;
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p2= &bot_pad2;
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mode_selected= true;
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update_menu= false;
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game_mode= PVC;
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}
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// 3. CPU vs CPU
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else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && game_modes(current_gmode_idx) == CVC) {
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p1= &bot_pad1;
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p2= &bot_pad2;
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mode_selected= true;
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update_menu= false;
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game_mode= CVC;
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}
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if (update_menu) {
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// show menu on the matrix
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const byte (*current_gmode)[12]= frame_gmodes[current_gmode_idx];
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matrix.loadPixels((uint8_t*)current_gmode, MATRIX_HEIGHT * MATRIX_WIDTH);
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update_menu= false;
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delay(300);
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}
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else if (mode_selected) {
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engine.set_players(p1, p2);
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renderer.set_players(p1, p2);
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if (game_mode == PVC || game_mode == CVC) {
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game_status= MENU_BOT_SKILLS;
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delay(300); // avoid accidental double click for next menu
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}
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else game_status= TIMER;
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game_status= TIMER;
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}
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// 2. P vs CPU
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else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && menu.number_of_bots() == 1) {
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p1= &human_pad1;
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p2= &bot_pad2;
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engine.set_players(p1, p2);
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renderer.set_players(p1, p2);
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game_status= MENU_BOT_SKILLS;
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delay(300); // avoid accidental double click for next menu
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}
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// 3. CPU vs CPU
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else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && menu.number_of_bots() == 2) {
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p1= &bot_pad1;
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p2= &bot_pad2;
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engine.set_players(p1, p2);
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renderer.set_players(p1, p2);
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game_status= MENU_BOT_SKILLS;
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delay(300); // avoid accidental double click for next menu
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}
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else {
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const byte (*current_gmode)[12]= frame_gmodes[menu.get_mode()];
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matrix.loadPixels((uint8_t*)current_gmode, MATRIX_HEIGHT * MATRIX_WIDTH);
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}
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break;
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}
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case MENU_BOT_SKILLS: {
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if (digitalRead(P2_BTN_BOTTOM) == LOW && current_bot_menu_idx < sizeof(frame_bot_skills)/sizeof(frame_bot_skills[0]) -1) {
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current_bot_menu_idx += 1;
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update_menu_bot_skills= true;
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}
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else if (digitalRead(P2_BTN_UP) == LOW && current_bot_menu_idx > 0) {
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current_bot_menu_idx -= 1;
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update_menu_bot_skills= true;
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}
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else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW) {
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if (!p1 -> is_human()) p1 -> set_skills(current_bot_menu_idx + 1);
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if (!p2 -> is_human()) p2 -> set_skills(current_bot_menu_idx + 1);
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game_status= TIMER;
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update_menu_bot_skills= false;
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} else update_menu_bot_skills= false;
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if (update_menu_bot_skills) {
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const byte (*current_skill_frame)[12]= frame_bot_skills[current_bot_menu_idx];
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// switch difficulty level
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if (digitalRead(P2_BTN_BOTTOM) == LOW) {
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menu.increase_skills();
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const byte (*current_skill_frame)[12]= frame_bot_skills[menu.get_skill()];
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matrix.loadPixels((uint8_t*)current_skill_frame, MATRIX_HEIGHT * MATRIX_WIDTH);
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update_menu= false;
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delay(300);
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}
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else if (digitalRead(P2_BTN_UP) == LOW) {
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menu.decrease_skills();
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const byte (*current_skill_frame)[12]= frame_bot_skills[menu.get_skill()];
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matrix.loadPixels((uint8_t*)current_skill_frame, MATRIX_HEIGHT * MATRIX_WIDTH);
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delay(300);
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}
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// choose difficulty level
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else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW) {
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if (!p1 -> is_human()) p1 -> set_skills(menu.get_skill() + 1);
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if (!p2 -> is_human()) p2 -> set_skills(menu.get_skill() + 1);
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game_status= TIMER;
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}
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else {
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const byte (*current_skill_frame)[12]= frame_bot_skills[menu.get_skill()];
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matrix.loadPixels((uint8_t*)current_skill_frame, MATRIX_HEIGHT * MATRIX_WIDTH);
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}
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break;
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}
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@@ -206,8 +206,9 @@ void loop() {
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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 ||
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digitalRead(P2_BTN_UP) == LOW || digitalRead(P2_BTN_BOTTOM) == LOW) {
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game_status= MENU;
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engine.reset();
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game_status= MENU;
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delay(300);
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}
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break;
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}
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