#include "Arduino_LED_Matrix.h" #include "src/config.h" #include "src/pong_render.h" #include "src/pong_player.h" #include "src/pong_ball.h" // create LED matrix object ArduinoLEDMatrix matrix; // initial pong frame matrix byte frame[MATRIX_HEIGHT][MATRIX_WIDTH] = { { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }; // players coordinates int players_coords[2]= {1, 4}; int players_scores[2]= {0, 0}; // initials balls coordinates int ball_x= BALL_RESET_X; int ball_y= BALL_RESET_Y; int need_refresh= true; int ball_delay= INITIAL_BALL_DELAY; long exec_t2= millis(); enum game_statuses : uint8_t { TIMER, RUN, SCORE, GAMEOVER, WAIT, }; game_statuses game_status= TIMER; void setup() { Serial.begin(9600); // start LED matrix matrix.begin(); pinMode(P1_BTN_UP, INPUT_PULLUP); pinMode(P1_BTN_BOTTOM, INPUT_PULLUP); pinMode(P2_BTN_UP, INPUT_PULLUP); pinMode(P2_BTN_BOTTOM, INPUT_PULLUP); randomSeed(millis()); } void loop() { long exec_t1= millis(); switch (game_status) { case TIMER: for (int i = START_TIMER; i >= 0; i--) { render_timer(frame, i); delay(1000); matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH); } game_status= RUN; // delay the first ball movement exec_t2= millis() + FIRST_START_BALL_DELAY; break; case RUN: pong_move_p1(players_coords[0], need_refresh); pong_move_p2(players_coords[1], need_refresh); if (exec_t1 - exec_t2 > ball_delay) { need_refresh= true; bool scored= move_ball(ball_x, ball_y, ball_delay, players_coords, players_scores); if (scored) { game_status= SCORE; // delay the ball movement after score exec_t2= millis() + FIRST_START_BALL_DELAY; } else exec_t2= exec_t1; } // rerender matrix only if something is changed if (need_refresh) { render_matrix(frame, players_coords, ball_x, ball_y); matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH); need_refresh= 0; } delay(50); break; case SCORE: render_score(frame, players_scores); matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH); delay(1000); if (players_scores[0] >= MAX_POINTS || players_scores[1] >= MAX_POINTS) { game_status= GAMEOVER; } else game_status= RUN; break; case GAMEOVER: render_winner(frame, matrix, players_scores); game_status= WAIT; break; case WAIT: // keep showing the winner waiting for a restart // restart game once one button is pressed if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW || digitalRead(P2_BTN_UP) == LOW || digitalRead(P2_BTN_BOTTOM) == LOW) { game_status= TIMER; players_scores[0]= 0; players_scores[1]= 0; } delay(100); break; } }