2 Commits

Author SHA1 Message Date
andrea
c1cbc07e9c fix conflicts 2026-03-15 22:48:25 +01:00
andrea
a48db73abb experiment with webserver, the goal is to show the score on a web server 2026-03-15 22:35:59 +01:00
21 changed files with 360 additions and 944 deletions

2
.gitignore vendored
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@@ -1,4 +1,4 @@
.secrets
.arduino_cache/ .arduino_cache/
bin/ bin/
build/ build/
src/secrets.h

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@@ -1,11 +1,13 @@
#include "Arduino_LED_Matrix.h" #include "Arduino_LED_Matrix.h"
#include "src/config.h" #include "src/config.h"
#include "src/renderer.h" #include "src/pong_render.h"
#include "src/engine.h" #include "src/pong_player.h"
#include "src/paddle.h" #include "src/pong_ball.h"
#include "src/ball.h" #include "src/arduino_network.h"
// create LED matrix object
ArduinoLEDMatrix matrix;
// initial pong frame matrix // initial pong frame matrix
byte frame[MATRIX_HEIGHT][MATRIX_WIDTH] = { byte frame[MATRIX_HEIGHT][MATRIX_WIDTH] = {
@@ -19,197 +21,49 @@ byte frame[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 }
}; };
ArduinoLEDMatrix matrix; // players coordinates
int p1_start= 1;
int p2_start= 4;
// initials balls coordinates
int ball_x= BALL_RESET_X;
int ball_y= BALL_RESET_Y;
int need_refresh= 1;
int ball_delay= INITIAL_BALL_DELAY;
bool need_refresh= true;
uint8_t hits= 0;
long exec_t2= millis(); long exec_t2= millis();
enum game_statuses : uint8_t {
MENU,
MENU_BOT_SKILLS,
TIMER,
RUN,
SCORE,
GAMEOVER,
WAIT,
};
game_statuses game_status= MENU;
enum game_modes : uint8_t {PVP, PVC, CVC};
game_modes game_mode = PVP;
Ball ball(4, 6);
Paddle* p1= nullptr;
Paddle* p2= nullptr;
HumanPaddle human_pad1(1, P1_BTN_UP, P1_BTN_BOTTOM);
HumanPaddle human_pad2(4, P2_BTN_UP, P2_BTN_BOTTOM);
BotPaddle bot_pad1(1, 0);
BotPaddle bot_pad2(4, MATRIX_WIDTH-1);
uint8_t current_gmode_idx= 0;
bool update_menu= true;
bool mode_selected= false;
uint8_t current_bot_menu_idx= 0;
bool update_menu_bot_skills= true;
Engine engine(ball, INITIAL_BALL_DELAY);
Renderer renderer(ball, frame, matrix);
void setup() { void setup() {
Serial.begin(9600); Serial.begin(9600);
// start LED matrix // start LED matrix
matrix.begin(); matrix.begin();
pinMode(P1_BTN_UP, INPUT_PULLUP); pinMode(P1_BTN_UP, INPUT_PULLUP);
pinMode(P1_BTN_BOTTOM, INPUT_PULLUP); pinMode(P1_BTN_BOTTOM, INPUT_PULLUP);
pinMode(P2_BTN_UP, INPUT_PULLUP); pinMode(P2_BTN_UP, INPUT_PULLUP);
pinMode(P2_BTN_BOTTOM, INPUT_PULLUP); pinMode(P2_BTN_BOTTOM, INPUT_PULLUP);
randomSeed(millis()); randomSeed(millis());
setup_network();
} }
void loop() { void loop() {
long exec_t1= millis(); long exec_t1= millis();
pong_move_p1(p1_start, need_refresh);
switch (game_status) { pong_move_p2(p2_start, need_refresh);
if (exec_t1 - exec_t2 > ball_delay) {
case MENU: { move_ball(ball_x, ball_y, ball_delay, p1_start, p2_start, need_refresh);
if (digitalRead(P2_BTN_BOTTOM) == LOW && current_gmode_idx < sizeof(frame_gmodes)/sizeof(frame_gmodes[0]) -1) {
current_gmode_idx += 1;
update_menu= true;
}
else if (digitalRead(P2_BTN_UP) == LOW && current_gmode_idx > 0) {
update_menu= true;
current_gmode_idx -= 1;
game_mode= PVP;
}
// 1. P vs P
else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && game_modes(current_gmode_idx) == PVP) {
p1= &human_pad1;
p2= &human_pad2;
mode_selected= true;
}
// 2. P vs CPU
else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && game_modes(current_gmode_idx) == PVC) {
p1= &human_pad1;
p2= &bot_pad2;
mode_selected= true;
update_menu= false;
game_mode= PVC;
}
// 3. CPU vs CPU
else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && game_modes(current_gmode_idx) == CVC) {
p1= &bot_pad1;
p2= &bot_pad2;
mode_selected= true;
update_menu= false;
game_mode= CVC;
}
if (update_menu) {
// show menu on the matrix
const byte (*current_gmode)[12]= frame_gmodes[current_gmode_idx];
matrix.loadPixels((uint8_t*)current_gmode, MATRIX_HEIGHT * MATRIX_WIDTH);
update_menu= false;
delay(300);
}
else if (mode_selected) {
engine.set_players(p1, p2);
renderer.set_players(p1, p2);
if (game_mode == PVC || game_mode == CVC) {
game_status= MENU_BOT_SKILLS;
delay(300); // avoid accidental double click for next menu
}
else game_status= TIMER;
}
break;
}
case MENU_BOT_SKILLS: {
if (digitalRead(P2_BTN_BOTTOM) == LOW && current_bot_menu_idx < sizeof(frame_bot_skills)/sizeof(frame_bot_skills[0]) -1) {
current_bot_menu_idx += 1;
update_menu_bot_skills= true;
}
else if (digitalRead(P2_BTN_UP) == LOW && current_bot_menu_idx > 0) {
current_bot_menu_idx -= 1;
update_menu_bot_skills= true;
}
else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW) {
if (!p1 -> is_human()) p1 -> set_skills(current_bot_menu_idx + 1);
if (!p2 -> is_human()) p2 -> set_skills(current_bot_menu_idx + 1);
game_status= TIMER;
update_menu_bot_skills= false;
}
if (update_menu_bot_skills) {
const byte (*current_skill_frame)[12]= frame_bot_skills[current_bot_menu_idx];
matrix.loadPixels((uint8_t*)current_skill_frame, MATRIX_HEIGHT * MATRIX_WIDTH);
update_menu= false;
delay(300);
}
break;
}
case TIMER:
for (int i = START_TIMER; i >= 0; i--) {
renderer.render_timer(i);
delay(1000);
}
game_status= RUN;
// delay the first ball movement
exec_t2= millis() + FIRST_START_BALL_DELAY;
break;
case RUN:
need_refresh= engine.control_players();
if (exec_t1 - exec_t2 > engine.ball_movement_delay()) {
engine.run();
if (engine.get_event() == P1SCORE || engine.get_event() == P2SCORE)
game_status= SCORE;
exec_t2= exec_t1; exec_t2= exec_t1;
need_refresh= true;
} }
// rerender matrix only if something is changed
if (need_refresh) { if (need_refresh) {
renderer.render_matrix(); render_matrix(frame, p1_start, p2_start, ball_x, ball_y);
need_refresh= false; matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH);
} need_refresh= 0;
break;
case SCORE:
delay(300);
renderer.render_score();
engine.restart_ball();
delay(1000);
if (p1 -> get_score() >= MAX_POINTS || p2 -> get_score() >= MAX_POINTS)
game_status= GAMEOVER;
else {
game_status= RUN;
// before move again the ball wait a second
renderer.render_matrix();
exec_t2= millis() + FIRST_START_BALL_DELAY;
}
break;
case GAMEOVER:
renderer.render_winner();
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= MENU;
engine.reset();
}
break;
} }
delay(50); delay(50);
web_server();
} }

141
src/arduino_network.cpp Normal file
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@@ -0,0 +1,141 @@
#include "config.h"
#include "Arduino.h"
#include "WiFiS3.h"
char ssid[]= SECRET_SSID;
char pass[]= SECRET_PASS;
int status= WL_IDLE_STATUS;
WiFiServer server(80);
void printMacAddress(byte mac[]) {
for (int i = 0; i < 6; i++) {
if (i > 0) {
Serial.print(":");
}
if (mac[i] < 16) {
Serial.print("0");
}
Serial.print(mac[i], HEX);
}
Serial.println();
}
void printWifiData() {
// print your board's IP address:
IPAddress ip = WiFi.localIP();
Serial.print("IP Address: ");
Serial.println(ip);
// print your MAC address:
byte mac[6];
WiFi.macAddress(mac);
Serial.print("MAC address: ");
printMacAddress(mac);
}
void printCurrentNet() {
// print the SSID of the network you're attached to:
Serial.print("SSID: ");
Serial.println(WiFi.SSID());
// print the MAC address of the router you're attached to:
byte bssid[6];
WiFi.BSSID(bssid);
Serial.print("BSSID: ");
printMacAddress(bssid);
// print the received signal strength:
long rssi = WiFi.RSSI();
Serial.print("signal strength (RSSI):");
Serial.println(rssi);
// print the encryption type:
byte encryption = WiFi.encryptionType();
Serial.print("Encryption Type:");
Serial.println(encryption, HEX);
Serial.println();
}
void setup_network() {
// check for the WiFi module:
if (WiFi.status() == WL_NO_MODULE) {
Serial.println("Communication with WiFi module failed!");
// don't continue
while (true);
}
String fv = WiFi.firmwareVersion();
Serial.print("Firmware version: ");
Serial.println(fv);
if (fv < WIFI_FIRMWARE_LATEST_VERSION) {
Serial.println("Please upgrade the firmware");
}
// attempt to connect to WiFi network:
// Definisci i parametri di rete prima del loop di connessione
IPAddress local_IP(192, 168, 1, 200);
IPAddress gateway(192, 168, 1, 1);
IPAddress subnet(255, 255, 255, 0);
IPAddress dns(9,9,9,9);
WiFi.config(local_IP, gateway, subnet, dns);
while (status != WL_CONNECTED) {
Serial.print("Attempting to connect to WPA SSID: ");
Serial.println(ssid);
// Connect to WPA/WPA2 network:
status = WiFi.begin(ssid, pass);
// wait 10 seconds for connection:
delay(10000);
}
// you're connected now, so print out the data:
Serial.println("You're connected to the network");
printCurrentNet();
printWifiData();
server.begin();
}
void web_server() {
WiFiClient client = server.available();
if (client) { // if you get a client,
Serial.println("new client"); // print a message out the serial port
String currentLine = ""; // make a String to hold incoming data from the client
while (client.connected()) { // loop while the client's connected
if (client.available()) { // if there's bytes to read from the client,
char c = client.read(); // read a byte, then
Serial.write(c); // print it out to the serial monitor
if (c == '\n') { // if the byte is a newline character
// if the current line is blank, you got two newline characters in a row.
// that's the end of the client HTTP request, so send a response:
if (currentLine.length() == 0) {
// HTTP headers always start with a response code (e.g. HTTP/1.1 200 OK)
// and a content-type so the client knows what's coming, then a blank line:
client.println("HTTP/1.1 200 OK");
client.println("Content-type:text/html");
client.println();
// the content of the HTTP response follows the header:
client.print("<p style=\"font-size:7vw;\">Click <a href=\"/H\">here</a> turn the LED on<br></p>");
client.print("<p style=\"font-size:7vw;\">Click <a href=\"/L\">here</a> turn the LED off<br></p>");
// The HTTP response ends with another blank line:
client.println();
// break out of the while loop:
break;
} else { // if you got a newline, then clear currentLine:
currentLine = "";
}
} else if (c != '\r') { // if you got anything else but a carriage return character,
currentLine += c; // add it to the end of the currentLine
}
}
}
// close the connection:
client.stop();
Serial.println("client disconnected");
}
}

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src/arduino_network.h Normal file
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@@ -0,0 +1,11 @@
#ifndef PONG_NETWORK_H
#define PONG_NETWORK_H
#include "Arduino.h"
void setup_network();
void printMacAddress(byte mac[]);
void printWifiData();
void printCurrentNet();
void web_server();
#endif

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@@ -1,52 +0,0 @@
#include "ball.h"
void Ball::_init_directions(int8_t &_direction) {
if (random(2) == 0) _direction= 1;
else _direction= -1;
}
void Ball::move() {
if (!_direction_x) this -> _init_directions(_direction_x);
if (!_direction_y) this -> _init_directions(_direction_y);
// if (_x < 0 || _x > MATRIX_WIDTH-1 || _y < 0 || _y > MATRIX_HEIGHT-1) {
// this -> reset_position();
// }
if (_x + _direction_x >= 0 && _x + _direction_x < MATRIX_WIDTH)
_x+= _direction_x;
if (_y + _direction_y >= 0 && _y + _direction_y < MATRIX_HEIGHT)
_y+= _direction_y;
}
void Ball::bounce_on_pad() {
_direction_x *= -1;
}
void Ball::bounce_on_sides() {
_direction_y *= -1;
}
int8_t Ball::get_direction_x() {
return _direction_x;
}
int8_t Ball::get_direction_y() {
return _direction_y;
}
void Ball::reset_position () {
_x= BALL_RESET_X;
int8_t delta= random(3);
if (random(2) == 0) delta *= -1;
_y= BALL_RESET_Y + delta;
this -> _init_directions(_direction_x);
this -> _init_directions(_direction_y);
}
uint8_t Ball::get_x() {
return _x;
}
uint8_t Ball::get_y() {
return _y;
}

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@@ -1,27 +0,0 @@
#ifndef BALL_H
#define BALL_H
#include <Arduino.h>
#include "config.h"
class Ball {
private:
uint8_t _x, _y;
int8_t _direction_x, _direction_y;
void _init_directions(int8_t &_direction);
public:
Ball (uint8_t _x, uint8_t _y) : _x(_x), _y(_y) {}
void move();
void bounce_on_pad();
void bounce_on_sides();
int8_t get_direction_x();
int8_t get_direction_y();
void reset_position ();
uint8_t get_x();
uint8_t get_y();
};
#endif

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@@ -1,3 +1,11 @@
#if __has_include("secrets.h")
#include "secrets.h"
#else
#define SECRET_SSID "Fallback_SSID"
#define SECRET_PASS "Fallback_PASS"
#warning "⚠️ secrets.h not found"
#endif
#define P1_BTN_UP 12 #define P1_BTN_UP 12
#define P1_BTN_BOTTOM 11 #define P1_BTN_BOTTOM 11
#define P2_BTN_UP 10 #define P2_BTN_UP 10
@@ -7,9 +15,5 @@
#define MATRIX_HEIGHT 8 #define MATRIX_HEIGHT 8
#define BALL_RESET_X (MATRIX_WIDTH / 2) #define BALL_RESET_X (MATRIX_WIDTH / 2)
#define BALL_RESET_Y (MATRIX_HEIGHT / 2) #define BALL_RESET_Y (MATRIX_HEIGHT / 2)
#define PADDLE_LENGTH 3 #define BAR_LENGTH 3
#define INITIAL_BALL_DELAY 200 #define INITIAL_BALL_DELAY 200
#define MAX_POINTS 9
#define START_TIMER 3
#define FIRST_START_BALL_DELAY 500

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@@ -1,96 +0,0 @@
#include "engine.h"
bool Engine::_check_pad_ball_collision(Paddle *p) {
uint8_t ppos= p -> get_position();
for (int p= ppos; p < ppos + PADDLE_LENGTH; p++) {
if (_ball.get_y() == p) {
return true;
}
}
return false;
}
void Engine::run() {
// if (_event == P1SCORE || _event == P2SCORE) this -> _soft_reset();
_event= NONE;
_ball.move();
uint8_t bx= _ball.get_x();
uint8_t by= _ball.get_y();
int8_t ball_dir= _ball.get_direction_x();
// pad is 1 pixel far from the edge, so i need to calc this delta
// check also if the ball is already moving away, to skip useless checks
if (bx <= 1 && ball_dir < 0) {
// score the point only if ball reached the edge
if (this -> _check_pad_ball_collision(_p1) && bx <= 1) {
_ball.bounce_on_pad();
_event= P1_COLLISION;
_hits++;
}
else if (bx <= 0) {
// p2 scores
_p2 -> increase_score();
_event= P2SCORE;
return;
}
}
else if (bx >= MATRIX_WIDTH-2 && ball_dir > 0) {
// score the point only if ball reached the edge
if (this -> _check_pad_ball_collision(_p2) && bx >= MATRIX_WIDTH-2) {
_ball.bounce_on_pad();
_event= P2_COLLISION;
_hits++;
}
else if (bx >= MATRIX_WIDTH-1) {
// p1 scores
_p1 -> increase_score();
_event= P1SCORE;
return;
}
}
if (by == 0 || by == MATRIX_HEIGHT-1) {
_ball.bounce_on_sides();
_event= WALL_COLLISION;
}
if (_hits >= 6 && _ball_mv_delay >= 80) {
_hits= 0;
_ball_mv_delay -= 20;
}
}
void Engine::set_players(Paddle *p1, Paddle *p2) {
_p1= p1;
_p2= p2;
}
bool Engine::control_players() {
bool need_refresh= false;
if (_p1 -> is_human()) need_refresh |= _p1 -> check_pad_movement();
else need_refresh |= _p1 -> check_pad_movement(_ball);
if (_p2 -> is_human()) need_refresh |= _p2 -> check_pad_movement();
else need_refresh |= _p2 -> check_pad_movement(_ball);
return need_refresh;
}
uint8_t Engine::ball_movement_delay() {
return _ball_mv_delay;
}
EngineEvents Engine::get_event() {
return _event;
}
void Engine::restart_ball() {
_ball.reset_position();
_ball_mv_delay= INITIAL_BALL_DELAY;
}
void Engine::reset() {
this -> restart_ball();
_p1 -> reset();
_p2 -> reset();
}

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@@ -1,37 +0,0 @@
#ifndef ENGINE_H
#define ENGINE_H
#include <Arduino.h>
#include "ball.h"
#include "paddle.h"
#include "config.h"
enum EngineEvents : uint8_t {NONE, P1SCORE, P2SCORE, P1_COLLISION, P2_COLLISION, WALL_COLLISION};
class Engine {
private:
Paddle* _p1;
Paddle* _p2;
Ball& _ball;
EngineEvents _event= NONE;
uint8_t _ball_mv_delay;
uint8_t _hits = 0;
bool _check_pad_ball_collision(Paddle *p);
public:
// inizialize Engine constructor, linking all args with private args
Engine(Ball &ball, uint8_t ball_mv_delay)
: _ball(ball), _ball_mv_delay(ball_mv_delay) {}
void run();
void set_players(Paddle *p_one, Paddle *p_two);
bool control_players();
uint8_t ball_movement_delay();
EngineEvents get_event();
void restart_ball();
void reset();
};
#endif

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@@ -1,238 +0,0 @@
#include "font.h";
const uint32_t pone_wins[5][4] = {
{
0x78,
0xc4847844,
0x440e000,
500
},
{
0x11,
0x1101501,
0x501f0000,
500
},
{
0xe,
0x400400,
0x400e0000,
500
},
{
0x9,
0xd00b00,
0x90090000,
500
},
{
0xf,
0x800f00,
0x100f0000,
500
}
};
const uint32_t ptwo_wins[5][4] = {
{
0x79,
0xe48279e4,
0x1041e000,
500
},
{
0x11,
0x1101501,
0x501f0000,
500
},
{
0xe,
0x400400,
0x400e0000,
500
},
{
0x9,
0xd00b00,
0x90090000,
500
},
{
0xf,
0x800f00,
0x100f0000,
500
}
};
const byte font_pong[10][8][3] = {
// Number 0
{
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 1, 1 },
{ 1, 0, 1 },
{ 1, 0, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 0 }
},
// Number 1
{
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 1, 0 },
{ 0, 1, 0 },
{ 0, 1, 0 },
{ 0, 1, 0 },
{ 1, 1, 1 },
{ 0, 0, 0 }
},
// Number 2
{
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 1, 1, 1 },
{ 1, 0, 0 },
{ 1, 1, 1 },
{ 0, 0, 0 }
},
// Number 3
{
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 0 }
},
// Number 4
{
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 0, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 0, 0, 1 },
{ 0, 0, 0 }
},
// Number 5
{
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 1, 1 },
{ 1, 0, 0 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 0 }
},
// Number 6
{
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 1, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 0 }
},
// Number 7
{
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 0, 0, 1 },
{ 0, 0, 1 },
{ 0, 0, 1 },
{ 0, 0, 0 }
},
// Number 8
{
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 1, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 0 }
},
// Number 9
{
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 1, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 0, 0, 1 },
{ 0, 0, 0 }
},
};
const byte frame_pvp[MATRIX_HEIGHT][MATRIX_WIDTH] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0 },
{ 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0 },
{ 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 1, 0 },
{ 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0 },
{ 1, 0, 0, 0, 0, 1, 0, 0, 1, 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, 0, 0 }
};
const byte frame_pvc[MATRIX_HEIGHT][MATRIX_WIDTH] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0 },
{ 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0 },
{ 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0 },
{ 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0 },
{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 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 }
};
const byte frame_cvc[MATRIX_HEIGHT][MATRIX_WIDTH] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0 },
{ 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0 },
{ 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0 },
{ 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 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 }
};
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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@@ -1,20 +0,0 @@
#ifndef FONT_H
#define FONT_H
#include <Arduino.h>
#include "config.h"
extern const uint32_t pone_wins[5][4];
extern const uint32_t ptwo_wins[5][4];
extern const byte font_pong[10][8][3];
extern const byte frame_pvp[MATRIX_HEIGHT][MATRIX_WIDTH];
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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#include "paddle.h"
#include <cstdio>
void Paddle::move_pad_up() {
if (_pos_y > 0) {
_pos_y -= 1;
}
}
void Paddle::move_pad_down() {
if (_pos_y + _height < MATRIX_HEIGHT) {
_pos_y += 1;
}
}
void run_paddle() {
}
uint8_t Paddle::get_position() {
return _pos_y;
}
bool Paddle::is_human() {
return _human;
}
void Paddle::increase_score() {
if (_score <= 9) _score += 1;
}
uint8_t Paddle::get_score() {
return _score;
}
void Paddle::reset() {
_score= 0;
}
bool Paddle::check_pad_movement() {
// redefine me
return false;
}
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) {
this -> move_pad_up();
need_refresh= true;
}
else if (digitalRead(_pin_btn_bottom) == LOW) {
this -> move_pad_down();
need_refresh= true;
}
return need_refresh;
}
bool BotPaddle::check_pad_movement(Ball &ball) {
uint8_t ball_y= ball.get_y();
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
else if (ball_dir > 0 && _pos_x < MATRIX_WIDTH / 2) return false;
uint8_t ball_x= ball.get_x();
int8_t ball_distance= ball_x - _pos_x;
if (ball_distance < 0) ball_distance *= -1;
switch (skills) {
case 1:
if (ball_distance > 3) return false;
break;
case 2:
if (ball_distance > 4) return false;
break;
}
uint8_t move_chances= random(skills * 10) % 2;
if (!move_chances) return false;
enum Movement {NONE, UP, DOWN};
Movement _movment= NONE;
for (uint8_t py= _pos_y; py < _pos_y+PADDLE_LENGTH-1; py++) {
if (_pos_y - ball_y >= 0 && ball_dir_ver < 0) {
_movment= UP;
break;
}
if (_pos_y - ball_y <= 0 && ball_dir_ver > 0) {
_movment= DOWN;
break;
}
}
if (_movment == UP) {
this -> move_pad_up();
return true;
}
if (_movment == DOWN) {
this -> move_pad_down();
return true;
}
return false;
}
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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@@ -1,57 +0,0 @@
#ifndef PADDLE_H
#define PADDLE_H
#include <Arduino.h>
#include <cstdint>
#include "config.h"
#include "ball.h"
class Paddle {
protected:
// define player coordinates
uint8_t _pos_y;
uint8_t _height= PADDLE_LENGTH;
uint8_t _score= 0;
bool _human;
public:
Paddle (uint8_t pos_y, bool human) : _pos_y(pos_y), _human(human) {}
void move_pad_up();
void move_pad_down();
uint8_t get_position();
bool is_human();
void increase_score();
uint8_t get_score();
void reset();
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 {
private:
uint8_t _pin_btn_top;
uint8_t _pin_btn_bottom;
public:
HumanPaddle(uint8_t position, uint8_t pin_btn_top, uint8_t pin_btn_bottom)
: Paddle(position, true), _pin_btn_top(pin_btn_top), _pin_btn_bottom(pin_btn_bottom) {}
bool check_pad_movement();
};
class BotPaddle : public Paddle {
private:
uint8_t _pos_x;
uint8_t _skills; // this is the difficulty level
public:
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

88
src/pong_ball.cpp Normal file
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#include <Arduino.h>
#include "config.h"
#include "pong_player.h"
// used to increase speed when game is too easy
int hits= 0;
int p1_score= 0;
int p2_score= 0;
// initially ball has no movements
// once game/round starts, balls gets random x and y movements
int ball_move_x= 0;
int ball_move_y= 0;
void point_scored(int &ball_x, int &ball_y, int &ball_delay) {
ball_x= BALL_RESET_X;
ball_y= BALL_RESET_Y;
Serial.print("P1: ");
Serial.print(p1_score);
Serial.print(" - ");
Serial.print("P2: ");
Serial.print(p2_score);
Serial.println();
hits= 0;
ball_delay= INITIAL_BALL_DELAY;
}
void move_ball(int &ball_x, int &ball_y, int &ball_delay, int p1_start, int p2_start, int &need_refresh) {
need_refresh= 1;
if (ball_x < 0 || ball_x > MATRIX_WIDTH-1 || ball_y < 0 || ball_y > MATRIX_HEIGHT-1) {
// ball out of matrix limits
ball_x= BALL_RESET_X;
ball_y= BALL_RESET_Y;
return;
}
// if ball is not moving, get random direction
// this is the initial position
if (ball_move_x == 0 || ball_move_y == 0) {
// extract random number between 0 or 1 to select the directions
if (random(2) == 0) ball_move_x= 1;
else ball_move_x= -1;
if (random(2) == 0) ball_move_y= 1;
else ball_move_y= -1;
}
else if (ball_x == 0) {
// if p1 collision: reverse x, go left
if (!ball_player_collision(p1_start, ball_y)) {
// else p2 score, reset board
p2_score += 1;
Serial.println("Player 2 Scores");
point_scored(ball_x, ball_y, ball_delay);
}
else {
hits += 1;
ball_move_x= ball_move_x * -1;
}
}
else if (ball_x == MATRIX_WIDTH-1) {
if (!ball_player_collision(p2_start, ball_y)) {
// else p1 score, reset board
p1_score += 1;
Serial.println("Player 1 Scores");
point_scored(ball_x, ball_y, ball_delay);
}
else {
hits += 1;
ball_move_x= ball_move_x * -1;
}
}
if (ball_y == 0 || ball_y == MATRIX_HEIGHT-1) {
// reverse y, go down
ball_move_y= ball_move_y * -1;
}
if (hits >= 6 && ball_delay >= 80) {
// increase ball speed
hits = 0;
ball_delay -= 20;
}
ball_x+= ball_move_x;
ball_y+= ball_move_y;
}

7
src/pong_ball.h Normal file
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#ifndef PONG_BALL_H
#define PONG_BALL_H
void point_scored();
void move_ball(int &ball_x, int &ball_y, int &loop_delay, int p1_start, int p2_start, int &need_refresh);
#endif

33
src/pong_player.cpp Normal file
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#include <Arduino.h>
#include "config.h"
int ball_player_collision(int player, int ball_y) {
for (int p= player; p < player + BAR_LENGTH; p++) {
if (ball_y == p) {
return 1;
}
}
return 0;
}
int pong_move_p1(int &p1_start, int &need_refresh) {
if (digitalRead(P1_BTN_UP) == LOW && p1_start > 0) {
p1_start -= 1;
need_refresh= 1;
}
else if (digitalRead(P1_BTN_BOTTOM) == LOW && p1_start < 5) {
p1_start += 1;
need_refresh= 1;
}
}
int pong_move_p2(int &p2_start, int &need_refresh) {
if (digitalRead(P2_BTN_UP) == LOW && p2_start > 0) {
p2_start -= 1;
need_refresh= 1;
}
else if (digitalRead(P2_BTN_BOTTOM) == LOW && p2_start < 5) {
p2_start += 1;
need_refresh= 1;
}
}

8
src/pong_player.h Normal file
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#ifndef PONG_PLAYER_H
#define PONG_PLAYER_H
int ball_player_collision(int player, int ball_y);
int pong_move_p1(int &p1_start, int &need_refresh);
int pong_move_p2(int &p2_start, int &need_refresh);
#endif

22
src/pong_render.cpp Normal file
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#include <Arduino.h>
#include "config.h"
void render_matrix(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH], int p1_start, int p2_start, int ball_x, int ball_y) {
// clear
for (int x=0; x < MATRIX_WIDTH; x++) {
for (int y=0; y < MATRIX_HEIGHT; y++) {
frame[y][x]= 0;
}
}
// players coords
for (int i= p1_start; i < p1_start+BAR_LENGTH; i++) {
frame[i][0]= 1;
}
for (int i= p2_start; i < p2_start+BAR_LENGTH; i++) {
frame[i][MATRIX_WIDTH-1]= 1;
}
// ball coords
frame[ball_y][ball_x]= 1;
}

9
src/pong_render.h Normal file
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#ifndef PONG_RENDER_H
#define PONG_RENDER_H
#include <Arduino.h>
#include "Arduino_LED_Matrix.h"
void render_matrix(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH], int p1_start, int p2_start, int ball_x, int ball_y);
#endif

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#include "renderer.h"
void Renderer::_clear_matrix() {
for (int x=0; x < MATRIX_WIDTH; x++) {
for (int y=0; y < MATRIX_HEIGHT; y++) {
_frame[y][x]= 0;
}
}
}
void Renderer::set_players(Paddle *p1, Paddle *p2) {
_p1= p1;
_p2= p2;
}
void Renderer::render_timer(uint8_t seconds) {
this -> _clear_matrix();
for (int h=0; h < 8; h++) {
for (int w=0; w < 3; w++) {
_frame[h][w+5]= font_pong[seconds][h][w];
}
}
_matrix.renderBitmap(_frame, MATRIX_HEIGHT, MATRIX_WIDTH);
}
void Renderer::render_matrix() {
this -> _clear_matrix();
uint8_t p1pos= _p1 -> get_position();
uint8_t p2pos= _p2 -> get_position();
// players coords
for (int i= p1pos; i < p1pos+PADDLE_LENGTH; i++) {
_frame[i][0]= 1;
}
for (int i= p2pos; i < p2pos+PADDLE_LENGTH; i++) {
_frame[i][MATRIX_WIDTH-1]= 1;
}
// ball coords
uint8_t bx= _ball.get_x();
uint8_t by= _ball.get_y();
_frame[by][bx]= 1;
_matrix.renderBitmap(_frame, MATRIX_HEIGHT, MATRIX_WIDTH);
}
void Renderer::render_score() {
this -> _clear_matrix();
_frame[4][5]= 1;
_frame[4][6]= 1;
for (int h=0; h < 8; h++) {
for (int w=0; w < 3; w++) {
_frame[h][w+1]= font_pong[_p1 -> get_score()][h][w];
}
}
for (int h=0; h < 8; h++) {
for (int w=0; w < 3; w++) {
_frame[h][w+8]= font_pong[_p2 -> get_score()][h][w];
}
}
_matrix.renderBitmap(_frame, MATRIX_HEIGHT, MATRIX_WIDTH);
}
void Renderer::render_winner() {
this -> _clear_matrix();
// check winner
if (_p1 -> get_score() > _p2 -> get_score())
_matrix.loadSequence(pone_wins);
else
_matrix.loadSequence(ptwo_wins);
_matrix.play(true);
}

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#ifndef RENDERER_H
#define RENDERER_H
#include <Arduino.h>
#include "Arduino_LED_Matrix.h"
#include "config.h"
#include "font.h"
#include "paddle.h"
#include "ball.h"
class Renderer {
private:
// define player coordinates
Paddle* _p1;
Paddle* _p2;
Ball& _ball;
byte (&_frame)[MATRIX_HEIGHT][MATRIX_WIDTH];
ArduinoLEDMatrix& _matrix;
void _clear_matrix();
public:
Renderer (Ball &ball, byte (&frame)[MATRIX_HEIGHT][MATRIX_WIDTH], ArduinoLEDMatrix &matrix)
: _ball(ball), _frame(frame), _matrix(matrix) {}
void set_players(Paddle *p1, Paddle *p2);
void render_timer(uint8_t seconds);
void render_matrix();
void render_score();
void render_winner();
};
#endif