32 Commits

Author SHA1 Message Date
andrea
0b3c7e0f22 add circuit schema png 2026-03-22 10:57:34 +01:00
andrea
f1059588ff add circuit schema 2026-03-22 10:54:33 +01:00
andrea
a2f5049bfe add circuit schema 2026-03-22 10:51:45 +01:00
andrea
f88de159f5 restore default values
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2026-03-21 13:59:03 +01:00
andrea
fae479ce90 clean code adding a menu class
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2026-03-21 13:52:54 +01:00
andrea
d65e7ef1c8 fix delay on level difficulty choice 2026-03-21 12:20:06 +01:00
andrea
8c402ff13a return to main menu after game finishes
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2026-03-21 12:16:07 +01:00
andrea
d544867269 return to main menu after game finishes
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2026-03-21 12:12:39 +01:00
andrea
d18415f472 select difficulty level (when play against bot) using a dedicated frame to show a graphics menu
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2026-03-21 12:10:52 +01:00
andrea
cef9f09c79 render visual menu on led matrix to easly allow user choose the game modes 2026-03-21 11:19:40 +01:00
andrea
a9aed6b8d0 choose game mode
pvp, pvc, cvc
2026-03-21 10:24:15 +01:00
andrea
7f63ae9a31 Revert "allow user choose between game modes, pvp, pvc, cvc"
i need to test it

This reverts commit a6c218061d.
2026-03-19 23:51:45 +01:00
andrea
a6c218061d allow user choose between game modes, pvp, pvc, cvc 2026-03-19 23:28:34 +01:00
andrea
8e5fe2143c random shift ball vertical position after score 2026-03-19 22:32:01 +01:00
andrea
fbad1a87d6 min 2026-03-19 22:24:23 +01:00
andrea
4bb6d6d6ee start thinking about MENU status 2026-03-19 22:23:29 +01:00
andrea
6ea443d92a single player with difficlut level balancement 2026-03-19 20:34:16 +01:00
andrea
2838b5fd14 start implementi difficulty level, but needs some balancements 2026-03-19 19:38:10 +01:00
andrea
69a8fb9dc4 first bot implementation
bot is now able to automatically move, but for now is too skilled, i need to reduce his skills
2026-03-19 18:49:58 +01:00
andrea
eac8c59d96 reframe check_pad_movement logics and inherith the base Paddle class 2026-03-19 18:26:27 +01:00
andrea
68dfce8b12 Merge branch 'master.use_classes'
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2026-03-18 21:45:39 +01:00
andrea
49a772f6de clean logs and improve engine handling by removing hits and movment_delay from the loop to the engine 2026-03-18 21:41:51 +01:00
andrea
abc0ddb661 fix collision state 2026-03-18 20:49:25 +01:00
andrea
33e070c442 added renderer.cpp/h files 2026-03-18 20:38:31 +01:00
andrea
1f6e65c5ec renderer class 2026-03-18 19:46:52 +01:00
andrea
7afa70c9d8 fix ball bouncing on pad behavior
now the ball bounces on pad when hit the pad, not when it reaches the edge of the "screen"
2026-03-18 19:12:09 +01:00
andrea
792c0f835c clean main sketch file 2026-03-18 19:00:50 +01:00
andrea
5afa726015 minors 2026-03-18 18:24:52 +01:00
andrea
48fef4be86 move some logics to loop() 2026-03-18 18:12:38 +01:00
andrea
48c2610561 TODO 2026-03-17 23:43:37 +01:00
andrea
3d8881ab3d total reframe with classes 2026-03-17 23:25:30 +01:00
andrea
d8efabd6da start refactoring pong entities to use classes 2026-03-17 20:11:21 +01:00
22 changed files with 959 additions and 451 deletions

View File

@@ -1,12 +1,12 @@
#include "Arduino_LED_Matrix.h" #include "Arduino_LED_Matrix.h"
#include "src/config.h" #include "src/config.h"
#include "src/pong_render.h" #include "src/menu.h"
#include "src/pong_player.h" #include "src/renderer.h"
#include "src/pong_ball.h" #include "src/engine.h"
#include "src/paddle.h"
#include "src/ball.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] = {
@@ -20,30 +20,43 @@ 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 }
}; };
// players coordinates ArduinoLEDMatrix matrix;
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;
bool need_refresh= true;
uint8_t hits= 0;
long exec_t2= millis(); long exec_t2= millis();
enum game_statuses : uint8_t { enum game_statuses : uint8_t {
MENU,
MENU_BOT_SKILLS,
TIMER, TIMER,
RUN, RUN,
SCORE, SCORE,
GAMEOVER, GAMEOVER,
WAIT, WAIT,
}; };
game_statuses game_status= TIMER; game_statuses game_status= MENU;
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);
Menu menu;
// 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
@@ -61,11 +74,90 @@ void loop() {
long exec_t1= millis(); long exec_t1= millis();
switch (game_status) { switch (game_status) {
case MENU: {
// switch modes
if (digitalRead(P2_BTN_BOTTOM) == LOW) {
menu.next_mode();
const byte (*current_gmode)[12]= frame_gmodes[menu.get_mode()];
matrix.loadPixels((uint8_t*)current_gmode, MATRIX_HEIGHT * MATRIX_WIDTH);
delay(300);
}
else if (digitalRead(P2_BTN_UP) == LOW) {
menu.prev_mode();
const byte (*current_gmode)[12]= frame_gmodes[menu.get_mode()];
matrix.loadPixels((uint8_t*)current_gmode, MATRIX_HEIGHT * MATRIX_WIDTH);
delay(300);
}
// 1. P vs P
else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && menu.number_of_bots() == 0) {
p1= &human_pad1;
p2= &human_pad2;
engine.set_players(p1, p2);
renderer.set_players(p1, p2);
game_status= TIMER;
}
// 2. P vs CPU
else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && menu.number_of_bots() == 1) {
p1= &human_pad1;
p2= &bot_pad2;
engine.set_players(p1, p2);
renderer.set_players(p1, p2);
game_status= MENU_BOT_SKILLS;
delay(300); // avoid accidental double click for next menu
}
// 3. CPU vs CPU
else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW && menu.number_of_bots() == 2) {
p1= &bot_pad1;
p2= &bot_pad2;
engine.set_players(p1, p2);
renderer.set_players(p1, p2);
game_status= MENU_BOT_SKILLS;
delay(300); // avoid accidental double click for next menu
}
else {
const byte (*current_gmode)[12]= frame_gmodes[menu.get_mode()];
matrix.loadPixels((uint8_t*)current_gmode, MATRIX_HEIGHT * MATRIX_WIDTH);
}
break;
}
case MENU_BOT_SKILLS: {
// switch difficulty level
if (digitalRead(P2_BTN_BOTTOM) == LOW) {
menu.increase_skills();
const byte (*current_skill_frame)[12]= frame_bot_skills[menu.get_skill()];
matrix.loadPixels((uint8_t*)current_skill_frame, MATRIX_HEIGHT * MATRIX_WIDTH);
delay(300);
}
else if (digitalRead(P2_BTN_UP) == LOW) {
menu.decrease_skills();
const byte (*current_skill_frame)[12]= frame_bot_skills[menu.get_skill()];
matrix.loadPixels((uint8_t*)current_skill_frame, MATRIX_HEIGHT * MATRIX_WIDTH);
delay(300);
}
// choose difficulty level
else if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW) {
if (!p1 -> is_human()) p1 -> set_skills(menu.get_skill() + 1);
if (!p2 -> is_human()) p2 -> set_skills(menu.get_skill() + 1);
game_status= TIMER;
}
else {
const byte (*current_skill_frame)[12]= frame_bot_skills[menu.get_skill()];
matrix.loadPixels((uint8_t*)current_skill_frame, MATRIX_HEIGHT * MATRIX_WIDTH);
}
break;
}
case TIMER: case TIMER:
for (int i = START_TIMER; i >= 0; i--) { for (int i = START_TIMER; i >= 0; i--) {
render_timer(frame, i); renderer.render_timer(i);
delay(1000); delay(1000);
matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH);
} }
game_status= RUN; game_status= RUN;
// delay the first ball movement // delay the first ball movement
@@ -73,50 +165,52 @@ void loop() {
break; break;
case RUN: case RUN:
pong_move_p1(players_coords[0], need_refresh); need_refresh= engine.control_players();
pong_move_p2(players_coords[1], need_refresh);
if (exec_t1 - exec_t2 > ball_delay) { if (exec_t1 - exec_t2 > engine.ball_movement_delay()) {
need_refresh= true; engine.run();
bool scored= move_ball(ball_x, ball_y, ball_delay, players_coords, players_scores); if (engine.get_event() == P1SCORE || engine.get_event() == P2SCORE)
if (scored) {
game_status= SCORE; game_status= SCORE;
// delay the ball movement after score exec_t2= exec_t1;
exec_t2= millis() + FIRST_START_BALL_DELAY; need_refresh= true;
} else exec_t2= exec_t1;
} }
// rerender matrix only if something is changed // rerender matrix only if something is changed
if (need_refresh) { if (need_refresh) {
render_matrix(frame, players_coords, ball_x, ball_y); renderer.render_matrix();
matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH); need_refresh= false;
need_refresh= 0;
} }
delay(50);
break; break;
case SCORE: case SCORE:
render_score(frame, players_scores); delay(300);
matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH); renderer.render_score();
engine.restart_ball();
delay(1000); delay(1000);
if (players_scores[0] >= MAX_POINTS || players_scores[1] >= MAX_POINTS) { if (p1 -> get_score() >= MAX_POINTS || p2 -> get_score() >= MAX_POINTS)
game_status= GAMEOVER; 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;
} }
else game_status= RUN;
break; break;
case GAMEOVER: case GAMEOVER:
render_winner(frame, matrix, players_scores); renderer.render_winner();
game_status= WAIT; game_status= WAIT;
break; break;
case WAIT: case WAIT:
// keep showing the winner waiting for a restart // keep showing the winner waiting for a restart
// restart game once one button is pressed // 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) { if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW ||
game_status= TIMER; digitalRead(P2_BTN_UP) == LOW || digitalRead(P2_BTN_BOTTOM) == LOW) {
players_scores[0]= 0; engine.reset();
players_scores[1]= 0; game_status= MENU;
delay(300);
} }
delay(100);
break; break;
} }
delay(50);
} }

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52
src/ball.cpp Normal file
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@@ -0,0 +1,52 @@
#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;
}

27
src/ball.h Normal file
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@@ -0,0 +1,27 @@
#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

View File

@@ -7,7 +7,7 @@
#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 BAR_LENGTH 3 #define PADDLE_LENGTH 3
#define INITIAL_BALL_DELAY 200 #define INITIAL_BALL_DELAY 200
#define MAX_POINTS 9 #define MAX_POINTS 9

96
src/engine.cpp Normal file
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@@ -0,0 +1,96 @@
#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();
}

37
src/engine.h Normal file
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@@ -0,0 +1,37 @@
#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

238
src/font.cpp Normal file
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@@ -0,0 +1,238 @@
#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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@@ -2,183 +2,19 @@
#define FONT_H #define FONT_H
#include <Arduino.h> #include <Arduino.h>
#include "config.h"
const uint32_t pone_wins[][4] = { extern const uint32_t pone_wins[5][4];
{ extern const uint32_t ptwo_wins[5][4];
0x78, extern const byte font_pong[10][8][3];
0xc4847844,
0x440e000,
500
},
{
0x11,
0x1101501,
0x501f0000,
500
},
{
0xe,
0x400400,
0x400e0000,
500
},
{
0x9,
0xd00b00,
0x90090000,
500
},
{
0xf,
0x800f00,
0x100f0000,
500
}
};
const uint32_t ptwo_wins[][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] = { extern const byte frame_pvp[MATRIX_HEIGHT][MATRIX_WIDTH];
// Number 0 extern const byte frame_pvc[MATRIX_HEIGHT][MATRIX_WIDTH];
{ extern const byte frame_cvc[MATRIX_HEIGHT][MATRIX_WIDTH];
{ 0, 0, 0 }, extern const byte (*frame_gmodes[3])[12];
{ 0, 0, 0 },
{ 1, 1, 1 }, extern const byte frame_bot_skill_easy[MATRIX_HEIGHT][MATRIX_WIDTH];
{ 1, 0, 1 }, extern const byte frame_bot_skill_hard[MATRIX_HEIGHT][MATRIX_WIDTH];
{ 1, 0, 1 }, extern const byte (*frame_bot_skills[3])[12];
{ 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 }
},
};
#endif #endif

42
src/menu.cpp Normal file
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@@ -0,0 +1,42 @@
#include "menu.h"
void Menu::next_mode() {
if (_game_mode < _game_modes(COUNT_MODES) - 1)
_game_mode= _game_modes(_game_mode+1);
}
void Menu::prev_mode() {
if (_game_mode > 0) {
_game_mode= _game_modes(_game_mode-1);
}
}
uint8_t Menu::get_mode() {
return _game_mode;
}
uint8_t Menu::number_of_bots() {
if (_game_mode == PVC) return 1;
else if (_game_mode == CVC) return 2;
return 0;
}
void Menu::increase_skills() {
if (_bot_skill < _bot_skill_levels(COUNT_SKILLS) - 1)
_bot_skill= _bot_skill_levels(_bot_skill+1);
}
void Menu::decrease_skills() {
if (_bot_skill > 0) {
_bot_skill= _bot_skill_levels(_bot_skill-1);
}
}
uint8_t Menu::get_skill() {
return _bot_skill;
}
void Menu::reset_menu() {
_game_mode= PVP;
_bot_skill= EASY;
}

26
src/menu.h Normal file
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@@ -0,0 +1,26 @@
#ifndef MENU_H
#define MENU_H
#include <Arduino.h>
#include "font.h"
class Menu {
private:
enum _game_modes : uint8_t {PVP, PVC, CVC, COUNT_MODES};
_game_modes _game_mode = PVP;
enum _bot_skill_levels : uint8_t {EASY, HARD, COUNT_SKILLS};
_bot_skill_levels _bot_skill = EASY;
public:
void next_mode();
void prev_mode();
uint8_t get_mode();
uint8_t number_of_bots();
void increase_skills();
void decrease_skills();
uint8_t get_skill();
void reset_menu();
};
#endif

127
src/paddle.cpp Normal file
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@@ -0,0 +1,127 @@
#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 < 1) _skills= 1;
else if (skills > 2) _skills= 2;
else _skills= skills;
}

57
src/paddle.h Normal file
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@@ -0,0 +1,57 @@
#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

View File

@@ -1,97 +0,0 @@
#include <Arduino.h>
#include "config.h"
#include "pong_player.h"
// used to increase speed when game is too easy
int hits= 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 random_ball_movement(int &ball_move_x, int &ball_move_y) {
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;
}
void point_scored(int &ball_x, int &ball_y, int &ball_delay, int players_scores[2], int &ball_move_x, int &ball_move_y) {
ball_x= BALL_RESET_X;
ball_y= BALL_RESET_Y;
random_ball_movement(ball_move_x, ball_move_y);
Serial.print("P1: ");
Serial.print(players_scores[0]);
Serial.print(" - ");
Serial.print("P2: ");
Serial.print(players_scores[1]);
Serial.println();
hits= 0;
ball_delay= INITIAL_BALL_DELAY;
}
bool move_ball(int &ball_x, int &ball_y, int &ball_delay, int players_coords[2], int players_scores[2]) {
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 false;
}
bool scored= false;
// 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
random_ball_movement(ball_move_x, ball_move_y);
}
else if (ball_x == 0) {
// if p1 collision: reverse x, go left
if (!ball_player_collision(players_coords[0], ball_y)) {
// else p2 score, reset board
players_scores[1] += 1;
scored= true;
Serial.println("Player 2 Scores");
point_scored(ball_x, ball_y, ball_delay, players_scores, ball_move_x, ball_move_y);
return true;
}
else {
hits += 1;
ball_move_x= ball_move_x * -1;
}
}
else if (ball_x == MATRIX_WIDTH-1) {
if (!ball_player_collision(players_coords[1], ball_y)) {
// else p1 score, reset board
players_scores[0] += 1;
scored= true;
Serial.println("Player 1 Scores");
point_scored(ball_x, ball_y, ball_delay, players_scores, ball_move_x, ball_move_y);
return true;
}
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;
return scored;
}

View File

@@ -1,6 +0,0 @@
#ifndef PONG_BALL_H
#define PONG_BALL_H
bool move_ball(int &ball_x, int &ball_y, int &loop_delay, int players_coords[2], int players_scores[2]);
void foo();
#endif

View File

@@ -1,33 +0,0 @@
#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= true;
}
else if (digitalRead(P1_BTN_BOTTOM) == LOW && p1_start < 5) {
p1_start += 1;
need_refresh= true;
}
}
int pong_move_p2(int &p2_start, int &need_refresh) {
if (digitalRead(P2_BTN_UP) == LOW && p2_start > 0) {
p2_start -= 1;
need_refresh= true;
}
else if (digitalRead(P2_BTN_BOTTOM) == LOW && p2_start < 5) {
p2_start += 1;
need_refresh= true;
}
}

View File

@@ -1,8 +0,0 @@
#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

View File

@@ -1,75 +0,0 @@
#include <Arduino.h>
#include "Arduino_LED_Matrix.h"
#include "config.h"
#include "font.h"
void clear_matrix(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH]) {
for (int x=0; x < MATRIX_WIDTH; x++) {
for (int y=0; y < MATRIX_HEIGHT; y++) {
frame[y][x]= 0;
}
}
}
void render_matrix(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH], int players_coords[2], int ball_x, int ball_y) {
clear_matrix(frame);
int player_one= players_coords[0];
int player_two= players_coords[1];
// players coords
for (int i= player_one; i < player_one+BAR_LENGTH; i++) {
frame[i][0]= 1;
}
for (int i= player_two; i < player_two+BAR_LENGTH; i++) {
frame[i][MATRIX_WIDTH-1]= 1;
}
// ball coords
frame[ball_y][ball_x]= 1;
}
void render_score(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH], int players_scores[2]) {
clear_matrix(frame);
int player_one= players_scores[0];
int player_two= players_scores[1];
if (player_one > 9) player_one = 9;
if (player_two > 9) player_two = 9;
// player score separator (-)
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[player_one][h][w];
}
}
for (int h=0; h < 8; h++) {
for (int w=0; w < 3; w++) {
frame[h][w+8]= font_pong[player_two][h][w];
}
}
}
void render_timer(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH], int seconds) {
clear_matrix(frame);
for (int h=0; h < 8; h++) {
for (int w=0; w < 3; w++) {
frame[h][w+5]= font_pong[seconds][h][w];
}
}
}
void render_winner(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH], ArduinoLEDMatrix &matrix, int players_scores[2]) {
clear_matrix(frame);
// check winner
if (players_scores[0] > players_scores[1]) {
Serial.println("Player 1 wins!!!");
matrix.loadSequence(pone_wins);
}
else {
Serial.println("Player 2 wins!!!");
matrix.loadSequence(ptwo_wins);
}
matrix.play(true);
}

View File

@@ -1,13 +0,0 @@
#ifndef PONG_RENDER_H
#define PONG_RENDER_H
#include <Arduino.h>
#include "Arduino_LED_Matrix.h"
#include "config.h"
void render_matrix(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH], int players_coords[2], int ball_x, int ball_y);
void render_score(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH], int players_scores[2]);
void render_timer(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH], int seconds);
void render_winner(byte frame[MATRIX_HEIGHT][MATRIX_WIDTH], ArduinoLEDMatrix &matrix, int players_scores[2]);
#endif

73
src/renderer.cpp Normal file
View File

@@ -0,0 +1,73 @@
#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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src/renderer.h Normal file
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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