16 Commits

Author SHA1 Message Date
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
13 changed files with 599 additions and 233 deletions

View File

@@ -1,6 +1,7 @@
#include "Arduino_LED_Matrix.h"
#include "src/config.h"
#include "src/menu.h"
#include "src/renderer.h"
#include "src/engine.h"
#include "src/paddle.h"
@@ -21,24 +22,40 @@ byte frame[MATRIX_HEIGHT][MATRIX_WIDTH] = {
ArduinoLEDMatrix matrix;
int need_refresh= true;
bool need_refresh= true;
uint8_t hits= 0;
long exec_t2= millis();
enum game_statuses : uint8_t {
MENU,
MENU_BOT_SKILLS,
TIMER,
RUN,
SCORE,
GAMEOVER,
WAIT,
};
game_statuses game_status= TIMER;
game_statuses game_status= MENU;
Ball ball(4, 6);
Paddle p1(1);
Paddle p2(4);
Engine engine(p1, p2, ball, INITIAL_BALL_DELAY);
Renderer renderer(p1, p2, ball, frame, matrix);
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() {
Serial.begin(9600);
@@ -58,6 +75,85 @@ void loop() {
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:
for (int i = START_TIMER; i >= 0; i--) {
renderer.render_timer(i);
@@ -69,7 +165,7 @@ void loop() {
break;
case RUN:
need_refresh= check_paddle_movements(p1, p2);
need_refresh= engine.control_players();
if (exec_t1 - exec_t2 > engine.ball_movement_delay()) {
engine.run();
@@ -90,7 +186,7 @@ void loop() {
renderer.render_score();
engine.restart_ball();
delay(1000);
if (p1.get_score() >= MAX_POINTS || p2.get_score() >= MAX_POINTS)
if (p1 -> get_score() >= MAX_POINTS || p2 -> get_score() >= MAX_POINTS)
game_status= GAMEOVER;
else {
game_status= RUN;
@@ -108,9 +204,11 @@ void loop() {
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;
if (digitalRead(P1_BTN_UP) == LOW || digitalRead(P1_BTN_BOTTOM) == LOW ||
digitalRead(P2_BTN_UP) == LOW || digitalRead(P2_BTN_BOTTOM) == LOW) {
engine.reset();
game_status= MENU;
delay(300);
}
break;
}

View File

@@ -36,7 +36,9 @@ int8_t Ball::get_direction_y() {
void Ball::reset_position () {
_x= BALL_RESET_X;
_y= BALL_RESET_Y;
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);
}

View File

@@ -10,6 +10,6 @@
#define PADDLE_LENGTH 3
#define INITIAL_BALL_DELAY 200
#define MAX_POINTS 9
#define START_TIMER 3
#define MAX_POINTS 2
#define START_TIMER 2
#define FIRST_START_BALL_DELAY 500

View File

@@ -1,7 +1,7 @@
#include "engine.h"
bool Engine::_check_pad_ball_collision(Paddle &p) {
uint8_t ppos= p.get_position();
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;
@@ -29,7 +29,7 @@ void Engine::run() {
}
else if (bx <= 0) {
// p2 scores
_p2.increase_score();
_p2 -> increase_score();
_event= P2SCORE;
return;
}
@@ -43,7 +43,7 @@ void Engine::run() {
}
else if (bx >= MATRIX_WIDTH-1) {
// p1 scores
_p1.increase_score();
_p1 -> increase_score();
_event= P1SCORE;
return;
}
@@ -60,6 +60,21 @@ void Engine::run() {
}
}
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;
}
@@ -76,6 +91,6 @@ void Engine::restart_ball() {
void Engine::reset() {
this -> restart_ball();
_p1.reset();
_p2.reset();
_p1 -> reset();
_p2 -> reset();
}

View File

@@ -11,21 +11,23 @@ enum EngineEvents : uint8_t {NONE, P1SCORE, P2SCORE, P1_COLLISION, P2_COLLISION,
class Engine {
private:
Paddle& _p1;
Paddle& _p2;
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);
bool _check_pad_ball_collision(Paddle *p);
public:
// inizialize Engine constructor, linking all args with private args
Engine(Paddle &p_one, Paddle &p_two, Ball &ball, uint8_t ball_mv_delay)
: _p1(p_one), _p2(p_two), _ball(ball), _ball_mv_delay(ball_mv_delay) {}
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();

238
src/font.cpp Normal file
View File

@@ -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};

View File

@@ -2,183 +2,19 @@
#define FONT_H
#include <Arduino.h>
#include "config.h"
const uint32_t pone_wins[][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[][4] = {
{
0x79,
0xe48279e4,
0x1041e000,
500
},
{
0x11,
0x1101501,
0x501f0000,
500
},
{
0xe,
0x400400,
0x400e0000,
500
},
{
0x9,
0xd00b00,
0x90090000,
500
},
{
0xf,
0x800f00,
0x100f0000,
500
}
};
extern const uint32_t pone_wins[5][4];
extern const uint32_t ptwo_wins[5][4];
extern const byte font_pong[10][8][3];
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 }
},
};
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

42
src/menu.cpp Normal file
View File

@@ -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
View File

@@ -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

View File

@@ -1,18 +1,22 @@
#include "paddle.h"
#include <cstdio>
void Paddle::move_pad_up() {
if (_position > 0) {
_position -= 1;
if (_pos_y > 0) {
_pos_y -= 1;
}
}
void Paddle::move_pad_down() {
if (_position + _height < MATRIX_HEIGHT) {
_position += 1;
if (_pos_y + _height < MATRIX_HEIGHT) {
_pos_y += 1;
}
}
void run_paddle() {
}
uint8_t Paddle::get_position() {
return _position;
return _pos_y;
}
bool Paddle::is_human() {
@@ -31,24 +35,93 @@ void Paddle::reset() {
_score= 0;
}
bool check_paddle_movements(Paddle &p1, Paddle &p2) {
bool need_refresh= false;
if (digitalRead(P1_BTN_UP) == LOW) {
p1.move_pad_up();
need_refresh= true;
}
else if (digitalRead(P1_BTN_BOTTOM) == LOW) {
p1.move_pad_down();
need_refresh= true;
}
bool Paddle::check_pad_movement() {
// redefine me
return false;
}
if (digitalRead(P2_BTN_UP) == LOW) {
p2.move_pad_up();
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(P2_BTN_BOTTOM) == LOW) {
p2.move_pad_down();
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;
}

View File

@@ -2,19 +2,21 @@
#define PADDLE_H
#include <Arduino.h>
#include <cstdint>
#include "config.h"
#include "ball.h"
class Paddle {
private:
protected:
// define player coordinates
uint8_t _position;
uint8_t _pos_y;
uint8_t _height= PADDLE_LENGTH;
uint8_t _score= 0;
bool _human= true;
bool _human;
public:
Paddle (uint8_t _position) : _position(_position) {}
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();
@@ -22,8 +24,34 @@ class Paddle {
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);
};
bool check_paddle_movements(Paddle &p1, Paddle &p2);
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

@@ -9,6 +9,11 @@ void Renderer::_clear_matrix() {
}
}
void Renderer::set_players(Paddle *p1, Paddle *p2) {
_p1= p1;
_p2= p2;
}
void Renderer::render_timer(uint8_t seconds) {
this -> _clear_matrix();
@@ -22,8 +27,8 @@ void Renderer::render_timer(uint8_t seconds) {
void Renderer::render_matrix() {
this -> _clear_matrix();
uint8_t p1pos= _p1.get_position();
uint8_t p2pos= _p2.get_position();
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;
@@ -46,12 +51,12 @@ void Renderer::render_score() {
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];
_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];
_frame[h][w+8]= font_pong[_p2 -> get_score()][h][w];
}
}
_matrix.renderBitmap(_frame, MATRIX_HEIGHT, MATRIX_WIDTH);
@@ -60,7 +65,7 @@ void Renderer::render_score() {
void Renderer::render_winner() {
this -> _clear_matrix();
// check winner
if (_p1.get_score() > _p2.get_score())
if (_p1 -> get_score() > _p2 -> get_score())
_matrix.loadSequence(pone_wins);
else
_matrix.loadSequence(ptwo_wins);

View File

@@ -12,8 +12,8 @@ class Renderer {
private:
// define player coordinates
Paddle& _p1;
Paddle& _p2;
Paddle* _p1;
Paddle* _p2;
Ball& _ball;
byte (&_frame)[MATRIX_HEIGHT][MATRIX_WIDTH];
ArduinoLEDMatrix& _matrix;
@@ -21,9 +21,10 @@ class Renderer {
void _clear_matrix();
public:
Renderer (Paddle &p1, Paddle &p2, Ball &ball, byte (&frame)[MATRIX_HEIGHT][MATRIX_WIDTH], ArduinoLEDMatrix &matrix)
: _p1(p1), _p2(p2), _ball(ball), _frame(frame), _matrix(matrix) {}
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();