initial version
This commit is contained in:
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5
VSCode/Matrix/Ping Pong/.gitignore
vendored
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5
VSCode/Matrix/Ping Pong/.gitignore
vendored
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|
|||
.pio
|
||||
.vscode/.browse.c_cpp.db*
|
||||
.vscode/c_cpp_properties.json
|
||||
.vscode/launch.json
|
||||
.vscode/ipch
|
7
VSCode/Matrix/Ping Pong/.vscode/extensions.json
vendored
Executable file
7
VSCode/Matrix/Ping Pong/.vscode/extensions.json
vendored
Executable file
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@ -0,0 +1,7 @@
|
|||
{
|
||||
// See http://go.microsoft.com/fwlink/?LinkId=827846
|
||||
// for the documentation about the extensions.json format
|
||||
"recommendations": [
|
||||
"platformio.platformio-ide"
|
||||
]
|
||||
}
|
39
VSCode/Matrix/Ping Pong/include/README
Executable file
39
VSCode/Matrix/Ping Pong/include/README
Executable file
|
@ -0,0 +1,39 @@
|
|||
|
||||
This directory is intended for project header files.
|
||||
|
||||
A header file is a file containing C declarations and macro definitions
|
||||
to be shared between several project source files. You request the use of a
|
||||
header file in your project source file (C, C++, etc) located in `src` folder
|
||||
by including it, with the C preprocessing directive `#include'.
|
||||
|
||||
```src/main.c
|
||||
|
||||
#include "header.h"
|
||||
|
||||
int main (void)
|
||||
{
|
||||
...
|
||||
}
|
||||
```
|
||||
|
||||
Including a header file produces the same results as copying the header file
|
||||
into each source file that needs it. Such copying would be time-consuming
|
||||
and error-prone. With a header file, the related declarations appear
|
||||
in only one place. If they need to be changed, they can be changed in one
|
||||
place, and programs that include the header file will automatically use the
|
||||
new version when next recompiled. The header file eliminates the labor of
|
||||
finding and changing all the copies as well as the risk that a failure to
|
||||
find one copy will result in inconsistencies within a program.
|
||||
|
||||
In C, the usual convention is to give header files names that end with `.h'.
|
||||
It is most portable to use only letters, digits, dashes, and underscores in
|
||||
header file names, and at most one dot.
|
||||
|
||||
Read more about using header files in official GCC documentation:
|
||||
|
||||
* Include Syntax
|
||||
* Include Operation
|
||||
* Once-Only Headers
|
||||
* Computed Includes
|
||||
|
||||
https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html
|
46
VSCode/Matrix/Ping Pong/lib/README
Executable file
46
VSCode/Matrix/Ping Pong/lib/README
Executable file
|
@ -0,0 +1,46 @@
|
|||
|
||||
This directory is intended for project specific (private) libraries.
|
||||
PlatformIO will compile them to static libraries and link into executable file.
|
||||
|
||||
The source code of each library should be placed in a an own separate directory
|
||||
("lib/your_library_name/[here are source files]").
|
||||
|
||||
For example, see a structure of the following two libraries `Foo` and `Bar`:
|
||||
|
||||
|--lib
|
||||
| |
|
||||
| |--Bar
|
||||
| | |--docs
|
||||
| | |--examples
|
||||
| | |--src
|
||||
| | |- Bar.c
|
||||
| | |- Bar.h
|
||||
| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
|
||||
| |
|
||||
| |--Foo
|
||||
| | |- Foo.c
|
||||
| | |- Foo.h
|
||||
| |
|
||||
| |- README --> THIS FILE
|
||||
|
|
||||
|- platformio.ini
|
||||
|--src
|
||||
|- main.c
|
||||
|
||||
and a contents of `src/main.c`:
|
||||
```
|
||||
#include <Foo.h>
|
||||
#include <Bar.h>
|
||||
|
||||
int main (void)
|
||||
{
|
||||
...
|
||||
}
|
||||
|
||||
```
|
||||
|
||||
PlatformIO Library Dependency Finder will find automatically dependent
|
||||
libraries scanning project source files.
|
||||
|
||||
More information about PlatformIO Library Dependency Finder
|
||||
- https://docs.platformio.org/page/librarymanager/ldf.html
|
18
VSCode/Matrix/Ping Pong/platformio.ini
Executable file
18
VSCode/Matrix/Ping Pong/platformio.ini
Executable file
|
@ -0,0 +1,18 @@
|
|||
; PlatformIO Project Configuration File
|
||||
;
|
||||
; Build options: build flags, source filter
|
||||
; Upload options: custom upload port, speed and extra flags
|
||||
; Library options: dependencies, extra library storages
|
||||
; Advanced options: extra scripting
|
||||
;
|
||||
; Please visit documentation for the other options and examples
|
||||
; https://docs.platformio.org/page/projectconf.html
|
||||
|
||||
[env:nanoatmega328new]
|
||||
platform = atmelavr
|
||||
board = nanoatmega328
|
||||
framework = arduino
|
||||
lib_deps =
|
||||
adafruit/Adafruit NeoMatrix@^1.2.0
|
||||
adafruit/Adafruit NeoPixel@^1.10.4
|
||||
adafruit/Adafruit WS2801 Library@^1.1.1
|
167
VSCode/Matrix/Ping Pong/src/main.cpp
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167
VSCode/Matrix/Ping Pong/src/main.cpp
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|
|||
#include "SPI.h"
|
||||
#include "Adafruit_WS2801.h"
|
||||
#include <Adafruit_GFX.h>
|
||||
#include <Adafruit_I2CDevice.h>
|
||||
#include <Arduino.h>
|
||||
|
||||
|
||||
int x = 0;
|
||||
int y = 0;
|
||||
/*****************************************************************************
|
||||
Example sketch for driving Adafruit WS2801 pixels!
|
||||
|
||||
|
||||
Designed specifically to work with the Adafruit RGB Pixels!
|
||||
12mm Bullet shape ----> https://www.adafruit.com/products/322
|
||||
12mm Flat shape ----> https://www.adafruit.com/products/738
|
||||
36mm Square shape ----> https://www.adafruit.com/products/683
|
||||
|
||||
These pixels use SPI to transmit the color data, and have built in
|
||||
high speed PWM drivers for 24 bit color per pixel
|
||||
2 pins are required to interface
|
||||
|
||||
Adafruit invests time and resources providing this open source code,
|
||||
please support Adafruit and open-source hardware by purchasing
|
||||
products from Adafruit!
|
||||
|
||||
Written by David Kavanagh (dkavanagh@gmail.com).
|
||||
BSD license, all text above must be included in any redistribution
|
||||
|
||||
*****************************************************************************/
|
||||
|
||||
// Choose which 2 pins you will use for output.
|
||||
// Can be any valid output pins.
|
||||
// The colors of the wires may be totally different so
|
||||
// BE SURE TO CHECK YOUR PIXELS TO SEE WHICH WIRES TO USE!
|
||||
uint8_t dataPin = 6; // Yellow wire on Adafruit Pixels
|
||||
uint8_t clockPin = 3; // Green wire on Adafruit Pixels
|
||||
|
||||
// Don't forget to connect the ground wire to Arduino ground,
|
||||
// and the +5V wire to a +5V supply
|
||||
|
||||
// Set the first variable to the NUMBER of pixels in a row and
|
||||
// the second value to number of pixels in a column.
|
||||
Adafruit_WS2801 strip = Adafruit_WS2801((uint16_t)200, dataPin, clockPin);
|
||||
|
||||
|
||||
/* Helper functions */
|
||||
|
||||
// Create a 24 bit color value from R,G,B
|
||||
uint32_t Color(byte r, byte g, byte b)
|
||||
{
|
||||
uint32_t c;
|
||||
c = r;
|
||||
c <<= 8;
|
||||
c |= g;
|
||||
c <<= 8;
|
||||
c |= b;
|
||||
return c;
|
||||
}
|
||||
|
||||
uint32_t Wheel(byte WheelPos)
|
||||
{
|
||||
if (WheelPos < 85) {
|
||||
return Color(WheelPos * 3, 255 - WheelPos * 3, 0);
|
||||
} else if (WheelPos < 170) {
|
||||
WheelPos -= 85;
|
||||
return Color(255 - WheelPos * 3, 0, WheelPos * 3);
|
||||
} else {
|
||||
WheelPos -= 170;
|
||||
return Color(0, WheelPos * 3, 255 - WheelPos * 3);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void drawX(uint8_t w, uint8_t h, uint8_t wait) {
|
||||
uint16_t x, y;
|
||||
for (x=0; x<w; x++) {
|
||||
strip.setPixelColor(x, x, 255, 0, 0);
|
||||
strip.show();
|
||||
delay(wait);
|
||||
}
|
||||
for (y=0; y<h; y++) {
|
||||
strip.setPixelColor(w-1-y, y, 0, 0, 255);
|
||||
strip.show();
|
||||
delay(wait);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void bounce(uint8_t w, uint8_t h, uint8_t wait) {
|
||||
int16_t x = 1;
|
||||
int16_t y = 2;
|
||||
int8_t xdir = +1;
|
||||
int8_t ydir = -1;
|
||||
int j;
|
||||
for (j=0; j < 256; j++) {
|
||||
x = x + xdir;
|
||||
y = y + ydir;
|
||||
if (x < 0) {
|
||||
x = -x;
|
||||
xdir = - xdir;
|
||||
}
|
||||
if (y < 0) {
|
||||
y = -y;
|
||||
ydir = - ydir;
|
||||
}
|
||||
if (x == w) {
|
||||
x = w-2;
|
||||
xdir = - xdir;
|
||||
}
|
||||
if (y == h) {
|
||||
y = h-2;
|
||||
ydir = - ydir;
|
||||
}
|
||||
strip.setPixelColor(x, y, Wheel(j));
|
||||
strip.show();
|
||||
delay(wait);
|
||||
strip.setPixelColor(x, y, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//Input a value 0 to 255 to get a color value.
|
||||
//The colours are a transition r - g -b - back to r
|
||||
|
||||
|
||||
|
||||
|
||||
void setup() {
|
||||
|
||||
strip.begin();
|
||||
|
||||
// Update LED contents, to start they are all 'off'
|
||||
strip.show();
|
||||
}
|
||||
|
||||
|
||||
void loop() {
|
||||
// Some example procedures showing how to display to the pixels
|
||||
//drawX(10, 20, 100);
|
||||
//bounce(10, 20, 50);
|
||||
for(uint8_t i; i<200; i++)
|
||||
{
|
||||
|
||||
strip.setPixelColor(i,255,0,0);
|
||||
}
|
||||
strip.show();
|
||||
delay(5000);
|
||||
for(uint8_t i; i<200; i++)
|
||||
{
|
||||
|
||||
strip.setPixelColor(i,0,255,0);
|
||||
}
|
||||
strip.show();
|
||||
delay(5000);
|
||||
|
||||
for(uint8_t i; i<200; i++)
|
||||
{
|
||||
|
||||
strip.setPixelColor(i,0,0,255);
|
||||
}
|
||||
strip.show();
|
||||
delay(5000);
|
||||
}
|
||||
|
11
VSCode/Matrix/Ping Pong/test/README
Executable file
11
VSCode/Matrix/Ping Pong/test/README
Executable file
|
@ -0,0 +1,11 @@
|
|||
|
||||
This directory is intended for PlatformIO Unit Testing and project tests.
|
||||
|
||||
Unit Testing is a software testing method by which individual units of
|
||||
source code, sets of one or more MCU program modules together with associated
|
||||
control data, usage procedures, and operating procedures, are tested to
|
||||
determine whether they are fit for use. Unit testing finds problems early
|
||||
in the development cycle.
|
||||
|
||||
More information about PlatformIO Unit Testing:
|
||||
- https://docs.platformio.org/page/plus/unit-testing.html
|
5
VSCode/Pong/.gitignore
vendored
Executable file
5
VSCode/Pong/.gitignore
vendored
Executable file
|
@ -0,0 +1,5 @@
|
|||
.pio
|
||||
.vscode/.browse.c_cpp.db*
|
||||
.vscode/c_cpp_properties.json
|
||||
.vscode/launch.json
|
||||
.vscode/ipch
|
7
VSCode/Pong/.vscode/extensions.json
vendored
Executable file
7
VSCode/Pong/.vscode/extensions.json
vendored
Executable file
|
@ -0,0 +1,7 @@
|
|||
{
|
||||
// See http://go.microsoft.com/fwlink/?LinkId=827846
|
||||
// for the documentation about the extensions.json format
|
||||
"recommendations": [
|
||||
"platformio.platformio-ide"
|
||||
]
|
||||
}
|
39
VSCode/Pong/include/README
Executable file
39
VSCode/Pong/include/README
Executable file
|
@ -0,0 +1,39 @@
|
|||
|
||||
This directory is intended for project header files.
|
||||
|
||||
A header file is a file containing C declarations and macro definitions
|
||||
to be shared between several project source files. You request the use of a
|
||||
header file in your project source file (C, C++, etc) located in `src` folder
|
||||
by including it, with the C preprocessing directive `#include'.
|
||||
|
||||
```src/main.c
|
||||
|
||||
#include "header.h"
|
||||
|
||||
int main (void)
|
||||
{
|
||||
...
|
||||
}
|
||||
```
|
||||
|
||||
Including a header file produces the same results as copying the header file
|
||||
into each source file that needs it. Such copying would be time-consuming
|
||||
and error-prone. With a header file, the related declarations appear
|
||||
in only one place. If they need to be changed, they can be changed in one
|
||||
place, and programs that include the header file will automatically use the
|
||||
new version when next recompiled. The header file eliminates the labor of
|
||||
finding and changing all the copies as well as the risk that a failure to
|
||||
find one copy will result in inconsistencies within a program.
|
||||
|
||||
In C, the usual convention is to give header files names that end with `.h'.
|
||||
It is most portable to use only letters, digits, dashes, and underscores in
|
||||
header file names, and at most one dot.
|
||||
|
||||
Read more about using header files in official GCC documentation:
|
||||
|
||||
* Include Syntax
|
||||
* Include Operation
|
||||
* Once-Only Headers
|
||||
* Computed Includes
|
||||
|
||||
https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html
|
46
VSCode/Pong/lib/README
Executable file
46
VSCode/Pong/lib/README
Executable file
|
@ -0,0 +1,46 @@
|
|||
|
||||
This directory is intended for project specific (private) libraries.
|
||||
PlatformIO will compile them to static libraries and link into executable file.
|
||||
|
||||
The source code of each library should be placed in a an own separate directory
|
||||
("lib/your_library_name/[here are source files]").
|
||||
|
||||
For example, see a structure of the following two libraries `Foo` and `Bar`:
|
||||
|
||||
|--lib
|
||||
| |
|
||||
| |--Bar
|
||||
| | |--docs
|
||||
| | |--examples
|
||||
| | |--src
|
||||
| | |- Bar.c
|
||||
| | |- Bar.h
|
||||
| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
|
||||
| |
|
||||
| |--Foo
|
||||
| | |- Foo.c
|
||||
| | |- Foo.h
|
||||
| |
|
||||
| |- README --> THIS FILE
|
||||
|
|
||||
|- platformio.ini
|
||||
|--src
|
||||
|- main.c
|
||||
|
||||
and a contents of `src/main.c`:
|
||||
```
|
||||
#include <Foo.h>
|
||||
#include <Bar.h>
|
||||
|
||||
int main (void)
|
||||
{
|
||||
...
|
||||
}
|
||||
|
||||
```
|
||||
|
||||
PlatformIO Library Dependency Finder will find automatically dependent
|
||||
libraries scanning project source files.
|
||||
|
||||
More information about PlatformIO Library Dependency Finder
|
||||
- https://docs.platformio.org/page/librarymanager/ldf.html
|
15
VSCode/Pong/platformio.ini
Executable file
15
VSCode/Pong/platformio.ini
Executable file
|
@ -0,0 +1,15 @@
|
|||
; PlatformIO Project Configuration File
|
||||
;
|
||||
; Build options: build flags, source filter
|
||||
; Upload options: custom upload port, speed and extra flags
|
||||
; Library options: dependencies, extra library storages
|
||||
; Advanced options: extra scripting
|
||||
;
|
||||
; Please visit documentation for the other options and examples
|
||||
; https://docs.platformio.org/page/projectconf.html
|
||||
|
||||
[env:uno]
|
||||
platform = atmelavr
|
||||
board = uno
|
||||
framework = arduino
|
||||
lib_deps = adafruit/Adafruit NeoPixel@^1.10.4
|
302
VSCode/Pong/src/main.cpp
Executable file
302
VSCode/Pong/src/main.cpp
Executable file
|
@ -0,0 +1,302 @@
|
|||
#include <Arduino.h>
|
||||
|
||||
/**
|
||||
* Player 1: x = 0
|
||||
* Player 2: x = X_MAX-1
|
||||
*/
|
||||
|
||||
#define PIN_LED_MATRIX 2
|
||||
#define PIN_JOYSTICK_1_BUTTON 6
|
||||
#define PIN_JOYSTICK_2_BUTTON 7
|
||||
#define PIN_PIEZO 11
|
||||
#define PIN_JOYSTICK_1_Y A0
|
||||
#define PIN_JOYSTICK_2_Y A1
|
||||
|
||||
#define JOYSTICK_OFFSET_MIN 200
|
||||
#define JOYSTICK_OFFSET_MAX 700
|
||||
|
||||
#define DEBOUNCE_TIME 300 // in ms
|
||||
|
||||
#define X_MAX 10
|
||||
#define Y_MAX 20
|
||||
|
||||
#define GAME_DELAY 80 // in ms
|
||||
#define BALL_DELAY_MAX 350 // in ms
|
||||
#define BALL_DELAY_MIN 50 // in ms
|
||||
#define BALL_DELAY_STEP 5 // in ms
|
||||
|
||||
#define PLAYER_AMOUNT 2
|
||||
#define PLAYER_1 0
|
||||
#define PLAYER_2 1
|
||||
|
||||
#define PADDLE_WIDTH 3
|
||||
|
||||
#define PADDLE_MOVE_NONE 0
|
||||
#define PADDLE_MOVE_UP 1
|
||||
#define PADDLE_MOVE_DOWN 2
|
||||
|
||||
#define LED_TYPE_OFF 1
|
||||
#define LED_TYPE_PADDLE 2
|
||||
#define LED_TYPE_BALL 3
|
||||
#define LED_TYPE_BALL_RED 4
|
||||
|
||||
#define TONE_PLAYER 1
|
||||
#define TONE_WALL 2
|
||||
#define TONE_BUZZ 3
|
||||
|
||||
#define GAME_STATE_RUNNING 1
|
||||
#define GAME_STATE_END 2
|
||||
#define GAME_STATE_INIT 3
|
||||
|
||||
#include <Adafruit_NeoPixel.h>
|
||||
|
||||
struct Coords {
|
||||
byte x;
|
||||
byte y;
|
||||
};
|
||||
|
||||
Adafruit_NeoPixel pixels = Adafruit_NeoPixel(X_MAX * Y_MAX, PIN_LED_MATRIX, NEO_GRB + NEO_KHZ800);
|
||||
bool buttonPressed = false;
|
||||
byte gameState;
|
||||
byte joystickPins[PLAYER_AMOUNT] = {PIN_JOYSTICK_1_Y, PIN_JOYSTICK_2_Y};
|
||||
Coords paddles[PLAYER_AMOUNT][PADDLE_WIDTH];
|
||||
Coords ball;
|
||||
int ballMovement[2];
|
||||
unsigned int ballDelay;
|
||||
unsigned long lastDrawUpdate = 0;
|
||||
unsigned long lastBallUpdate = 0;
|
||||
unsigned long lastButtonClick = 0;
|
||||
|
||||
void setup()
|
||||
{
|
||||
pinMode(PIN_JOYSTICK_1_Y, INPUT);
|
||||
pinMode(PIN_JOYSTICK_1_BUTTON, INPUT_PULLUP);
|
||||
pinMode(PIN_JOYSTICK_2_Y, INPUT);
|
||||
pinMode(PIN_JOYSTICK_2_BUTTON, INPUT_PULLUP);
|
||||
pixels.begin();
|
||||
resetLEDs();
|
||||
gameState = GAME_STATE_END;
|
||||
}
|
||||
|
||||
void loop()
|
||||
{
|
||||
switch(gameState) {
|
||||
case GAME_STATE_INIT:
|
||||
initGame();
|
||||
break;
|
||||
case GAME_STATE_RUNNING:
|
||||
updateBall();
|
||||
updateGame();
|
||||
break;
|
||||
case GAME_STATE_END:
|
||||
if (isButtonPressed()) {
|
||||
gameState = GAME_STATE_INIT;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void initGame()
|
||||
{
|
||||
resetLEDs();
|
||||
lastButtonClick = millis();
|
||||
|
||||
ball.x = 1;
|
||||
ball.y = (Y_MAX/2) - (PADDLE_WIDTH/2) + 1;
|
||||
ballMovement[0] = 1;
|
||||
ballMovement[1] = -1;
|
||||
ballDelay = BALL_DELAY_MAX;
|
||||
|
||||
for(byte i=0; i<PADDLE_WIDTH; i++) {
|
||||
paddles[PLAYER_1][i].x = 0;
|
||||
paddles[PLAYER_1][i].y = (Y_MAX/2) - (PADDLE_WIDTH/2) + i;
|
||||
paddles[PLAYER_2][i].x = X_MAX - 1;
|
||||
paddles[PLAYER_2][i].y = paddles[PLAYER_1][i].y;
|
||||
}
|
||||
|
||||
gameState = GAME_STATE_RUNNING;
|
||||
}
|
||||
|
||||
void updateBall()
|
||||
{
|
||||
bool hitBall = false;
|
||||
if ((millis() - lastBallUpdate) < ballDelay) {
|
||||
return;
|
||||
}
|
||||
lastBallUpdate = millis();
|
||||
toggleLed(ball.x, ball.y, LED_TYPE_OFF);
|
||||
|
||||
// collision detection for player 1
|
||||
if (ballMovement[0] == -1 && ball.x == 1) {
|
||||
for(byte i=0; i<PADDLE_WIDTH; i++) {
|
||||
if (paddles[PLAYER_1][i].y == ball.y) {
|
||||
hitBall = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// collision detection for player 2
|
||||
if (ballMovement[0] == 1 && ball.x == X_MAX-2) {
|
||||
for(byte i=0; i<PADDLE_WIDTH; i++) {
|
||||
if (paddles[PLAYER_2][i].y == ball.y) {
|
||||
hitBall = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (hitBall == true) {
|
||||
ballMovement[0] *= -1;
|
||||
playTone(TONE_PLAYER);
|
||||
if (ballDelay > BALL_DELAY_MIN) {
|
||||
ballDelay -= BALL_DELAY_STEP;
|
||||
}
|
||||
}
|
||||
|
||||
ball.x += ballMovement[0];
|
||||
ball.y += ballMovement[1];
|
||||
|
||||
if (ball.x <=0 || ball.x >= X_MAX-1) {
|
||||
endGame();
|
||||
return;
|
||||
}
|
||||
|
||||
if (ball.y <= 0 || ball.y >= Y_MAX-1) {
|
||||
ballMovement[1] *= -1;
|
||||
playTone(TONE_WALL);
|
||||
}
|
||||
|
||||
toggleLed(ball.x, ball.y, LED_TYPE_BALL);
|
||||
pixels.show();
|
||||
}
|
||||
|
||||
void endGame()
|
||||
{
|
||||
gameState = GAME_STATE_END;
|
||||
toggleLed(ball.x, ball.y, LED_TYPE_BALL_RED);
|
||||
pixels.show();
|
||||
playTone(TONE_BUZZ);
|
||||
}
|
||||
|
||||
void updateGame()
|
||||
{
|
||||
if ((millis() - lastDrawUpdate) < GAME_DELAY) {
|
||||
return;
|
||||
}
|
||||
lastDrawUpdate = millis();
|
||||
|
||||
// turn off paddle LEDs
|
||||
for(byte p=0; p<PLAYER_AMOUNT; p++) {
|
||||
for(byte i=0; i<PADDLE_WIDTH; i++) {
|
||||
toggleLed(paddles[p][i].x, paddles[p][i].y, LED_TYPE_OFF);
|
||||
}
|
||||
}
|
||||
|
||||
// move paddles
|
||||
for(byte p=0; p<PLAYER_AMOUNT; p++) {
|
||||
byte movement = getPlayerMovement(p);
|
||||
if (movement == PADDLE_MOVE_UP && paddles[p][PADDLE_WIDTH-1].y < (Y_MAX-1)) {
|
||||
for(byte i=0; i<PADDLE_WIDTH; i++) {
|
||||
paddles[p][i].y++;
|
||||
}
|
||||
}
|
||||
if (movement == PADDLE_MOVE_DOWN && paddles[p][0].y > 0) {
|
||||
for(byte i=0; i<PADDLE_WIDTH; i++) {
|
||||
paddles[p][i].y--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// show paddle LEDs
|
||||
for(byte p=0; p<PLAYER_AMOUNT; p++) {
|
||||
for(byte i=0; i<PADDLE_WIDTH; i++) {
|
||||
toggleLed(paddles[p][i].x, paddles[p][i].y, LED_TYPE_PADDLE);
|
||||
}
|
||||
}
|
||||
pixels.show();
|
||||
}
|
||||
|
||||
byte getPlayerMovement(byte playerId)
|
||||
{
|
||||
int value = analogRead(joystickPins[playerId]);
|
||||
if (value < JOYSTICK_OFFSET_MIN) {
|
||||
if (playerId == PLAYER_2) {
|
||||
return PADDLE_MOVE_DOWN;
|
||||
} else {
|
||||
return PADDLE_MOVE_UP;
|
||||
}
|
||||
} else if (value > JOYSTICK_OFFSET_MAX) {
|
||||
if (playerId == PLAYER_2) {
|
||||
return PADDLE_MOVE_UP;
|
||||
} else {
|
||||
return PADDLE_MOVE_DOWN;
|
||||
}
|
||||
}
|
||||
return PADDLE_MOVE_NONE;
|
||||
}
|
||||
|
||||
bool isButtonPressed()
|
||||
{
|
||||
if ((millis() - lastButtonClick) < DEBOUNCE_TIME) {
|
||||
return false;
|
||||
}
|
||||
if (digitalRead(PIN_JOYSTICK_1_BUTTON) == LOW) {
|
||||
lastButtonClick = millis();
|
||||
return true;
|
||||
}
|
||||
if (digitalRead(PIN_JOYSTICK_2_BUTTON) == LOW) {
|
||||
lastButtonClick = millis();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void resetLEDs()
|
||||
{
|
||||
for(byte i=0; i<X_MAX*Y_MAX; i++) {
|
||||
pixels.setPixelColor(i, pixels.Color(0, 0, 0));
|
||||
}
|
||||
pixels.show();
|
||||
}
|
||||
|
||||
void toggleLed(byte x, byte y, byte type)
|
||||
{
|
||||
byte ledIndex = y * X_MAX + x;
|
||||
uint32_t color;
|
||||
|
||||
switch(type) {
|
||||
case LED_TYPE_PADDLE:
|
||||
color = pixels.Color(0, 8, 8);
|
||||
break;
|
||||
case LED_TYPE_BALL_RED:
|
||||
color = pixels.Color(12, 0, 0);
|
||||
break;
|
||||
case LED_TYPE_BALL:
|
||||
color = pixels.Color(0, 10, 0);
|
||||
break;
|
||||
case LED_TYPE_OFF:
|
||||
color = pixels.Color(0, 0, 0);
|
||||
break;
|
||||
}
|
||||
|
||||
pixels.setPixelColor(ledIndex, color);
|
||||
}
|
||||
|
||||
void playTone(byte type)
|
||||
{
|
||||
switch(type) {
|
||||
case TONE_PLAYER:
|
||||
tone(PIN_PIEZO, 440, 50);
|
||||
break;
|
||||
case TONE_WALL:
|
||||
tone(PIN_PIEZO, 550, 50);
|
||||
break;
|
||||
case TONE_BUZZ:
|
||||
for(byte i=0; i<20; i++) {
|
||||
tone(PIN_PIEZO, 220-i*10, 50);
|
||||
delay(50);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
11
VSCode/Pong/test/README
Executable file
11
VSCode/Pong/test/README
Executable file
|
@ -0,0 +1,11 @@
|
|||
|
||||
This directory is intended for PlatformIO Unit Testing and project tests.
|
||||
|
||||
Unit Testing is a software testing method by which individual units of
|
||||
source code, sets of one or more MCU program modules together with associated
|
||||
control data, usage procedures, and operating procedures, are tested to
|
||||
determine whether they are fit for use. Unit testing finds problems early
|
||||
in the development cycle.
|
||||
|
||||
More information about PlatformIO Unit Testing:
|
||||
- https://docs.platformio.org/page/plus/unit-testing.html
|
Loading…
Reference in a new issue