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5
VSCode/Matrix/Ping Pong/.gitignore
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VSCode/Matrix/Ping Pong/.gitignore
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.pio
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.vscode/.browse.c_cpp.db*
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.vscode/c_cpp_properties.json
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.vscode/launch.json
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||||||
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.vscode/ipch
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7
VSCode/Matrix/Ping Pong/.vscode/extensions.json
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VSCode/Matrix/Ping Pong/.vscode/extensions.json
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||||||
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{
|
||||||
|
// 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
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39
VSCode/Matrix/Ping Pong/include/README
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||||||
|
|
||||||
|
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"
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||||||
|
|
||||||
|
int main (void)
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||||||
|
{
|
||||||
|
...
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
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
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VSCode/Matrix/Ping Pong/lib/README
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@ -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`:
|
||||||
|
```
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||||||
|
#include <Foo.h>
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||||||
|
#include <Bar.h>
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||||||
|
|
||||||
|
int main (void)
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||||||
|
{
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||||||
|
...
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|
}
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||||||
|
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||||||
|
```
|
||||||
|
|
||||||
|
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
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VSCode/Matrix/Ping Pong/platformio.ini
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||||||
|
; 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]
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platform = atmelavr
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board = nanoatmega328
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framework = arduino
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lib_deps =
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adafruit/Adafruit NeoMatrix@^1.2.0
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adafruit/Adafruit NeoPixel@^1.10.4
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adafruit/Adafruit WS2801 Library@^1.1.1
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167
VSCode/Matrix/Ping Pong/src/main.cpp
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VSCode/Matrix/Ping Pong/src/main.cpp
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#include "SPI.h"
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#include "Adafruit_WS2801.h"
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#include <Adafruit_GFX.h>
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#include <Adafruit_I2CDevice.h>
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#include <Arduino.h>
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int x = 0;
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int y = 0;
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/*****************************************************************************
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||||||
|
Example sketch for driving Adafruit WS2801 pixels!
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|
|
||||||
|
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||||||
|
Designed specifically to work with the Adafruit RGB Pixels!
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||||||
|
12mm Bullet shape ----> https://www.adafruit.com/products/322
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|
12mm Flat shape ----> https://www.adafruit.com/products/738
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|
36mm Square shape ----> https://www.adafruit.com/products/683
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|
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|
These pixels use SPI to transmit the color data, and have built in
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high speed PWM drivers for 24 bit color per pixel
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2 pins are required to interface
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|
|
||||||
|
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).
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||||||
|
BSD license, all text above must be included in any redistribution
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||||||
|
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||||||
|
*****************************************************************************/
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||||||
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// Choose which 2 pins you will use for output.
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// Can be any valid output pins.
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// The colors of the wires may be totally different so
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// BE SURE TO CHECK YOUR PIXELS TO SEE WHICH WIRES TO USE!
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uint8_t dataPin = 6; // Yellow wire on Adafruit Pixels
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uint8_t clockPin = 3; // Green wire on Adafruit Pixels
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|
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|
// Don't forget to connect the ground wire to Arduino ground,
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|
// and the +5V wire to a +5V supply
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|
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|
// Set the first variable to the NUMBER of pixels in a row and
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// the second value to number of pixels in a column.
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Adafruit_WS2801 strip = Adafruit_WS2801((uint16_t)200, dataPin, clockPin);
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/* Helper functions */
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// Create a 24 bit color value from R,G,B
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uint32_t Color(byte r, byte g, byte b)
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{
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uint32_t c;
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c = r;
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c <<= 8;
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c |= g;
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c <<= 8;
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c |= b;
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return c;
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|
}
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||||||
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uint32_t Wheel(byte WheelPos)
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||||||
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{
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if (WheelPos < 85) {
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return Color(WheelPos * 3, 255 - WheelPos * 3, 0);
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} else if (WheelPos < 170) {
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WheelPos -= 85;
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return Color(255 - WheelPos * 3, 0, WheelPos * 3);
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} else {
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WheelPos -= 170;
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return Color(0, WheelPos * 3, 255 - WheelPos * 3);
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}
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}
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void drawX(uint8_t w, uint8_t h, uint8_t wait) {
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uint16_t x, y;
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for (x=0; x<w; x++) {
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strip.setPixelColor(x, x, 255, 0, 0);
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strip.show();
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delay(wait);
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}
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||||||
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for (y=0; y<h; y++) {
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strip.setPixelColor(w-1-y, y, 0, 0, 255);
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||||||
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strip.show();
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||||||
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delay(wait);
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||||||
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}
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||||||
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||||||
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}
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||||||
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||||||
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void bounce(uint8_t w, uint8_t h, uint8_t wait) {
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||||||
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int16_t x = 1;
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||||||
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int16_t y = 2;
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int8_t xdir = +1;
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||||||
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int8_t ydir = -1;
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int j;
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for (j=0; j < 256; j++) {
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x = x + xdir;
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y = y + ydir;
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|
if (x < 0) {
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x = -x;
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||||||
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xdir = - xdir;
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||||||
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}
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|
if (y < 0) {
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||||||
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y = -y;
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||||||
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ydir = - ydir;
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||||||
|
}
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||||||
|
if (x == w) {
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||||||
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x = w-2;
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xdir = - xdir;
|
||||||
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}
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||||||
|
if (y == h) {
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||||||
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y = h-2;
|
||||||
|
ydir = - ydir;
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||||||
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}
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||||||
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strip.setPixelColor(x, y, Wheel(j));
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||||||
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strip.show();
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||||||
|
delay(wait);
|
||||||
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strip.setPixelColor(x, y, 0, 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//Input a value 0 to 255 to get a color value.
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||||||
|
//The colours are a transition r - g -b - back to r
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void setup() {
|
||||||
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||||||
|
strip.begin();
|
||||||
|
|
||||||
|
// Update LED contents, to start they are all 'off'
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||||||
|
strip.show();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void loop() {
|
||||||
|
// Some example procedures showing how to display to the pixels
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||||||
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//drawX(10, 20, 100);
|
||||||
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//bounce(10, 20, 50);
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||||||
|
for(uint8_t i; i<200; i++)
|
||||||
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{
|
||||||
|
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||||||
|
strip.setPixelColor(i,255,0,0);
|
||||||
|
}
|
||||||
|
strip.show();
|
||||||
|
delay(5000);
|
||||||
|
for(uint8_t i; i<200; i++)
|
||||||
|
{
|
||||||
|
|
||||||
|
strip.setPixelColor(i,0,255,0);
|
||||||
|
}
|
||||||
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strip.show();
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||||||
|
delay(5000);
|
||||||
|
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||||||
|
for(uint8_t i; i<200; i++)
|
||||||
|
{
|
||||||
|
|
||||||
|
strip.setPixelColor(i,0,0,255);
|
||||||
|
}
|
||||||
|
strip.show();
|
||||||
|
delay(5000);
|
||||||
|
}
|
||||||
|
|
11
VSCode/Matrix/Ping Pong/test/README
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11
VSCode/Matrix/Ping Pong/test/README
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||||||
|
|
||||||
|
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
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@ -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