split main .ino fine into multiple sub files
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This commit is contained in:
andrea
2026-03-15 19:56:20 +01:00
parent a938adff31
commit 5eeb735364
8 changed files with 193 additions and 159 deletions

View File

@@ -1,11 +1,9 @@
#include "Arduino_LED_Matrix.h"
#define P1_BTN_UP 13
#define P1_BTN_BOTTOM 12
#define P2_BTN_UP 11
#define P2_BTN_BOTTOM 10
#define MATRIX_WIDTH 12
#define MATRIX_HEIGHT 8
#include "config.h"
#include "pong_render.h"
#include "pong_player.h"
#include "pong_ball.h"
// create LED matrix object
ArduinoLEDMatrix matrix;
@@ -24,32 +22,15 @@ byte frame[MATRIX_HEIGHT][MATRIX_WIDTH] = {
// players coordinates
int p1_start= 1;
int p1_end= 3;
int p2_start= 4;
int p2_end= 6;
// initials balls coordinates
int ball_reset_x= MATRIX_WIDTH / 2;
int ball_reset_y= MATRIX_HEIGHT / 2;
int ball_x= ball_reset_x;
int ball_y= ball_reset_y;
// 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;
int bar_length= 3;
int p1_score= 0;
int p2_score= 0;
int ball_x= BALL_RESET_X;
int ball_y= BALL_RESET_Y;
int need_refresh= 1;
int initial_loop_delay= 200;
int loop_delay= initial_loop_delay;
// used to increase speed when game is too easy
int hits= 0;
int loop_delay= INITIAL_LOOP_DELAY;
long exec_t2= millis();
@@ -66,143 +47,15 @@ void setup() {
randomSeed(analogRead(0));
}
void render_matrix() {
if (!need_refresh) return;
need_refresh= 0;
// clear
for (int x=0; x < MATRIX_WIDTH; x++) {
for (int y=0; y < MATRIX_HEIGHT; y++) {
frame[y][x]= 0;
}
}
// players coords
for (int i= p1_start; i < p1_start+bar_length; i++) {
frame[i][0]= 1;
}
for (int i= p2_start; i < p2_start+bar_length; i++) {
frame[i][MATRIX_WIDTH-1]= 1;
}
// ball coords
frame[ball_y][ball_x]= 1;
matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH);
}
void pong_move_p1() {
if (digitalRead(P1_BTN_UP) == LOW && p1_start > 0) {
p1_start -= 1;
need_refresh= 1;
}
else if (digitalRead(P1_BTN_BOTTOM) == LOW && p1_start < 5) {
p1_start += 1;
need_refresh= 1;
}
}
void pong_move_p2() {
if (digitalRead(P2_BTN_UP) == LOW && p2_start > 0) {
p2_start -= 1;
need_refresh= 1;
}
else if (digitalRead(P2_BTN_BOTTOM) == LOW && p2_start < 5) {
p2_start += 1;
need_refresh= 1;
}
}
int ball_player_collision(int player) {
for (int p= player; p < player + bar_length; p++) {
if (ball_y == p) {
return 1;
}
}
return 0;
}
void point_scored() {
ball_x= ball_reset_x;
ball_y= ball_reset_y;
Serial.print("P1: ");
Serial.print(p1_score);
Serial.print(" - ");
Serial.print("P2: ");
Serial.print(p2_score);
Serial.println();
hits= 0;
loop_delay= initial_loop_delay;
}
void move_ball() {
need_refresh= 1;
if (ball_x < 0 || ball_x > MATRIX_WIDTH-1 || ball_y < 0 || ball_y > MATRIX_HEIGHT-1) {
// ball out of matrix limits
ball_x= ball_reset_x;
ball_y= ball_reset_y;
return;
}
// if ball is not moving, get random direction
// this is the initial position
if (ball_move_x == 0 || ball_move_y == 0) {
// extract random number between 0 or 1 to select the directions
if (random(2) == 0) ball_move_x= 1;
else ball_move_x= -1;
if (random(2) == 0) ball_move_y= 1;
else ball_move_y= -1;
}
else if (ball_x == 0) {
// if p1 collision: reverse x, go left
if (!ball_player_collision(p1_start)) {
// else p2 score, reset board
p2_score += 1;
Serial.println("Player 2 Scores");
point_scored();
}
else {
hits += 1;
ball_move_x= ball_move_x * -1;
}
}
else if (ball_x == MATRIX_WIDTH-1) {
if (!ball_player_collision(p2_start)) {
// else p1 score, reset board
p1_score += 1;
Serial.println("Player 1 Scores");
point_scored();
}
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 && loop_delay >= 80) {
// increase ball speed
hits = 0;
loop_delay -= 20;
}
ball_x+= ball_move_x;
ball_y+= ball_move_y;
}
void loop() {
long exec_t1= millis();
pong_move_p1();
pong_move_p2();
render_matrix();
pong_move_p1(p1_start, need_refresh);
pong_move_p2(p2_start, need_refresh);
render_matrix(frame, p1_start, p2_start, need_refresh, ball_x, ball_y);
if (exec_t1 - exec_t2 > loop_delay) {
move_ball();
move_ball(ball_x, ball_y, loop_delay, p1_start, p2_start, need_refresh);
exec_t2= exec_t1;
}
matrix.renderBitmap(frame, MATRIX_HEIGHT, MATRIX_WIDTH);
delay(50);
}