next chunk o' code
// do the main game logic regarding the ball and collisions
void updateBall(boolean xEvent)
{
// if checking the x coords of the ball
if(xEvent)
{
/*
TODO
have the yvel start 1t 1
*/
//check for collision with left player
if(ballXPos <PLAYER_LEFT_X+2 & (playerLeft == ballYPos or playerLeft+1 == ballYPos))
{
ballXVel = -1 * ballXVel;
ballXPos=PLAYER_LEFT_X+1;
}
//check for collision with right player
if(ballXPos > PLAYER_RIGHT_X-2 & (playerRight == ballYPos or playerRight+1 == ballYPos))
{
ballXVel = -1 * ballXVel;
ballXPos=PLAYER_RIGHT_X-1;
}
//move the ball in the x direction
if(ballXVel < 1)
{
ballXPos--;
}
else
{
ballXPos++;
}
}
//if checking the y coords
if(!xEvent)
{
//check for top of screen hit
if( ballYPos <= SCORE_BAR )
{
ballYVel = -1 * ballYVel;
ballYPos = SCORE_BAR;
}
//check for bottom of screen hit
if( ballYPos>BASE_BAR )
{
ballYVel = -1 * ballYVel;
ballYPos = BASE_BAR+1;
}
// move the ball in the y direction
if(ballYVel < 1)
{
ballYPos--;
}
else
{
ballYPos++;
}
}
//always check for scoring of points
//right player scores
if(ballXPos==PLAYER_LEFT_X)//0
{
//reset the position of the ball
ballXPos = PLAYER_RIGHT_X - 5;
ballYPos=7;
// change the other players life
clearPixel(PLAYER_LEFT_LIFE+2*playerLeftLife-2,SCORE_BAR-1);
playerLeftLife--;
// indicate that someone scored so the wait doesn't start a new game
justScored=true;
// indicate that we should wait next loop
waiting=true;
// check if game is over
if(playerLeftLife==0)
justScored=false;
}
//left player scores
if(ballXPos==PLAYER_RIGHT_X)//38
{
//reset position of ball
ballXPos = PLAYER_LEFT_X + 5;
ballYPos=7;
//update other players score
clearPixel(PLAYER_RIGHT_LIFE+2*(MAX_LIFE-playerRightLife)+2,SCORE_BAR-1);
playerRightLife--;
// indicate that someone scored so the wain doesn't start a new game
justScored=true;
// indicate that we should wait next loop
waiting=true;
// check for game over
if(playerRightLife==0)
justScored=false;
}
}
// draw the player life bars
void initScreen()
{
for(index=1;index<=MAX_LIFE;++index)
{
grayPixel(index*2,SCORE_BAR-1);
grayPixel(index*2+PLAYER_RIGHT_LIFE,SCORE_BAR-1);
}
}
// draw the ball
void drawBall(byte col)
{
frameBuffer[ballXPos][ballYPos]=col;
}
// clear the screen
void clearScreen()
{
for (index = 0; index < WIDTH; index++)
for (index2=0;index2<=HEIGHT;++index2)
{
frameBuffer[index][index2] = _BLACK;
}
}
// the setup routine
void setup()
{
pinMode (SYNC_PIN, OUTPUT);
pinMode (DATA_PIN, OUTPUT);
digitalWrite (SYNC_PIN, HIGH);
digitalWrite (DATA_PIN, HIGH);
clearScreen();
drawArduinoPong();
}
void loop()
{
// iterate over the lines on the tv
for ( line =0;line< DISPLAY_LINES;++line)
{
// HSync
// front porch (1.5 us)
PORTB = _BLACK;
delayMicroseconds(1.5);
//sync (4.7 us)
PORTB = _SYNC;
delayMicroseconds(4.7);
// breezeway (.6us) + burst (2.5us) + colour back borch (1.6 us)
PORTB = _BLACK;
delayMicroseconds(0.6+2.5+1.6);
//calculate which line to draw to
newLine = line >>4;
delayMicroseconds(1);
//display the array for this line
// a loop would have been smaller, but it messes the timing up
PORTB = frameBuffer[0][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[1][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[2][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[3][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[4][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[5][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[6][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[7][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[8][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[9][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[10][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[11][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[12][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[13][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[14][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[15][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[16][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[17][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[18][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[19][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[20][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[21][newLine];
delayMicroseconds(1);
PORTB = frameBuffer[22][newLine];
delayMicroseconds(1);