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Topic: Help with 8x8 led matrix Pong with arduino (Read 1 time) previous topic - next topic

1EAS1



I'm trying to make an 8x8 Led matrix Pong game with arduino. (Show here http://m.instructables.com/id/Pong-with-8x8-Led-Matrix-on-Arduino/ )
Here's the code
Code: [Select]
/**
 * Ping Pong with 8x8 Led Dot Matrix on Arduino
 *
 * @author  Bruno Soares
 * @website www.bsoares.com.br
 */

#include "TimerOne.h"

#define PIN_LEFT 4
#define PIN_RIGHT 5

unsigned int left = 0;
unsigned int right = 0;
int angle = 0;
int radians;

byte rows[8] = {9, 14, 8, 12, 1, 7, 2, 5};
byte cols[8] = {13, 3, 4, 10, 6, 11, 15, 16};
byte pins[16] = {5, 4, 3, 2, 14, 15, 16, 17, 13, 12, 11, 10, 9, 8, 7, 6};
byte screen[8] = {0, 0, 0, 0, 0, 0, 0, 0};
volatile byte screenRow = 0;
volatile byte screenCol = 0;

int _angle;
int _px;
int _py;
int _w = 7;
int _h = 7;
int _wall[] = {3, 3};
int _count = 0;
int _speed = 3;
int _countPoints = 0;


void setup() {
  Timer1.initialize(100);
  for (int i = 2; i <= 17; i++)
    pinMode(i, OUTPUT);
  Timer1.attachInterrupt(doubleBuffer);
 
  Serial.begin(9600);
 
  face();
  reset();
}

void doubleBuffer() {
  digitalWrite(translatePin(rows[screenRow]), LOW);
  digitalWrite(translatePin(cols[screenCol]), HIGH);
 
  screenCol++;
  if (screenCol >= 8) {
    screenCol = 0;
    screenRow++;
    if (screenRow >= 8) {
      screenRow = 0;
    }
  }
 
  if((screen[screenRow] >> screenCol) & B1 == B1) {
    digitalWrite(translatePin(rows[screenRow]), HIGH);
    digitalWrite(translatePin(cols[screenCol]), LOW);
  } else {
    digitalWrite(translatePin(rows[screenRow]), LOW);
    digitalWrite(translatePin(cols[screenCol]), HIGH);
  }
}

byte translatePin(byte original) {
  return pins[original - 1];
}

void allOFF() {
  for (int i = 0; i < 8; i++)
    screen[i] = 0;
}

void on(byte row, byte column) {
    screen[column-1] |= (B1 << (row - 1));
}

void off(byte row, byte column) {
    screen[column-1] &= ~(B1 << (row - 1));
}

void calcWall()
{
  left = analogRead(PIN_LEFT);
  right = analogRead(PIN_RIGHT);
  left = constrain(map(left, 223, 800, 0, 6), 0, 6);
  right = constrain(map(right, 223, 800, 6, 0), 0, 6);
 
  clearWall();
 
  on(1, left + 1);
  on(1, left + 2);
  on(8, right + 1);
  on(8, right + 2);
 
  _wall[0] = left;
  _wall[1] = right;
  show();
}

void clearWall()
{
  for (int i = 0; i < 8; i++)
    screen[i] &= B01111110;
}

void clearGame()
{
  for (int i = 0; i < 8; i++)
    screen[i] &= B10000001;
}

void loop() {
  calcWall();
  enterFrameHandler();
  delay(50);
}

void enterFrameHandler()
{
  if (_count++ < _speed)
    return;
 
  _count = 0;
  checkCollision();
  calcAngleIncrement();
  show();
}

void retorted(int angle)
{
  Serial.println(angle);
  _angle = angle;
 
  if (++_countPoints % 5 == 0 && _speed > 1)
    _speed--;
}

void resetAnim()
{
  for (int i = 0; i < 8; i++)
  {
    screen[i] = B11111111;
    delay(25);
  }
  for (int i = 0; i < 8; i++)
  {
    screen[i] = B00000000;
    delay(25);
  }
}

void face()
{
  on(1, 1);
  on(1, 2);
  on(2, 1);
  on(2, 2);
  on(7, 1);
  on(7, 2);
  on(8, 1);
  on(8, 2);
  on(1, 1);
  on(1, 2);
  on(4, 4);
  on(4, 5);
  on(5, 4);
  on(5, 5);
  on(2, 7);
  on(7, 7);
  on(3, 8);
  on(4, 8);
  on(5, 8);
  on(6, 8);
  delay(5000);
}

void reset()
{
  resetAnim();
 
  _px = random(3, 5);
  _py = random(3, 5);
  _angle = random(0, 2) == 0 ? 0 : 180;
  _speed = 5;
  _countPoints = 0;
 
  show();
  delay(500);
}

void show()
{
  clearGame();
  on(_px + 1, _py + 1);
}

void checkCollision()
{
  if (_px == _w - 1)
  {
    if (_angle == 315 || _angle == 0 || _angle == 45)
    {
      if (_py == _wall[1] || _py == _wall[1] + 1)
      {
        if (_angle == 0 && _py == _wall[1])
          retorted(225);
        else if (_angle == 0 && _py == _wall[1] + 1)
          retorted(135);
        else if (_angle == 45 && _py == _wall[1])
          retorted(135);
        else if (_angle == 45 && _py == _wall[1] + 1)
          retorted(180);
        else if (_angle == 315 && _py == _wall[1])
          retorted(180);
        else if (_angle == 315 && _py == _wall[1] + 1)
          retorted(225);
      }
    }
  }
  else if (_px == 1)
  {
    if (_angle == 225 || _angle == 180 || _angle == 135)
    {
      if (_py == _wall[0] || _py == _wall[0] + 1)
      {
        if (_angle == 180 && _py == _wall[0])
          retorted(315);
        else if (_angle == 180 && _py == _wall[0] + 1)
          retorted(45);
        else if (_angle == 135 && _py == _wall[0])
          retorted(45);
        else if (_angle == 135 && _py == _wall[0] + 1)
          retorted(0);
        else if (_angle == 225 && _py == _wall[0])
          retorted(0);
        else if (_angle == 225 && _py == _wall[0] + 1)
          retorted(315);
      }
    }
  }
 
  if (_px == _w)
  {
    reset();
  }
  else if (_px == 0)
  {
    reset();
  }
  else if (_py == _h)
  {
    if (_angle == 45)
      _angle = 315;
    else if (_angle == 135)
      _angle = 225;
  }
  else if (_py == 0)
  {
    if (_angle == 225)
      _angle = 135;
    else if (_angle == 315)
      _angle = 45;
  }
}

void calcAngleIncrement()
{
  if (_angle == 0 || _angle == 360)
  {
    _px += 1;
  }
  else if (_angle == 45)
  {
    _px += 1;
    _py += 1;
  }
  else if (_angle == 135)
  {
    _px -= 1;
    _py += 1;
  }
  else if (_angle == 180)
  {
    _px -= 1;
  }
  else if (_angle == 225)
  {
    _px -= 1;
    _py -= 1;
  }
  else if (_angle == 315)
  {
    _px += 1;
    _py -= 1;
  }
}

I know how to setup the led matrix (Arduino.cc has a  tutorial on how to hook it up 8x8) it's just how to hook up the potentiometers to go with the code. I already have the parts, all I need is how to connect the 2 potentiometers to work.

Thanks for all the help!
Cheers,
Ethan

CrossRoads

Connect middle leg of 5K or 10K pot to Analog pin 4.
Connect one outer leg to Gnd, the other to +5.

Repeat for the other pot on Analog pin 5.
Designing & building electrical circuits for over 25 years.  Screw Shield for Mega/Due/Uno,  Bobuino with ATMega1284P, & other '328P & '1284P creations & offerings at  my website.

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