Can anyone help me on this error?
#include <LedControl.h>
Render();
//Define The Snake as a Struct
typedef struct Snake Snake;
struct Snake{
int head[2]; // the (row, column) of the snake head
int body[40][2]; //An array that contains the (row, column) coordinates
int len; //The length of the snake
int dir[2]; //A direction to move the snake along
};
//Define The Apple as a Struct
typedef struct Apple Apple;
struct Apple{
int rPos; //The row index of the apple
int cPos; //The column index of the apple
};
//MAX72XX led Matrix
const int DIN =12;
const int CS =11;
const int CLK = 10;
LedControl lc = LedControl(DIN, CLK, CS,1);
const int varXPin = A3;//X Value from Joystick
const int varYPin = A4;//Y Value from Joystick
byte pic[8] = {0,0,0,0,0,0,0,0};//The 8 rows of the LED Matrix
Snake snake = {{1,5},{{0,5}, {1,5}}, 2, {1,0}};//Initialize a snake object
Apple apple = {(int)random(0,8),(int)random(0,8)};//Initialize an apple object
//Variables To Handle The Game Time
float oldTime = 0;
float timer = 0;
float updateRate = 3;
int i,j;//Counters
#define NOTE_B0 31
#define NOTE_C1 33
#define NOTE_CS1 35
#define NOTE_D1 37
#define NOTE_DS1 39
#define NOTE_E1 41
#define NOTE_F1 44
#define NOTE_FS1 46
#define NOTE_G1 49
#define NOTE_GS1 52
#define NOTE_A1 55
#define NOTE_AS1 58
#define NOTE_B1 62
#define NOTE_C2 65
#define NOTE_CS2 69
#define NOTE_D2 73
#define NOTE_DS2 78
#define NOTE_E2 82
#define NOTE_F2 87
#define NOTE_FS2 93
#define NOTE_G2 98
#define NOTE_GS2 104
#define NOTE_A2 110
#define NOTE_AS2 117
#define NOTE_B2 123
#define NOTE_C3 131
#define NOTE_CS3 139
#define NOTE_D3 147
#define NOTE_DS3 156
#define NOTE_E3 165
#define NOTE_F3 175
#define NOTE_FS3 185
#define NOTE_G3 196
#define NOTE_GS3 208
#define NOTE_A3 220
#define NOTE_AS3 233
#define NOTE_B3 247
#define NOTE_C4 262
#define NOTE_CS4 277
#define NOTE_D4 294
#define NOTE_DS4 311
#define NOTE_E4 330
#define NOTE_F4 349
#define NOTE_FS4 370
#define NOTE_G4 392
#define NOTE_GS4 415
#define NOTE_A4 440
#define NOTE_AS4 466
#define NOTE_B4 494
#define NOTE_C5 523
#define NOTE_CS5 554
#define NOTE_D5 587
#define NOTE_DS5 622
#define NOTE_E5 659
#define NOTE_F5 698
#define NOTE_FS5 740
#define NOTE_G5 784
#define NOTE_GS5 831
#define NOTE_A5 880
#define NOTE_AS5 932
#define NOTE_B5 988
#define NOTE_C6 1047
#define NOTE_CS6 1109
#define NOTE_D6 1175
#define NOTE_DS6 1245
#define NOTE_E6 1319
#define NOTE_F6 1397
#define NOTE_FS6 1480
#define NOTE_G6 1568
#define NOTE_GS6 1661
#define NOTE_A6 1760
#define NOTE_AS6 1865
#define NOTE_B6 1976
#define NOTE_C7 2093
#define NOTE_CS7 2217
#define NOTE_D7 2349
#define NOTE_DS7 2489
#define NOTE_E7 2637
#define NOTE_F7 2794
#define NOTE_FS7 2960
#define NOTE_G7 3136
#define NOTE_GS7 3322
#define NOTE_A7 3520
#define NOTE_AS7 3729
#define NOTE_B7 3951
#define NOTE_C8 4186
#define NOTE_CS8 4435
#define NOTE_D8 4699
#define NOTE_DS8 4978
#define melodyPin 3
//Mario main theme melody
int melody[] = {
NOTE_E7, NOTE_E7, 0, NOTE_E7,
0, NOTE_C7, NOTE_E7, 0,
NOTE_G7, 0, 0, 0,
NOTE_G6, 0, 0, 0,
NOTE_C7, 0, 0, NOTE_G6,
0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6,
0, NOTE_AS6, NOTE_A6, 0,
NOTE_G6, NOTE_E7, NOTE_G7,
NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0, NOTE_C7,
NOTE_D7, NOTE_B6, 0, 0,
NOTE_C7, 0, 0, NOTE_G6,
0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6,
0, NOTE_AS6, NOTE_A6, 0,
NOTE_G6, NOTE_E7, NOTE_G7,
NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0, NOTE_C7,
NOTE_D7, NOTE_B6, 0, 0
};
//Mario main them tempo
int tempo[] = {
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
9, 9, 9,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
9, 9, 9,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
};
//Underworld melody
int underworld_melody[] = {
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,
NOTE_AS3, NOTE_AS4, 0,
0,
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,
NOTE_AS3, NOTE_AS4, 0,
0,
NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,
NOTE_DS3, NOTE_DS4, 0,
0,
NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,
NOTE_DS3, NOTE_DS4, 0,
0, NOTE_DS4, NOTE_CS4, NOTE_D4,
NOTE_CS4, NOTE_DS4,
NOTE_DS4, NOTE_GS3,
NOTE_G3, NOTE_CS4,
NOTE_C4, NOTE_FS4, NOTE_F4, NOTE_E3, NOTE_AS4, NOTE_A4,
NOTE_GS4, NOTE_DS4, NOTE_B3,
NOTE_AS3, NOTE_A3, NOTE_GS3,
0, 0, 0
};
//Underwolrd tempo
int underworld_tempo[] = {
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
6, 18, 18, 18,
6, 6,
6, 6,
6, 6,
18, 18, 18, 18, 18, 18,
10, 10, 10,
10, 10, 10,
3, 3, 3
};
void setup(void)
{
lc.shutdown(0,false);
/* Set the brightness to a medium values */
lc.setIntensity(0,8);
/* and clear the display */
lc.clearDisplay(0);
pinMode(3, OUTPUT);//buzzer
pinMode(13, OUTPUT);//led indicator when singing a note
//Set Joystick Pins as INPUTs
pinMode(varXPin, INPUT);
pinMode(varYPin, INPUT);
}
void loop()
{
// put your main code here, to run repeatedly:
float deltaTime = calculateDeltaTime();
timer += deltaTime;
//Check For Inputs
int xVal = analogRead(varXPin);
int yVal = analogRead(varYPin);
if(xVal<100 && snake.dir[1]==0){
snake.dir[0] = 0;
snake.dir[1] = -1;
}else if(xVal >920 && snake.dir[1]==0){
snake.dir[0] = 0;
snake.dir[1] = 1;
}else if(yVal<100 && snake.dir[0]==0){
snake.dir[0] = -1;
snake.dir[1] = 0;
}else if(yVal >920 && snake.dir[0]==0){
snake.dir[0] = 1;
snake.dir[1] = 0;
}
//Update
if(timer > 1000/updateRate){
timer = 0;
Update();
}
//Render
}
float calculateDeltaTime(){
float currentTime = millis();
float dt = currentTime - oldTime;
oldTime = currentTime;
return dt;
}
void reset(){
for(int j=0;j<8;j++){
pic[j] = 0;
}
}
void Update(){
reset();//Reset (Clear) the 8x8 LED matrix
int newHead[2] = {snake.head[0]+snake.dir[0], snake.head[1]+snake.dir[1]};
//Handle Borders
if(newHead[0]==8){
newHead[0]=0;
}else if(newHead[0]==-1){
newHead[0] = 7;
}else if(newHead[1]==8){
newHead[1]=0;
}else if(newHead[1]==-1){
newHead[1]=7;
}
for(j=0;j<snake.len;j++){
}if(snake.body[j][0] == newHead[0] && snake.body[j][1] == newHead[1]){
delay(1000);
snake = {{1,5},{{0,5}, {1,5}}, 2, {1,0}};//Reinitialize the snake object
apple = {(int)random(0,8),(int)random(0,8)};//Reinitialize an apple object
return;
}
}
if(newHead[0] == apple.rPos && newHead[1] ==apple.cPos){
snake.len = snake.len+1;
apple.rPos = (int)random(0,8);
apple.cPos = (int)random(0,8);
}else{
removeFirst();//Shifting the array to the left
}
snake.body[snake.len-1][0]= newHead[0];
snake.body[snake.len-1][1]= newHead[1];
snake.head[0] = newHead[0];
snake.head[1] = newHead[1];
for(j=0;j<snake.len;j++){
pic[snake.body[j][0]] |= 128 >> snake.body[j][1];
}
pic[apple.rPos] |= 128 >> apple.cPos;
}
void Render(){
for(i=0;i<8;i++){
lc.setRow(0,i,pic[i]);
}
}
void removeFirst(){
for(j=1;j<snake.len;j++){
snake.body[j-1][0] = snake.body[j][0];
snake.body[j-1][1] = snake.body[j][1];
}
}
//sing the tunes
sing(1);
sing(1);
sing(2);
}
int song = 0;
void sing(int s) {
// iterate over the notes of the melody:
song = s;
if (song == 2) {
Serial.println(" 'Underworld Theme'");
int size = sizeof(underworld_melody) / sizeof(int);
for (int thisNote = 0; thisNote < size; thisNote++) {
// to calculate the note duration, take one second
// divided by the note type.
//e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
int noteDuration = 1000 / underworld_tempo[thisNote];
buzz(melodyPin, underworld_melody[thisNote], noteDuration);
// to distinguish the notes, set a minimum time between them.
// the note's duration + 30% seems to work well:
int pauseBetweenNotes = noteDuration * 1.30;
delay(pauseBetweenNotes);
// stop the tone playing:
buzz(melodyPin, 0, noteDuration);
}
} else {
Serial.println(" 'Mario Theme'");
int size = sizeof(melody) / sizeof(int);
for (int thisNote = 0; thisNote < size; thisNote++) {
// to calculate the note duration, take one second
// divided by the note type.
//e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
int noteDuration = 1000 / tempo[thisNote];
buzz(melodyPin, melody[thisNote], noteDuration);
// to distinguish the notes, set a minimum time between them.
// the note's duration + 30% seems to work well:
int pauseBetweenNotes = noteDuration * 1.30;
delay(pauseBetweenNotes);
// stop the tone playing:
buzz(melodyPin, 0, noteDuration);
}
}
}
void buzz(int targetPin, long frequency, long length) {
digitalWrite(13, HIGH);
long delayValue = 1000000 / frequency / 2; // calculate the delay value between transitions
//// 1 second's worth of microseconds, divided by the frequency, then split in half since
//// there are two phases to each cycle
long numCycles = frequency * length / 1000; // calculate the number of cycles for proper timing
//// multiply frequency, which is really cycles per second, by the number of seconds to
//// get the total number of cycles to produce
for (long i = 0; i < numCycles; i++) { // for the calculated length of time...
digitalWrite(targetPin, HIGH); // write the buzzer pin high to push out the diaphram
delayMicroseconds(delayValue); // wait for the calculated delay value
digitalWrite(targetPin, LOW); // write the buzzer pin low to pull back the diaphram
delayMicroseconds(delayValue); // wait again or the calculated delay value
}
digitalWrite(13, LOW);
}