Newbie here- can somebody help me with explaining the code here and the shematics

It is about pong on a MAX7219 matrix but i have some trouble figuring out the shematcs on where to place the buttons

/*  
 *   Play pong on an 8x8 matrix - project from itopen.it
 */
 
#include "LedControl.h"
#include "Timer.h"
 
#define POTPIN A5 // Potentiometer
#define PADSIZE 3
#define BALL_DELAY 200
#define GAME_DELAY 10
#define BOUNCE_VERTICAL 1
#define BOUNCE_HORIZONTAL -1
#define NEW_GAME_ANIMATION_SPEED 50
#define HIT_NONE 0
#define HIT_CENTER 1
#define HIT_LEFT 2
#define HIT_RIGHT 3
 
//#define DEBUG 1
 
byte sad[] = {
B00000000,
B01000100,
B00010000,
B00010000,
B00000000,
B00111000,
B01000100,
B00000000
};
 
byte smile[] = {
B00000000,
B01000100,
B00010000,
B00010000,
B00010000,
B01000100,
B00111000,
B00000000
};
 
Timer timer;
 
LedControl lc = LedControl(12,11,10,1);
 
byte direction; // Wind rose, 0 is north
int xball;
int yball;
int yball_prev;
byte xpad;
int ball_timer;
 
void setSprite(byte *sprite){
    for(int r = 0; r < 8; r++){
        lc.setRow(0, r, sprite[r]);
    }
}
 
void newGame() {
    lc.clearDisplay(0);
    // initial position
    xball = random(1, 7);
    yball = 1;
    direction = random(3, 6); // Go south
    for(int r = 0; r < 8; r++){
        for(int c = 0; c < 8; c++){
            lc.setLed(0, r, c, HIGH);
            delay(NEW_GAME_ANIMATION_SPEED);
        }
    }
    setSprite(smile);
    delay(1500);
    lc.clearDisplay(0);
}
 
void setPad() {
    xpad = map(analogRead(POTPIN), 0, 1020, 8 - PADSIZE, 0);
}
 
void debug(const char* desc){
#ifdef DEBUG
    Serial.print(desc);
    Serial.print(" XY: ");
    Serial.print(xball);
    Serial.print(", ");
    Serial.print(yball);
    Serial.print(" XPAD: ");
    Serial.print(xpad);
    Serial.print(" DIR: ");
    Serial.println(direction);
#endif
}
 
int checkBounce() {
    if(!xball || !yball || xball == 7 || yball == 6){
        int bounce = (yball == 0 || yball == 6) ? BOUNCE_HORIZONTAL : BOUNCE_VERTICAL;
#ifdef DEBUG
        debug(bounce == BOUNCE_HORIZONTAL ? "HORIZONTAL" : "VERTICAL");
#endif
        return bounce;
    }
    return 0;
}
 
int getHit() {
    if(yball != 6 || xball < xpad || xball > xpad + PADSIZE){
        return HIT_NONE;
    }
    if(xball == xpad + PADSIZE / 2){
        return HIT_CENTER;
    }
    return xball < xpad + PADSIZE / 2 ? HIT_LEFT : HIT_RIGHT;
}
 
bool checkLoose() {
    return yball == 6 && getHit() == HIT_NONE;
}
 
void moveBall() {
    debug("MOVE");
    int bounce = checkBounce();
    if(bounce) {
        switch(direction){
            case 0:
                direction = 4;
            break;
            case 1:
                direction = (bounce == BOUNCE_VERTICAL) ? 7 : 3;
            break;
            case 2:
                direction = 6;
            break;
            case 6:
                direction = 2;
            break;
            case 7:
                direction = (bounce == BOUNCE_VERTICAL) ? 1 : 5;
            break;
            case 5:
                direction = (bounce == BOUNCE_VERTICAL) ? 3 : 7;
            break;
            case 3:
                direction = (bounce == BOUNCE_VERTICAL) ? 5 : 1;
            break;
            case 4:
                direction = 0;
            break;
        }
        debug("->");
    }
 
    // Check hit: modify direction is left or right
    switch(getHit()){
        case HIT_LEFT:
            if(direction == 0){
                direction =  7;
            } else if (direction == 1){
                direction = 0;
            }
        break;
        case HIT_RIGHT:
            if(direction == 0){
                direction = 1;
            } else if(direction == 7){
                direction = 0;
            }
        break;
    }
 
    // Check orthogonal directions and borders ...
    if((direction == 0 && xball == 0) || (direction == 4 && xball == 7)){
        direction++;
    }
    if(direction == 0 && xball == 7){
        direction = 7;
    }
    if(direction == 4 && xball == 0){
        direction = 3;
    }
    if(direction == 2 && yball == 0){
        direction = 3;
    }
    if(direction == 2 && yball == 6){
        direction = 1;
    }
    if(direction == 6 && yball == 0){
        direction = 5;
    }
    if(direction == 6 && yball == 6){
        direction = 7;
    }
    
    // "Corner" case
    if(xball == 0 && yball == 0){
        direction = 3;
    }
    if(xball == 0 && yball == 6){
        direction = 1;
    }
    if(xball == 7 && yball == 6){
        direction = 7;
    }
    if(xball == 7 && yball == 0){
        direction = 5;
    }
 
    yball_prev = yball;
    if(2 < direction && direction < 6) {
        yball++;
    } else if(direction != 6 && direction != 2) {
        yball--;
    }
    if(0 < direction && direction < 4) {
        xball++;
    } else if(direction != 0 && direction != 4) {
        xball--;
    }
    xball = max(0, min(7, xball));
    yball = max(0, min(6, yball));
    debug("AFTER MOVE");
}
 
void gameOver() {
    setSprite(sad);
    delay(1500);
    lc.clearDisplay(0);
}
 
void drawGame() {
    if(yball_prev != yball){
        lc.setRow(0, yball_prev, 0);
    }
    lc.setRow(0, yball, byte(1 << (xball)));
    byte padmap = byte(0xFF >> (8 - PADSIZE) << xpad) ;
#ifdef DEBUG
    //Serial.println(padmap, BIN);
#endif
    lc.setRow(0, 7, padmap);
}
 
void setup() {
  // The MAX72XX is in power-saving mode on startup,
  // we have to do a wakeup call
  pinMode(POTPIN, INPUT);
 
  lc.shutdown(0,false);
  // Set the brightness to a medium values
  lc.setIntensity(0, 8);
  // and clear the display
  lc.clearDisplay(0);
  randomSeed(analogRead(0));
#ifdef DEBUG
  Serial.begin(9600);
  Serial.println("Pong");
#endif
  newGame();
  ball_timer = timer.every(BALL_DELAY, moveBall);
}
 
void loop() {
    timer.update();
    // Move pad
    setPad();
#ifdef DEBUG
    Serial.println(xpad);
#endif
    // Update screen
    drawGame();
    if(checkLoose()) {
        debug("LOOSE");
        gameOver();
        newGame();
    }
    delay(GAME_DELAY);
}

Buttons?

Looks like the only input is one potentiometer on POTPIN.

What schematic?

It looks like the LedControl library is being told to use pins 10, 11, and 12. Find documentation for that library to see what those three pins connect to on the 8x8 LED array.

im sorry, i understand my mistake; i was actually trying to understand whee to place the buttons according to the code

The code, as presented, doesn't use any buttons.

im really sorry - i thought i gave the right code ended up pasting another code

// Use the MD_MAX72XX library to play Pong
//
// Play pong on just one matrix. Bat is controlled by 2 
// switches for left and right movement. Optionally use
// a pot on analog input to set the speed.
//

#include <MD_MAX72xx.h>
#include <SPI.h>

#define SPEED_FROM_ANALOG 0   // optional to use analog input for speed control
#define DEBUG 0   // Enable or disable (default) debugging output

#if DEBUG
#define PRINT(s, v)   { Serial.print(F(s)); Serial.print(v); }      // Print a string followed by a value (decimal)
#define PRINTX(s, v)  { Serial.print(F(s)); Serial.print(v, HEX); } // Print a string followed by a value (hex)
#define PRINTS(s)     { Serial.print(F(s)); }                       // Print a string
#else
#define PRINT(s, v)   // Print a string followed by a value (decimal)
#define PRINTX(s, v)  // Print a string followed by a value (hex)
#define PRINTS(s)     // Print a string
#endif

// --------------------
// MD_MAX72xx hardware definitions and object
// Define the number of devices we have in the chain and the hardware interface
// NOTE: These pin numbers will probably not work with your hardware and may
// need to be adapted
//
#define HARDWARE_TYPE MD_MAX72XX::FC16_HW
#define MAX_DEVICES 1
#define CLK_PIN   13  // or SCK
#define DATA_PIN  11  // or MOSI
#define CS_PIN    10  // or SS

MD_MAX72XX mx = MD_MAX72XX(HARDWARE_TYPE, CS_PIN, MAX_DEVICES);                      // SPI hardware interface
//MD_MAX72XX mx = MD_MAX72XX(HARDWARE_TYPE, DATA_PIN, CLK_PIN, CS_PIN, MAX_DEVICES); // Arbitrary pins

// --------------------
// Mode switch parameters
//
const uint8_t LEFT_SWITCH = 8;    // bat move right switch pin
const uint8_t RIGHT_SWITCH = 6;   // bat move right switch pin
#if SPEED_FROM_ANALOG
const uint8_t SPEED_POT = A5;
#endif

// --------------------
// Constant parameters
//
const uint32_t TEXT_MOVE_DELAY = 100;   // in milliseconds
const uint32_t BAT_MOVE_DELAY = 50;     // in milliseconds
const uint32_t BALL_MOVE_DELAY = 150;   // in milliseconds
const uint32_t END_GAME_DELAY = 2000;   // in milliseconds

const uint8_t BAT_SIZE = 3;             // in pixels, odd number looks best

char welcome[] = "PONG";
bool messageComplete;

// ========== General Variables ===========
//
uint32_t prevTime = 0;    // used for remembering the mills() value
uint32_t prevBatTime = 0; // used for bat timing

// ========== Control routines ===========
//

uint8_t scrollDataSource(uint8_t dev, MD_MAX72XX::transformType_t t)
// Callback function for data that is required for scrolling into the display
{
  static char* p;
  static enum { INIT, LOAD_CHAR, SHOW_CHAR, BETWEEN_CHAR } state = INIT;
  static uint8_t  curLen, showLen;
  static uint8_t  cBuf[15];
  uint8_t colData = 0;    // blank column is the default

  // finite state machine to control what we do on the callback
  switch(state)
  {
    case INIT:   // Load the new message
      p = welcome;
      messageComplete = false;
      state = LOAD_CHAR;
      break;

    case LOAD_CHAR: // Load the next character from the font table
      showLen = mx.getChar(*p++, sizeof(cBuf)/sizeof(cBuf[0]), cBuf);
      curLen = 0;
      state = SHOW_CHAR;

      // !! deliberately fall through to next state to start displaying

    case SHOW_CHAR: // display the next part of the character
      colData = cBuf[curLen++];
      if (curLen == showLen)
      {
        if (*p == '\0')    // end of message!
        {
          messageComplete = true;
          state = INIT;
        }
        else  // more to come
        {
          showLen = 1;
          curLen = 0;
          state = BETWEEN_CHAR;
        }
      }
      break;

    case BETWEEN_CHAR: // display inter-character spacing (blank columns)
      colData = 0;
      curLen++;
      if (curLen == showLen)
        state = LOAD_CHAR;
      break;

    default:
      state = LOAD_CHAR;
  }

  return(colData);
}

void scrollText(void)
{
  // Is it time to scroll the text?
  if (millis() - prevTime >= TEXT_MOVE_DELAY)
  {
    mx.transform(MD_MAX72XX::TSL);  // scroll along - the callback will load all the data
    prevTime = millis();      // starting point for next time
  }
}

void resetDisplay(void)
{
  mx.control(MD_MAX72XX::INTENSITY, MAX_INTENSITY/2);
  mx.control(MD_MAX72XX::UPDATE, MD_MAX72XX::ON);
  mx.clear();
}

inline bool swL(void) { return(digitalRead(LEFT_SWITCH) == LOW); }
inline bool swR(void) { return(digitalRead(RIGHT_SWITCH) == LOW); }
#if SPEED_FROM_ANALOG
inline uint32_t speed(void) { return(30 + analogRead(SPEED_POT)/4); }
#else
inline uint32_t speed(void) { return(BALL_MOVE_DELAY); }
#endif

void drawBat(int8_t x, int8_t y, bool bOn = true)
{
  for (uint8_t i=0; i<BAT_SIZE; i++)
    mx.setPoint(y, x + i, bOn);
}

void drawBall(int8_t x, int8_t y, bool bOn = true)
{
  mx.setPoint(y, x, bOn);
}

void setup(void)
{
  mx.begin();

  pinMode(LEFT_SWITCH, INPUT_PULLUP);
  pinMode(RIGHT_SWITCH, INPUT_PULLUP);
#if SPEED_FROM_ANALOG
  pinMode(SPEED_POT, INPUT);
#endif

#if DEBUG
  Serial.begin(57600);
#endif
  PRINTS("\n[MD_MAX72XX Simple Pong]");
}

void loop(void)
{
  static enum:uint8_t { INIT, WELCOME, PLAY_INIT, WAIT_START, PLAY, END } state = INIT;
  
  static int8_t ballX, ballY;
  static int8_t batX;
  const int8_t batY = ROW_SIZE - 1;

  static int8_t deltaX, deltaY;   // initialisesd in FSM

  switch (state)
  {
  case INIT:
    PRINTS("\n>>INIT");
    resetDisplay();
    mx.setShiftDataInCallback(scrollDataSource);
    prevTime = 0;
    state = WELCOME;
    break;

  case WELCOME:
    PRINTS("\n>>WELCOME");
    scrollText();
    if (messageComplete) state = PLAY_INIT;
    break;

  case PLAY_INIT:
    PRINTS("\n>>PLAY_INIT");
    mx.setShiftDataInCallback(nullptr);
    state = WAIT_START;
    mx.clear();
    batX = (COL_SIZE - BAT_SIZE) / 2;
    ballX = batX + (BAT_SIZE / 2);
    ballY = batY - 1;
    deltaY = -1;            // always heading up at the start
    deltaX = 0;             // initialized in the direction of first bat movement
    drawBat(batX, batY);
    drawBall(ballX, ballY);
    break;

  case WAIT_START:
    //PRINTS("\n>>WAIT_START");
    if (swL()) deltaX = 1;
    if (swR()) deltaX = -1;
    if (deltaX != 0)
    {
      prevTime = prevBatTime = millis();
      state = PLAY;
    }
    break;

  case PLAY:
    // === Move the bat if time has expired
    if (millis() - prevBatTime >= BAT_MOVE_DELAY)
    {
      if (swL())  // left switch move
      {
        PRINTS("\n>>PLAY - move bat L");
        drawBat(batX, batY, false);
        batX++;
        if (batX + BAT_SIZE >= COL_SIZE) batX = COL_SIZE - BAT_SIZE;
        drawBat(batX, batY);
      }

      if (swR())  // right switch move
      {
        PRINTS("\n>>PLAY - move bat R");
        drawBat(batX, batY, false);
        batX--;
        if (batX < 0) batX = 0;
        drawBat(batX, batY);
      }

      prevBatTime = millis();       // set up for next time;
    }

    // === Move the ball if its time to do so
    if (millis() - prevTime >= speed())
    {
      PRINTS("\n>>PLAY - ");

      drawBall(ballX, ballY, false);

      // new ball positions
      ballX += deltaX;
      ballY += deltaY;

      // check for edge collisions
      if (ballX >= COL_SIZE - 1 || ballX <= 0)   // side bounce
      {
        PRINTS("side bounce");
        deltaX *= -1;
      }
      if (ballY <= 0)
      {
        PRINTS("top bounce");
        deltaY *= -1;  // top bounce
      }

      //=== Check for side bounce/bat collision
      if (ballY == batY - 1 && deltaY == 1)  // just above the bat and travelling towards it
      {
        PRINT("check bat x=", batX); PRINTS(" - ");
        if ((ballX >= batX) && (ballX <= batX + BAT_SIZE - 1)) // over the bat - just bounce vertically
        {
          deltaY = -1;
          PRINT("bounce off dy=", deltaY);
        }
        else if ((ballX == batX - 1) || ballX == batX + BAT_SIZE) // hit corner of bat - also bounce horizontal
        {
          deltaY = -1;
          if (ballX != COL_SIZE-1 && ballX != 0)    // edge effects elimination
            deltaX *= -1;
          PRINT("hit corner dx=", deltaX);
          PRINT(" dy=", deltaY);
        }
      }

      drawBall(ballX, ballY);

      // check if end of game
      if (ballY == batY)
      {
        PRINTS("\n>>PLAY - past bat! -> end of game");
        state = END;
      }

      prevTime = millis();
    }
    break;

  case END:
    if (millis() - prevTime >= END_GAME_DELAY)
    {
      PRINTS("\n>>END");
      state = PLAY_INIT;
    }
    break;
    
   default:
     PRINT("\n>>UNHANDLED !!! ", state);
     state = INIT;
     break;
  }
}

this is the part where the buttons come in - what pins do the buttons correspond to ?

// --------------------
// Mode switch parameters
//
const uint8_t LEFT_SWITCH = 8;    // bat move right switch pin
const uint8_t RIGHT_SWITCH = 6;   // bat move right switch pin
#if SPEED_FROM_ANALOG
const uint8_t SPEED_POT = A5;
#endif

It's there, in the comments

i mean to ask which corresponding pin of the arduino should i connect the buttons to

If you don't want to learn all the basics how programming a microcontroller works it will be much easier to re-built a project that has schematics, and pictures and ready to use code.

do a google-search with the keywords
arduino ledmatrix pong game

best regards Stefan

here's the thing i want to test the code but i dont know what pin of the arduino to connect the buttons to.

// Use the MD_MAX72XX library to play Pong
//
// Play pong on just one matrix. Bat is controlled by 2 
// switches for left and right movement. Optionally use
// a pot on analog input to set the speed.
//

#include <MD_MAX72xx.h>
#include <SPI.h>

#define SPEED_FROM_ANALOG 0   // optional to use analog input for speed control
#define DEBUG 0   // Enable or disable (default) debugging output

#if DEBUG
#define PRINT(s, v)   { Serial.print(F(s)); Serial.print(v); }      // Print a string followed by a value (decimal)
#define PRINTX(s, v)  { Serial.print(F(s)); Serial.print(v, HEX); } // Print a string followed by a value (hex)
#define PRINTS(s)     { Serial.print(F(s)); }                       // Print a string
#else
#define PRINT(s, v)   // Print a string followed by a value (decimal)
#define PRINTX(s, v)  // Print a string followed by a value (hex)
#define PRINTS(s)     // Print a string
#endif

// --------------------
// MD_MAX72xx hardware definitions and object
// Define the number of devices we have in the chain and the hardware interface
// NOTE: These pin numbers will probably not work with your hardware and may
// need to be adapted
//
#define HARDWARE_TYPE MD_MAX72XX::FC16_HW
#define MAX_DEVICES 4
#define CLK_PIN   13  // or SCK
#define DATA_PIN  11  // or MOSI
#define CS_PIN    10  // or SS

MD_MAX72XX mx = MD_MAX72XX(HARDWARE_TYPE, CS_PIN, MAX_DEVICES);                      // SPI hardware interface
//MD_MAX72XX mx = MD_MAX72XX(HARDWARE_TYPE, DATA_PIN, CLK_PIN, CS_PIN, MAX_DEVICES); // Arbitrary pins

// --------------------
// Mode switch parameters
//
const uint8_t LEFT_SWITCH = 8;    // bat move right switch pin
const uint8_t RIGHT_SWITCH = 6;   // bat move right switch pin
#if SPEED_FROM_ANALOG
const uint8_t SPEED_POT = A5;
#endif

// --------------------
// Constant parameters
//
const uint32_t TEXT_MOVE_DELAY = 100;   // in milliseconds
const uint32_t BAT_MOVE_DELAY = 50;     // in milliseconds
const uint32_t BALL_MOVE_DELAY = 150;   // in milliseconds
const uint32_t END_GAME_DELAY = 2000;   // in milliseconds

const uint8_t BAT_SIZE = 3;             // in pixels, odd number looks best

char welcome[] = "PONG";
bool messageComplete;

// ========== General Variables ===========
//
uint32_t prevTime = 0;    // used for remembering the mills() value
uint32_t prevBatTime = 0; // used for bat timing

// ========== Control routines ===========
//

uint8_t scrollDataSource(uint8_t dev, MD_MAX72XX::transformType_t t)
// Callback function for data that is required for scrolling into the display
{
  static char* p;
  static enum { INIT, LOAD_CHAR, SHOW_CHAR, BETWEEN_CHAR } state = INIT;
  static uint8_t  curLen, showLen;
  static uint8_t  cBuf[15];
  uint8_t colData = 0;    // blank column is the default

  // finite state machine to control what we do on the callback
  switch(state)
  {
    case INIT:   // Load the new message
      p = welcome;
      messageComplete = false;
      state = LOAD_CHAR;
      break;

    case LOAD_CHAR: // Load the next character from the font table
      showLen = mx.getChar(*p++, sizeof(cBuf)/sizeof(cBuf[0]), cBuf);
      curLen = 0;
      state = SHOW_CHAR;

      // !! deliberately fall through to next state to start displaying

    case SHOW_CHAR: // display the next part of the character
      colData = cBuf[curLen++];
      if (curLen == showLen)
      {
        if (*p == '\0')    // end of message!
        {
          messageComplete = true;
          state = INIT;
        }
        else  // more to come
        {
          showLen = 1;
          curLen = 0;
          state = BETWEEN_CHAR;
        }
      }
      break;

    case BETWEEN_CHAR: // display inter-character spacing (blank columns)
      colData = 0;
      curLen++;
      if (curLen == showLen)
        state = LOAD_CHAR;
      break;

    default:
      state = LOAD_CHAR;
  }

  return(colData);
}

void scrollText(void)
{
  // Is it time to scroll the text?
  if (millis() - prevTime >= TEXT_MOVE_DELAY)
  {
    mx.transform(MD_MAX72XX::TSL);  // scroll along - the callback will load all the data
    prevTime = millis();      // starting point for next time
  }
}

void resetDisplay(void)
{
  mx.control(MD_MAX72XX::INTENSITY, MAX_INTENSITY/2);
  mx.control(MD_MAX72XX::UPDATE, MD_MAX72XX::ON);
  mx.clear();
}

inline bool swL(void) { return(digitalRead(LEFT_SWITCH) == LOW); }
inline bool swR(void) { return(digitalRead(RIGHT_SWITCH) == LOW); }
#if SPEED_FROM_ANALOG
inline uint32_t speed(void) { return(30 + analogRead(SPEED_POT)/4); }
#else
inline uint32_t speed(void) { return(BALL_MOVE_DELAY); }
#endif

void drawBat(int8_t x, int8_t y, bool bOn = true)
{
  for (uint8_t i=0; i<BAT_SIZE; i++)
    mx.setPoint(y, x + i, bOn);
}

void drawBall(int8_t x, int8_t y, bool bOn = true)
{
  mx.setPoint(y, x, bOn);
}

void setup(void)
{
  mx.begin();

  pinMode(LEFT_SWITCH, INPUT_PULLUP);
  pinMode(RIGHT_SWITCH, INPUT_PULLUP);
#if SPEED_FROM_ANALOG
  pinMode(SPEED_POT, INPUT);
#endif

#if DEBUG
  Serial.begin(57600);
#endif
  PRINTS("\n[MD_MAX72XX Simple Pong]");
}

void loop(void)
{
  static enum:uint8_t { INIT, WELCOME, PLAY_INIT, WAIT_START, PLAY, END } state = INIT;
  
  static int8_t ballX, ballY;
  static int8_t batX;
  const int8_t batY = ROW_SIZE - 1;

  static int8_t deltaX, deltaY;   // initialisesd in FSM

  switch (state)
  {
  case INIT:
    PRINTS("\n>>INIT");
    resetDisplay();
    mx.setShiftDataInCallback(scrollDataSource);
    prevTime = 0;
    state = WELCOME;
    break;

  case WELCOME:
    PRINTS("\n>>WELCOME");
    scrollText();
    if (messageComplete) state = PLAY_INIT;
    break;

  case PLAY_INIT:
    PRINTS("\n>>PLAY_INIT");
    mx.setShiftDataInCallback(nullptr);
    state = WAIT_START;
    mx.clear();
    batX = (COL_SIZE - BAT_SIZE) / 2;
    ballX = batX + (BAT_SIZE / 2);
    ballY = batY - 1;
    deltaY = -1;            // always heading up at the start
    deltaX = 0;             // initialized in the direction of first bat movement
    drawBat(batX, batY);
    drawBall(ballX, ballY);
    break;

  case WAIT_START:
    //PRINTS("\n>>WAIT_START");
    if (swL()) deltaX = 1;
    if (swR()) deltaX = -1;
    if (deltaX != 0)
    {
      prevTime = prevBatTime = millis();
      state = PLAY;
    }
    break;

  case PLAY:
    // === Move the bat if time has expired
    if (millis() - prevBatTime >= BAT_MOVE_DELAY)
    {
      if (swL())  // left switch move
      {
        PRINTS("\n>>PLAY - move bat L");
        drawBat(batX, batY, false);
        batX++;
        if (batX + BAT_SIZE >= COL_SIZE) batX = COL_SIZE - BAT_SIZE;
        drawBat(batX, batY);
      }

      if (swR())  // right switch move
      {
        PRINTS("\n>>PLAY - move bat R");
        drawBat(batX, batY, false);
        batX--;
        if (batX < 0) batX = 0;
        drawBat(batX, batY);
      }

      prevBatTime = millis();       // set up for next time;
    }

    // === Move the ball if its time to do so
    if (millis() - prevTime >= speed())
    {
      PRINTS("\n>>PLAY - ");

      drawBall(ballX, ballY, false);

      // new ball positions
      ballX += deltaX;
      ballY += deltaY;

      // check for edge collisions
      if (ballX >= COL_SIZE - 1 || ballX <= 0)   // side bounce
      {
        PRINTS("side bounce");
        deltaX *= -1;
      }
      if (ballY <= 0)
      {
        PRINTS("top bounce");
        deltaY *= -1;  // top bounce
      }

      //=== Check for side bounce/bat collision
      if (ballY == batY - 1 && deltaY == 1)  // just above the bat and travelling towards it
      {
        PRINT("check bat x=", batX); PRINTS(" - ");
        if ((ballX >= batX) && (ballX <= batX + BAT_SIZE - 1)) // over the bat - just bounce vertically
        {
          deltaY = -1;
          PRINT("bounce off dy=", deltaY);
        }
        else if ((ballX == batX - 1) || ballX == batX + BAT_SIZE) // hit corner of bat - also bounce horizontal
        {
          deltaY = -1;
          if (ballX != COL_SIZE-1 && ballX != 0)    // edge effects elimination
            deltaX *= -1;
          PRINT("hit corner dx=", deltaX);
          PRINT(" dy=", deltaY);
        }
      }

      drawBall(ballX, ballY);

      // check if end of game
      if (ballY == batY)
      {
        PRINTS("\n>>PLAY - past bat! -> end of game");
        state = END;
      }

      prevTime = millis();
    }
    break;

  case END:
    if (millis() - prevTime >= END_GAME_DELAY)
    {
      PRINTS("\n>>END");
      state = PLAY_INIT;
    }
    break;
    
   default:
     PRINT("\n>>UNHANDLED !!! ", state);
     state = INIT;
     break;
  }
}

important part seems to be this

// --------------------
// Mode switch parameters
//
const uint8_t LEFT_SWITCH = 8;    // bat move right switch pin
const uint8_t RIGHT_SWITCH = 6;   // bat move right switch pin
#if SPEED_FROM_ANALOG
const uint8_t SPEED_POT = A5;
#endif

Hi,

These two lines tell you D6 and D8.

You will need to connect you buttons/switches between;
D6 and gnd.
D8 and gnd.

Tom... :grinning: :+1: :coffee: :australia:

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Hi,
You use pins D8 and D6.

  pinMode(LEFT_SWITCH, INPUT_PULLUP);
  pinMode(RIGHT_SWITCH, INPUT_PULLUP);

As the setup states that those pins are configured INPUT_PULLUP, your buttons/switches will need to be connected.
D6 to gnd and D8 and gnd.

What model Arduino are you using?

Thanks.. Tom... :grinning: :+1: :coffee: :australia:

an arduino uno

by the way thank you for the answer
merci

thank you mate

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