max72xx pong game - RobotDynOfficial/Documentation GitHub Wiki

LED Matrix Pong Game with RobotDyn MAX7219 Module and RobotDyn (Arduino) Uno

RobotDyn Dot Matrix LED module features a MAX7219 chip that allows to control a 8x8 LED module with only 5 wires. Without this chip a 8x8 LED matrix would require 8 columns + 8 rows + 1 ground = 17 wires. Not only that, MAX7219 modules can be daisy-chained, so you can control up to 8 chained LED modules!

Parts Required

In this example we will build a Pong arcade game originally built by Alessandro Pasotti

You will need:

  1. 1 RobotDyn 8x8 MAX7219 Dot Matrix LED Module;
  2. UNO microcontroller
  3. 1 KOhm potentiometer
  4. Jumper wires

Pin Wiring

Uno LED matrix module
GND GND
5V 5V
12 SDI
11 CS
10 SCL

Connect the potentiometer to 5V, GND and A5 analog-in pin.

Library

We will use the LedControl library by wayoda on GitHub. Download this library to your computer and import it to your Arduino IDE project: Sketch/Include Library/Add .ZIP Library...

Code

#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);
}

Result

Here is the short video:

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