Proyecto Final: Juego de la Serpiente Roja
Título | Proyecto Final: Juego de la Serpiente Roja |
---|---|
Tipo de Proyecto | Proyecto de Taller |
Palabras Clave | objetoeducativo |
Período | 2022-2022 |
Asignatura | Interacción y Performatividad |
Del Curso | Interacción y Performatividad 2022 |
Carreras | Diseño |
Alumno(s) | Stephany Rojas, María Ignacia Santander Serrano, Ignacia Farías, Danae Weinstein |
Profesor | Renzo Varela |
Juego de la Serpiente Roja
Este proyecto consta en replicar el clásico juego de la serpiente, juego que consiste en una serpiente que se mueve para comer y cada vez que lo logra se alarga. El juego no se puede detener y se pierde cuando la serpiente choca consigo misma.
Imágenes del Juego
Planos del Juego
Materiales
Para esto utilizamos un software Arduino y un hardware compuesto por una protoboard de 830 puntos y un Arduino uno que se mantienen escondidos dentro de la caja para no distraer el juego. Además, se necesita un joystick (que controla el movimiento del juego), un potenciómetro (que controla la velocidad) y una matriz led de 8x8 (pantalla donde se visualiza el juego), todo esto se vinculaba a través de cables macho-hembra y se conectada al computador, donde están los códigos, a través de un cable USB.
La Interacción
El juego comienza con la aparición de la serpiente, esta uno la controla de arriba, abajo, izquierda y derecha con el joystick que se encuentra en la esquina inferior derecha. Una vez que se domina el juego se le suma dificultad al juego agregando velocidad a través de la rotación del potenciómetro que se encuentra atrás de la caja.
Video del Funcionamiento del Juego
Código para la Programación
#include "LedControl.h" // LedControl library is used for controlling a LED matrix. Find it using Library Manager or download zip here: https://github.com/wayoda/LedControl // --------------------------------------------------------------- // // ------------------------- user config ------------------------- // // --------------------------------------------------------------- // // there are defined all the pins struct Pin { static const short joystickX = A2; // joystick X axis pin static const short joystickY = A3; // joystick Y axis pin static const short joystickVCC = 15; // virtual VCC for the joystick (Analog 1) (to make the joystick connectable right next to the arduino nano) static const short joystickGND = 14; // virtual GND for the joystick (Analog 0) (to make the joystick connectable right next to the arduino nano) static const short potentiometer = A5; // potentiometer for snake speed control static const short CLK = 10; // clock for LED matrix static const short CS = 11; // chip-select for LED matrix static const short DIN = 12; // data-in for LED matrix }; // LED matrix brightness: between 0(darkest) and 15(brightest) const short intensity = 6; // lower = faster message scrolling const short messageSpeed = 5; // initial snake length (1...63, recommended 3) const short initialSnakeLength = 3; void setup() { Serial.begin(115200); // set the same baud rate on your Serial Monitor initialize(); // initialize pins & LED matrix calibrateJoystick(); // calibrate the joystick home (do not touch it) showSnakeMessage(); // scrolls the 'snake' message around the matrix } void loop() { generateFood(); // if there is no food, generate one scanJoystick(); // watches joystick movements & blinks with food calculateSnake(); // calculates snake parameters handleGameStates(); // uncomment this if you want the current game board to be printed to the serial (slows down the game a bit) // dumpGameBoard(); } // --------------------------------------------------------------- // // -------------------- supporting variables --------------------- // // --------------------------------------------------------------- // LedControl matrix(Pin::DIN, Pin::CLK, Pin::CS, 1); struct Point { int row = 0, col = 0; Point(int row = 0, int col = 0): row(row), col(col) {} }; struct Coordinate { int x = 0, y = 0; Coordinate(int x = 0, int y = 0): x(x), y(y) {} }; bool win = false; bool gameOver = false; // primary snake head coordinates (snake head), it will be randomly generated Point snake; // food is not anywhere yet Point food(-1, -1); // construct with default values in case the user turns off the calibration Coordinate joystickHome(500, 500); // snake parameters int snakeLength = initialSnakeLength; // choosed by the user in the config section int snakeSpeed = 1; // will be set according to potentiometer value, cannot be 0 int snakeDirection = 0; // if it is 0, the snake does not move // direction constants const short up = 1; const short right = 2; const short down = 3; // 'down - 2' must be 'up' const short left = 4; // 'left - 2' must be 'right' // threshold where movement of the joystick will be accepted const int joystickThreshold = 160; // artificial logarithmity (steepness) of the potentiometer (-1 = linear, 1 = natural, bigger = steeper (recommended 0...1)) const float logarithmity = 0.4; // snake body segments storage int gameboard[8][8] = {}; // --------------------------------------------------------------- // // -------------------------- functions -------------------------- // // --------------------------------------------------------------- // // if there is no food, generate one, also check for victory void generateFood() { if (food.row == -1 || food.col == -1) { // self-explanatory if (snakeLength >= 64) { win = true; return; // prevent the food generator from running, in this case it would run forever, because it will not be able to find a pixel without a snake } // generate food until it is in the right position do { food.col = random(8); food.row = random(8); } while (gameboard[food.row][food.col] > 0); } } // watches joystick movements & blinks with food void scanJoystick() { int previousDirection = snakeDirection; // save the last direction long timestamp = millis(); while (millis() < timestamp + snakeSpeed) { // calculate snake speed exponentially (10...1000ms) float raw = mapf(analogRead(Pin::potentiometer), 0, 1023, 0, 1); snakeSpeed = mapf(pow(raw, 3.5), 0, 1, 10, 1000); // change the speed exponentially if (snakeSpeed == 0) snakeSpeed = 1; // safety: speed can not be 0 // determine the direction of the snake analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold ? snakeDirection = up : 0; analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold ? snakeDirection = down : 0; analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold ? snakeDirection = left : 0; analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold ? snakeDirection = right : 0; // ignore directional change by 180 degrees (no effect for non-moving snake) snakeDirection + 2 == previousDirection && previousDirection != 0 ? snakeDirection = previousDirection : 0; snakeDirection - 2 == previousDirection && previousDirection != 0 ? snakeDirection = previousDirection : 0; // intelligently blink with the food matrix.setLed(0, food.row, food.col, millis() % 100 < 50 ? 1 : 0); } } // calculate snake movement data void calculateSnake() { switch (snakeDirection) { case up: snake.row--; fixEdge(); matrix.setLed(0, snake.row, snake.col, 1); break; case right: snake.col++; fixEdge(); matrix.setLed(0, snake.row, snake.col, 1); break; case down: snake.row++; fixEdge(); matrix.setLed(0, snake.row, snake.col, 1); break; case left: snake.col--; fixEdge(); matrix.setLed(0, snake.row, snake.col, 1); break; default: // if the snake is not moving, exit return; } // if there is a snake body segment, this will cause the end of the game (snake must be moving) if (gameboard[snake.row][snake.col] > 1 && snakeDirection != 0) { gameOver = true; return; } // check if the food was eaten if (snake.row == food.row && snake.col == food.col) { food.row = -1; // reset food food.col = -1; // increment snake length snakeLength++; // increment all the snake body segments for (int row = 0; row < 8; row++) { for (int col = 0; col < 8; col++) { if (gameboard[row][col] > 0 ) { gameboard[row][col]++; } } } } // add new segment at the snake head location gameboard[snake.row][snake.col] = snakeLength + 1; // will be decremented in a moment // decrement all the snake body segments, if segment is 0, turn the corresponding led off for (int row = 0; row < 8; row++) { for (int col = 0; col < 8; col++) { // if there is a body segment, decrement it's value if (gameboard[row][col] > 0 ) { gameboard[row][col]--; } // display the current pixel matrix.setLed(0, row, col, gameboard[row][col] == 0 ? 0 : 1); } } } // causes the snake to appear on the other side of the screen if it gets out of the edge void fixEdge() { snake.col < 0 ? snake.col += 8 : 0; snake.col > 7 ? snake.col -= 8 : 0; snake.row < 0 ? snake.row += 8 : 0; snake.row > 7 ? snake.row -= 8 : 0; } void handleGameStates() { if (gameOver || win) { unrollSnake(); showScoreMessage(snakeLength - initialSnakeLength); if (gameOver) showGameOverMessage(); else if (win) showWinMessage(); // re-init the game win = false; gameOver = false; snake.row = random(8); snake.col = random(8); food.row = -1; food.col = -1; snakeLength = initialSnakeLength; snakeDirection = 0; memset(gameboard, 0, sizeof(gameboard[0][0]) * 8 * 8); matrix.clearDisplay(0); } } void unrollSnake() { // switch off the food LED matrix.setLed(0, food.row, food.col, 0); delay(800); // flash the screen 5 times for (int i = 0; i < 5; i++) { // invert the screen for (int row = 0; row < 8; row++) { for (int col = 0; col < 8; col++) { matrix.setLed(0, row, col, gameboard[row][col] == 0 ? 1 : 0); } } delay(20); // invert it back for (int row = 0; row < 8; row++) { for (int col = 0; col < 8; col++) { matrix.setLed(0, row, col, gameboard[row][col] == 0 ? 0 : 1); } } delay(50); } delay(600); for (int i = 1; i <= snakeLength; i++) { for (int row = 0; row < 8; row++) { for (int col = 0; col < 8; col++) { if (gameboard[row][col] == i) { matrix.setLed(0, row, col, 0); delay(100); } } } } } // calibrate the joystick home for 10 times void calibrateJoystick() { Coordinate values; for (int i = 0; i < 10; i++) { values.x += analogRead(Pin::joystickX); values.y += analogRead(Pin::joystickY); } joystickHome.x = values.x / 10; joystickHome.y = values.y / 10; } void initialize() { pinMode(Pin::joystickVCC, OUTPUT); digitalWrite(Pin::joystickVCC, HIGH); pinMode(Pin::joystickGND, OUTPUT); digitalWrite(Pin::joystickGND, LOW); matrix.shutdown(0, false); matrix.setIntensity(0, intensity); matrix.clearDisplay(0); randomSeed(analogRead(A5)); snake.row = random(8); snake.col = random(8); } void dumpGameBoard() { String buff = "\n\n\n"; for (int row = 0; row < 8; row++) { for (int col = 0; col < 8; col++) { if (gameboard[row][col] < 10) buff += " "; if (gameboard[row][col] != 0) buff += gameboard[row][col]; else if (col == food.col && row == food.row) buff += "@"; else buff += "-"; buff += " "; } buff += "\n"; } Serial.println(buff); } // --------------------------------------------------------------- // // -------------------------- messages --------------------------- // // --------------------------------------------------------------- // const PROGMEM bool snakeMessage[8][56] = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0} }; const PROGMEM bool gameOverMessage[8][90] = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0} }; const PROGMEM bool scoreMessage[8][58] = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} }; const PROGMEM bool digits[][8][8] = { { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 1, 1, 0, 1, 1, 1, 0}, {0, 1, 1, 1, 0, 1, 1, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 0, 0} }, { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 0, 0, 0}, {0, 0, 0, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 1, 1, 0, 0, 0}, {0, 0, 0, 1, 1, 0, 0, 0}, {0, 0, 0, 1, 1, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 0} }, { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 0, 0, 0, 1, 1, 0}, {0, 0, 0, 0, 1, 1, 0, 0}, {0, 0, 1, 1, 0, 0, 0, 0}, {0, 1, 1, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 0} }, { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 0, 0, 0, 1, 1, 0}, {0, 0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 0, 0} }, { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 0, 1, 1, 0, 0}, {0, 1, 0, 0, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 0, 0, 1, 1, 0, 0}, {0, 0, 0, 0, 1, 1, 0, 0} }, { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 0}, {0, 0, 0, 0, 0, 1, 1, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 0, 0} }, { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 1, 1, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 0, 0} }, { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 0, 0, 1, 1, 0, 0}, {0, 0, 0, 0, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 0, 0, 0}, {0, 0, 0, 1, 1, 0, 0, 0}, {0, 0, 0, 1, 1, 0, 0, 0} }, { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 0, 0} }, { {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 0}, {0, 0, 0, 0, 0, 1, 1, 0}, {0, 1, 1, 0, 0, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 0, 0} } }; // scrolls the 'snake' message around the matrix void showSnakeMessage() { [&] { for (int d = 0; d < sizeof(snakeMessage[0]) - 7; d++) { for (int col = 0; col < 8; col++) { delay(messageSpeed); for (int row = 0; row < 8; row++) { // this reads the byte from the PROGMEM and displays it on the screen matrix.setLed(0, row, col, pgm_read_byte(&(snakeMessage[row][col + d]))); } } // if the joystick is moved, exit the message if (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold || analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold || analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold || analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) { return; // return the lambda function } } }(); matrix.clearDisplay(0); // wait for joystick co come back while (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold || analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold || analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold || analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) {} } // scrolls the 'game over' message around the matrix void showGameOverMessage() { [&] { for (int d = 0; d < sizeof(gameOverMessage[0]) - 7; d++) { for (int col = 0; col < 8; col++) { delay(messageSpeed); for (int row = 0; row < 8; row++) { // this reads the byte from the PROGMEM and displays it on the screen matrix.setLed(0, row, col, pgm_read_byte(&(gameOverMessage[row][col + d]))); } } // if the joystick is moved, exit the message if (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold || analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold || analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold || analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) { return; // return the lambda function } } }(); matrix.clearDisplay(0); // wait for joystick co come back while (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold || analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold || analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold || analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) {} } // scrolls the 'win' message around the matrix void showWinMessage() { // not implemented yet // TODO: implement it } // scrolls the 'score' message with numbers around the matrix void showScoreMessage(int score) { if (score < 0 || score > 99) return; // specify score digits int second = score % 10; int first = (score / 10) % 10; [&] { for (int d = 0; d < sizeof(scoreMessage[0]) + 2 * sizeof(digits[0][0]); d++) { for (int col = 0; col < 8; col++) { delay(messageSpeed); for (int row = 0; row < 8; row++) { if (d <= sizeof(scoreMessage[0]) - 8) { matrix.setLed(0, row, col, pgm_read_byte(&(scoreMessage[row][col + d]))); } int c = col + d - sizeof(scoreMessage[0]) + 6; // move 6 px in front of the previous message // if the score is < 10, shift out the first digit (zero) if (score < 10) c += 8; if (c >= 0 && c < 8) { if (first > 0) matrix.setLed(0, row, col, pgm_read_byte(&(digits[first][row][c]))); // show only if score is >= 10 (see above) } else { c -= 8; if (c >= 0 && c < 8) { matrix.setLed(0, row, col, pgm_read_byte(&(digits[second][row][c]))); // show always } } } } // if the joystick is moved, exit the message if (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold || analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold || analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold || analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) { return; // return the lambda function } } }(); matrix.clearDisplay(0); // // wait for joystick co come back // while (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold // || analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold // || analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold // || analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) {} } // standard map function, but with floats float mapf(float x, float in_min, float in_max, float out_min, float out_max) { return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min; }