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PongGame.ino
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PongGame.ino
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/**************************************************************
Pong! The greatest game ever!
Brian Schimke, 2020
**************************************************************/
void pong_game()
{
//Increment tick counter
pong.tick++;
//See if it's game over
byte ballsLeft = 0;
for(int i = 0; i < 20; i++)
{
if (pong.ball[i].active == true)
{
ballsLeft ++;
}
}
//Make sure we have the right font and color
u8g2.setFont(u8g2_font_profont12_mf);
u8g2.setDrawColor(1);
//Draw the score
u8g2.setCursor((SCREEN_WIDTH / 2) - 20, 12);
u8g2.print(pong.score1);
u8g2.setCursor((SCREEN_WIDTH / 2) + 20, 12);
u8g2.print(pong.score2);
//Draw the borders
u8g2.drawHLine(0, 0, SCREEN_WIDTH);
u8g2.drawHLine(0, SCREEN_HEIGHT, SCREEN_WIDTH);
//Draw divider
for(int i = pong.spacing / 2; i < SCREEN_HEIGHT - (pong.spacing / 2); i += pong.spacing * 2)
{
u8g2.drawVLine(SCREEN_WIDTH / 2, i, pong.spacing);
}
//Make sure we're in range
if (player.X <= pong.paddleWidth1)
{
player.X = pong.paddleWidth1;
}
if (player.X >= SCREEN_HEIGHT - 1)
{
player.X = SCREEN_HEIGHT - 1;
}
if (player.Y <= pong.paddleWidth2 + 1)
{
player.Y = pong.paddleWidth2 + 1;
}
if (player.Y >= SCREEN_HEIGHT)
{
player.Y = SCREEN_HEIGHT;
}
//Draw the paddles
u8g2.drawBox((SCREEN_WIDTH + 1) - pong.paddleHeight1, SCREEN_HEIGHT - player.X, pong.paddleHeight1, pong.paddleWidth1);
u8g2.drawBox(0, player.Y - pong.paddleWidth2, pong.paddleHeight2, pong.paddleWidth2);
//Ball movement
if (pong.tick > pong.speed)
{
for(int i = 0; i < 20; i++)
{
if (pong.ball[i].active == true)
{
//Add velocities
pong.ball[i].x += pong.ball[i].velX;
pong.ball[i].y += pong.ball[i].velY;
//Check screen border
if (pong.ball[i].y >= SCREEN_HEIGHT - pong.ball[i].size - 1)
{
pong.ball[i].velY *= -1;
pong.ball[i].y = SCREEN_HEIGHT - pong.ball[i].size - 1;
}
if (pong.ball[i].y <= 1 + pong.ball[i].size)
{
pong.ball[i].velY *= -1;
pong.ball[i].y = pong.ball[i].size + 1;
}
//Paddle impacts
if ((pong.ball[i].x + pong.ball[i].size >= SCREEN_WIDTH - pong.paddleHeight1) && (pong.ball[i].x + pong.ball[i].size <= SCREEN_WIDTH - pong.paddleHeight1 + pong.ball[i].velX * 2))
{
//Check Y
if ((pong.ball[i].y + pong.ball[i].size >= SCREEN_HEIGHT - player.X) && (pong.ball[i].y - pong.ball[i].size < SCREEN_HEIGHT - player.X + pong.paddleWidth1))
{
pong.bounceCount++;
pong.ball[i].velX *= -1;
//pong.ball[i].x = SCREEN_WIDTH - pong.paddleHeight1 - pong.ball[i].size; //+1
Serial.print("1o = ");
int offset = SCREEN_HEIGHT - player.X - pong.ball[i].y + (pong.paddleWidth1 / 2);
Serial.println(offset);
Serial.print("velvX, Y = ");
pong.ball[i].velY = offset * - 1;
if (abs(offset) > 1)
{
pong.ball[i].velY = (offset / 2) * - 1;
}
//pong.ball[i].velX = abs((offset - (pong.paddleWidth1 / 2) + 1) / 2) * - 1;
if ((pong.ball[i].velY > 1) || (pong.ball[i].velY < -1))
{
pong.ball[i].velX = offset / pong.ball[i].velY;
}
else
{
pong.ball[i].velX = -2;
}
Serial.print(pong.ball[i].velX);
Serial.print(" ");
Serial.println(pong.ball[i].velY);
}
}
if ((pong.ball[i].x - pong.ball[i].size <= pong.paddleHeight2) && (pong.ball[i].x - pong.ball[i].size >= pong.paddleHeight2 + pong.ball[i].velX * 2))
{
//Check Y
if ((pong.ball[i].y - pong.ball[i].size < player.Y) && (pong.ball[i].y + pong.ball[i].size >= player.Y - pong.paddleWidth2))
{
pong.bounceCount++;
pong.ball[i].velX *= -1;
//pong.ball[i].x = pong.ball[i].size + pong.paddleHeight2; //-1
Serial.print("2o = ");
int offset = pong.ball[i].y - player.Y + (pong.paddleWidth2 / 2);
Serial.println(offset); //- (pong.paddleWidth2 / 2));
Serial.print("velX, Y = ");
pong.ball[i].velY = offset;
if (abs(offset) > 1)
{
pong.ball[i].velY = offset / 2;
}
//pong.ball[i].velX = abs((offset - (pong.paddleWidth2 / 2) + 1) / 2); //suspect
if ((pong.ball[i].velY > 1) || (pong.ball[i].velY < -1))
{
pong.ball[i].velX = offset / pong.ball[i].velY;
}
else
{
pong.ball[i].velX = 2;
}
Serial.print(pong.ball[i].velX);
Serial.print(" ");
Serial.println(pong.ball[i].velY);
}
}
//Check for scores
if (pong.ball[i].x < 0 - pong.ball[i].size)
{
pong.ball[i].active = false;
pong.score2++;
pong.recent = 2;
pong.bounceCount = 0;
}
if (pong.ball[i].x > SCREEN_WIDTH + pong.ball[i].size)
{
pong.ball[i].active = false;
pong.score1++;
pong.recent = 1;
pong.bounceCount = 0;
}
}
}
//Add a ball in if things are getting boring...
if (pong.bounceCount >= pong.bounceMax)
{
pong_spawnBall();
pong.bounceCount = 0;
}
pong.tick = 0;
}
//Draw the ball(s)
for(int i = 0; i < 20; i++)
{
if (pong.ball[i].active == true)
{
u8g2.drawDisc(pong.ball[i].x, pong.ball[i].y, pong.ball[i].size, U8G2_DRAW_ALL);
}
}
//Are no balls left active?
if (ballsLeft == 0)
{
//Check the score to see if anyone just won
if ((pong.score1 >= pong.scoreToWin) || (pong.score2 >= pong.scoreToWin))
{
pong_gameOver();
}
else //they didn't, so spawn a new ball
{
pong_spawnBall();
}
}
//Detect click to exit game
if ((knob1.heldTime > 10) && (knob2.heldTime > 10))
{
pong_gameOver();
}
}
void pong_spawnBall()
{
for(int i = 0; i < 20; i++)
{
if (pong.ball[i].active == false)
{
pong.ball[i].active = true;
pong.ball[i].x = SCREEN_WIDTH / 2;
//pong.ball[i].y = SCREEN_HEIGHT / 2;
pong.ball[i].y = random(10, SCREEN_HEIGHT - 10);
pong.ball[i].size = 2;
//Send the ball in the direction of the person who scored last
if (pong.recent == 1)
{
pong.ball[i].velX = -1;
}
else
{
pong.ball[i].velX = 1;
}
//pong.ball[i].velX = random(0, 2);
//pong.ball[i].velY = random(0, 5);
pong.ball[i].velY = 0;
//Exit loop
i = 100;
}
}
}
void pong_gameOver()
{
//Place the cursor and draw some game over message
u8g2.setCursor(4, SCREEN_HEIGHT - 8);
u8g2.print("G A M E O V E R !!!");
//Send display out
u8g2.sendBuffer();
delay(5000);
endGameMode();
}
void pong_reset()
{
player.X = (SCREEN_HEIGHT / 2) + (pong.paddleWidth1 / 2) + 1; //
player.Y = (SCREEN_HEIGHT / 2) + (pong.paddleWidth2 / 2); //
pong.score1 = 0;
pong.score2 = 0;
pong.speed = 0;
pong.tick = 0;
pong.recent = 0;
pong.bounceCount = 0;
pong.bounceMax = 10;
for(int i = 0; i < 20; i++)
{
pong.ball[i].x = SCREEN_WIDTH / 2;
pong.ball[i].y = SCREEN_HEIGHT / 2;
pong.ball[i].size = 2;
pong.ball[i].active = false;
pong.ball[i].velX = random(1, 2);
//pong.ball[i].velY = random(0, 5);
pong.ball[i].velY = 0;
}
pong.ball[0].active = true;
}