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136 lines
3.1 KiB
136 lines
3.1 KiB
/*
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TFT Pong
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This example for the Arduino screen reads the values
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of 2 potentiometers to move a rectangular platform
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on the x and y axes. The platform can intersect
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with a ball causing it to bounce.
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This example code is in the public domain.
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Created by Tom Igoe December 2012
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Modified 15 April 2013 by Scott Fitzgerald
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http://www.arduino.cc/en/Tutorial/TFTPong
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*/
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#include <TFT.h> // Arduino LCD library
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#include <SPI.h>
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// pin definition for the Uno
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#define cs 10
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#define dc 9
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#define rst 8
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// pin definition for the Leonardo
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// #define cs 7
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// #define dc 0
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// #define rst 1
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TFT TFTscreen = TFT(cs, dc, rst);
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// variables for the position of the ball and paddle
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int paddleX = 0;
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int paddleY = 0;
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int oldPaddleX, oldPaddleY;
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int ballDirectionX = 1;
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int ballDirectionY = 1;
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int ballSpeed = 10; // lower numbers are faster
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int ballX, ballY, oldBallX, oldBallY;
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void setup() {
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// initialize the display
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TFTscreen.begin();
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// black background
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TFTscreen.background(0, 0, 0);
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}
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void loop() {
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// save the width and height of the screen
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int myWidth = TFTscreen.width();
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int myHeight = TFTscreen.height();
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// map the paddle's location to the position of the potentiometers
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paddleX = map(analogRead(A0), 512, -512, 0, myWidth) - 20 / 2;
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paddleY = map(analogRead(A1), 512, -512, 0, myHeight) - 5 / 2;
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// set the fill color to black and erase the previous
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// position of the paddle if different from present
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TFTscreen.fill(0, 0, 0);
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if (oldPaddleX != paddleX || oldPaddleY != paddleY) {
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TFTscreen.rect(oldPaddleX, oldPaddleY, 20, 5);
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}
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// draw the paddle on screen, save the current position
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// as the previous.
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TFTscreen.fill(255, 255, 255);
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TFTscreen.rect(paddleX, paddleY, 20, 5);
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oldPaddleX = paddleX;
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oldPaddleY = paddleY;
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// update the ball's position and draw it on screen
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if (millis() % ballSpeed < 2) {
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moveBall();
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}
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}
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// this function determines the ball's position on screen
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void moveBall() {
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// if the ball goes offscreen, reverse the direction:
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if (ballX > TFTscreen.width() || ballX < 0) {
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ballDirectionX = -ballDirectionX;
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}
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if (ballY > TFTscreen.height() || ballY < 0) {
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ballDirectionY = -ballDirectionY;
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}
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// check if the ball and the paddle occupy the same space on screen
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if (inPaddle(ballX, ballY, paddleX, paddleY, 20, 5)) {
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ballDirectionX = -ballDirectionX;
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ballDirectionY = -ballDirectionY;
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}
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// update the ball's position
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ballX += ballDirectionX;
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ballY += ballDirectionY;
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// erase the ball's previous position
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TFTscreen.fill(0, 0, 0);
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if (oldBallX != ballX || oldBallY != ballY) {
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TFTscreen.rect(oldBallX, oldBallY, 5, 5);
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}
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// draw the ball's current position
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TFTscreen.fill(255, 255, 255);
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TFTscreen.rect(ballX, ballY, 5, 5);
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oldBallX = ballX;
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oldBallY = ballY;
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}
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// this function checks the position of the ball
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// to see if it intersects with the paddle
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boolean inPaddle(int x, int y, int rectX, int rectY, int rectWidth, int rectHeight) {
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boolean result = false;
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if ((x >= rectX && x <= (rectX + rectWidth)) &&
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(y >= rectY && y <= (rectY + rectHeight))) {
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result = true;
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}
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return result;
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}
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