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