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LED Matrix Snake Game

LED Matrix Snake Game

You can play the game on a 8x32 LED matrix, and control it with the help of a joystick. There are two bonus LEDs, which are some power ups,

Components




Arduino Uno
LED Dot Matrix
Joy stick
Jumper Wires
Breadboard


Components Hexkart Flipkart
Arduino Buy Now Buy Now
LED Dot Matrix Buy Now Buy Now
Joystick Buy Now Buy Now
Breadboard Buy Now Buy Now


Arduino



Arduino is an open source electronic prototyping platform.Arduino board designs use a variety of microprocessors and controllers. The boards are equipped with sets of digital and analog input/output (I/O) pins that may be interfaced to various expansion boards ('shields') or breadboards (for prototyping) and other circuits. The boards feature serial communications interfaces, including Universal Serial Bus (USB) on some models, which are also used for loading programs. The microcontrollers can be programmed using the C and C++ programming languages, using a standard API which is also known as the Arduino language, inspired by the Processing language and used with a modified version of the Processing IDE.


LED Matrix Display



Dot Matrix is an unique category of LED Displays and also found in LCD and OLED products. The concept of LED Dot Matrix Display is the same as LCD Dot Matrix and OLED Dot Matrix. It is able to show characters, numbers or graphics by light up different pixels(dots) of a Display.Most LEDs in a Dot Matrix Display have a shared anode(co-anode) or cathod(co-cathod) pin, and controlled by a driver IC. Normally, this driver IC is seperatelly from LED Dot Matrix and provided from the customer. Although the driver IC commonly from customer's choice, the IC could sit on cutomser's PCB board or LED Dot Matrix Display Module. This all up to customer's requirement.


Circuit Diagram



Arduino Code


#include "LedControl.h" // LedControl library is used for controlling a LED matrix.
// --------------------------------------------------------------- //
// ------------------------- 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)
static const short joystickGND = 14; // virtual GND for the joystick (Analog 0)
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 = 3;
// 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;
}




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Mele thampanoor, Trivandrum, Kerala – 695001

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