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Pong Game using dot matrix display 8X8

Updated: Jul 2, 2021



In this Pong Game project, The dot matrix that we’re going to use in this guide is a 8×8 matrix which means that it has 8 columns and 8 rows, so it contains a total of 64 LEDs.


The MAX7219 chip makes it easier to control the dot matrix, by just using 3 digital pins of the Arduino board. You can control more than one matrix at a time. For that you just need to connect them to each other, as they have pins in both sides to extend the dot matrix.


Circuit Diagram



Components Required

  • 8×8 Dot Matrix with MAX7219 - 1

  • Arduino UNO

  • Potentiometer 10K ohms

  • Jumper Wires

Installing the Arduino_Library

Download timer Libray

Download Led Control library

Subscribe and Download code.

In your Arduino IDE, to install the libraries go to Sketch > Include Library > Add .ZIP library… and select the library you’ve just downloaded.

After installing the required libraries, copy the following code to your Arduino IDE.

Subscribe and Download code.

Arduino Code

#include "LedControl.h"

#include "Timer.h"

#define POTPIN A5 // Potentiometer

#define PADSIZE 3

#define BALL_DELAY 200

#define GAME_DELAY 10

#define BOUNCE_VERTICAL 1

#define BOUNCE_HORIZONTAL -1

#define NEW_GAME_ANIMATION_SPEED 50

#define HIT_NONE 0

#define HIT_CENTER 1

#define HIT_LEFT 2

#define HIT_RIGHT 3

//#define DEBUG 1

byte sad[] = {

B00000000,

B01000100,

B00010000,

B00010000,

B00000000,

B00111000,

B01000100,

B00000000

};

byte smile[] = {

B00000000,

B01000100,

B00010000,

B00010000,

B00010000,

B01000100,

B00111000,

B00000000

};

Timer timer;

LedControl lc = LedControl(12,11,10,1);

byte direction; // Wind rose, 0 is north

int xball;

int yball;

int yball_prev;

byte xpad;

int ball_timer;

void setSprite(byte *sprite){

for(int r = 0; r < 8; r++){

lc.setRow(0, r, sprite[r]);

}

}

void newGame() {

lc.clearDisplay(0);

// initial position

xball = random(1, 7);

yball = 1;

direction = random(3, 6); // Go south

for(int r = 0; r < 8; r++){

for(int c = 0; c < 8; c++){

lc.setLed(0, r, c, HIGH);

delay(NEW_GAME_ANIMATION_SPEED);

}

}

setSprite(smile);

delay(1500);

lc.clearDisplay(0);

}

void setPad() {

xpad = map(analogRead(POTPIN), 0, 1020, 8 - PADSIZE, 0);

}

void debug(const char* desc){

#ifdef DEBUG

Serial.print(desc);

Serial.print(" XY: ");

Serial.print(xball);

Serial.print(", ");

Serial.print(yball);

Serial.print(" XPAD: ");

Serial.print(xpad);

Serial.print(" DIR: ");

Serial.println(direction);

}

int checkBounce() {

if(!xball || !yball || xball == 7 || yball == 6){

int bounce = (yball == 0 || yball == 6) ? BOUNCE_HORIZONTAL : BOUNCE_VERTICAL;

#ifdef DEBUG

debug(bounce == BOUNCE_HORIZONTAL ? "HORIZONTAL" : "VERTICAL");

return bounce;

}

return 0;

}

int getHit() {

if(yball != 6 || xball < xpad || xball > xpad + PADSIZE){

return HIT_NONE;

}

if(xball == xpad + PADSIZE / 2){

return HIT_CENTER;

}

return xball < xpad + PADSIZE / 2 ? HIT_LEFT : HIT_RIGHT;

}

bool checkLoose() {

return yball == 6 && getHit() == HIT_NONE;

}

void moveBall() {

debug("MOVE");

int bounce = checkBounce();

if(bounce) {

switch(direction){

case 0:

direction = 4;

break;

case 1:

direction = (bounce == BOUNCE_VERTICAL) ? 7 : 3;

break;

case 2:

direction = 6;

break;

case 6:

direction = 2;

break;

case 7:

direction = (bounce == BOUNCE_VERTICAL) ? 1 : 5;

break;

case 5:

direction = (bounce == BOUNCE_VERTICAL) ? 3 : 7;

break;

case 3:

direction = (bounce == BOUNCE_VERTICAL) ? 5 : 1;

break;

case 4:

direction = 0;

break;

}

debug("->");

}

// Check hit: modify direction is left or right

switch(getHit()){

case HIT_LEFT:

if(direction == 0){

direction = 7;

} else if (direction == 1){

direction = 0;

}

break;

case HIT_RIGHT:

if(direction == 0){

direction = 1;

} else if(direction == 7){

direction = 0;

}

break;

}

// Check orthogonal directions and borders ...

if((direction == 0 && xball == 0) || (direction == 4 && xball == 7)){

direction++;

}

if(direction == 0 && xball == 7){

direction = 7;

}

if(direction == 4 && xball == 0){

direction = 3;

}

if(direction == 2 && yball == 0){

direction = 3;

}

if(direction == 2 && yball == 6){

direction = 1;

}

if(direction == 6 && yball == 0){

direction = 5;

}

if(direction == 6 && yball == 6){

direction = 7;

}

// "Corner" case

if(xball == 0 && yball == 0){

direction = 3;

}

if(xball == 0 && yball == 6){

direction = 1;

}

if(xball == 7 && yball == 6){

direction = 7;

}

if(xball == 7 && yball == 0){

direction = 5;

}

yball_prev = yball;

if(2 < direction && direction < 6) {

yball++;

} else if(direction != 6 && direction != 2) {

yball--;

}

if(0 < direction && direction < 4) {

xball++;

} else if(direction != 0 && direction != 4) {

xball--;

}

xball = max(0, min(7, xball));

yball = max(0, min(6, yball));

debug("AFTER MOVE");

}

void gameOver() {

setSprite(sad);

delay(1500);

lc.clearDisplay(0);

}

void drawGame() {

if(yball_prev != yball){

lc.setRow(0, yball_prev, 0);

}

lc.setRow(0, yball, byte(1 << (xball)));

byte padmap = byte(0xFF >> (8 - PADSIZE) << xpad) ;

#ifdef DEBUG

//Serial.println(padmap, BIN);

lc.setRow(0, 7, padmap);

}

void setup() {

// The MAX72XX is in power-saving mode on startup,

// we have to do a wakeup call

pinMode(POTPIN, INPUT);

lc.shutdown(0,false);

// Set the brightness to a medium values

lc.setIntensity(0, 8);

// and clear the display

lc.clearDisplay(0);

randomSeed(analogRead(0));

#ifdef DEBUG

Serial.begin(9600);

Serial.println("Pong");

newGame();

ball_timer = timer.every(BALL_DELAY, moveBall);

}

void loop() {

timer.update();

// Move pad

setPad();

#ifdef DEBUG

Serial.println(xpad);

// Update screen

drawGame();

if(checkLoose()) {

debug("LOOSE");

gameOver();

newGame();

}

delay(GAME_DELAY);

}


Result

Here’s the final demonstration of me playing the pong game. Have fun!

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