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Connect 4 game using the NeoPixel Matrix 8x8 RGB LED and a 5-way Tactile Navigation Switch.
Dependencies: Matrix PinDetect mbed
Fork of 4180_Project_Finalcode by
Revision 4:37b7ed4aa26b, committed 2018-04-26
- Comitter:
- Josahty
- Date:
- Thu Apr 26 03:20:45 2018 +0000
- Parent:
- 3:d9f74abb128b
- Commit message:
- Updated comments and formatting
Changed in this revision
NeoStrip.lib | Show annotated file Show diff for this revision Revisions of this file |
main.cpp | Show annotated file Show diff for this revision Revisions of this file |
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/NeoStrip.lib Thu Apr 26 03:20:45 2018 +0000 @@ -0,0 +1,1 @@ +http://os.mbed.com/users/aswild/code/NeoStrip/#f531a2be180d
--- a/main.cpp Thu Apr 26 02:51:49 2018 +0000 +++ b/main.cpp Thu Apr 26 03:20:45 2018 +0000 @@ -1,3 +1,11 @@ +// ====================================================================== +// Program to create a Connect 4 game using a NeoPixel Matrix 8x8 RGB LED +// and a 5-way Tactile Navigation Switch. +// Ha Dao and Joseph Doughty +// April 25, 2018 +// Georgia Institute of Technology, ECE4011 Final Project +//======================================================================= + #include "mbed.h" #include "NeoStrip.h" #include "PinDetect.h" @@ -5,36 +13,39 @@ #define N 64 -NeoStrip strip(p18, N); //8x8 neopixel matrix with each neopixel addressable by its index which range from 0 to 63 -Matrix board(8,7); //the Connect Four game board is a 6x7 matrix, the neopixel matrix is 8x8, created an 8x7 matrix to keep track of moves +NeoStrip strip(p18, N); // 8x8 neopixel matrix with each "pixel" LED addressable by its index, which range from 0 to 63 +Matrix board(8,7); // the Connect Four game board is a 6x7 matrix, the NeoPixel matrix is 8x8, created an 8x7 matrix to keep track of moves PinDetect right(p5); PinDetect left(p7); PinDetect center(p8); -int pos = 0; //current position of led in Neopixel index -int row = 0; +int pos = 0; //c urrent position of LED in Neopixel index +int row = 0; int col = 0; -int winmode = 0; //0 means the game is not won, 1-4 are different ways to win +int winmode = 0; //0 means the game hasn't yet been won, 1-4 are different ways to win -int red = 0xFF0000; -int blue = 0x0000FF; -int color = red; +int red = 0xFF0000; // one player is red +int blue = 0x0000FF; // other player is blue +int color = red; // begin the game with the red player int winningcolor = 0; -void alloff() //turn off all neopixel at the beginning +// clears the LED matrix by turning each one off +void alloff() { for (int i = 0; i < N; i++) strip.setPixel(i, 0, 0, 0); strip.write(); } -int matrix2index(int r, int c) //convert row,col of matrix to index of neopixel that range from 0 to 63 +// converts row and column indexes of a matrix to the corresponding index of the NeoPixel +int matrix2index(int r, int c) { return (r-1)*8 + c - 1; } -//when the game is won, flash the neopixels that lead to winning forever until the game is restarted +// when the game is won, flashes the four LEDs corresponding to the winning move +// this will continue until the game is reset via the mbed reset button void display_winner(int mode, int r, int c, int wincolor) { switch (mode) @@ -108,9 +119,11 @@ } } +// checks to see if the game has been won; a game is won if either player has +// four markers in a row horizontally, diagonally, or vertically void check_winner() { - //check 4 in a row + //checks for four markers in a row for (int r = 1; r < 9; r++) { for (int c = 1; c < 6; c++) @@ -122,7 +135,7 @@ } } } - //check 4 in a col + //checks for four markers in a column for (int c = 1; c < 9; c++) { for (int r = 1; r < 6; r++) @@ -134,7 +147,7 @@ } } } - //check 4 in a forward diagonal + //checks for four markers in a forward (right-leaning) diagonal for (int r = 3; r < 6; r++) { for (int c = 1; c < 5; c++) @@ -146,7 +159,7 @@ } } } - //check 4 in a reverse diagonal + //checks for four markers in a reverse (left-leaning) diagonal for (int r = 3; r < 6; r++) { for (int c = 4; c < 8; c++) @@ -160,46 +173,47 @@ } } -void right_hit_callback (void) { //move to the flashing neopixel to the right - //led1 = !led1; - strip.setPixel(pos, 0, 0, 0); //turn off the current neopixel - if (pos < 6) pos = pos + 1; //move the neopixel to the right if not out of range -} -void left_hit_callback (void) { //move the flashing neopixel to the left - //led3 = !led3; - strip.setPixel(pos, 0, 0, 0); - if (pos > 0) pos = pos - 1; +// move the player marker to the right +void right_hit_callback (void) { + strip.setPixel(pos, 0, 0, 0); // turn off the current LED + if (pos < 6) pos = pos + 1; // only move to the right if not at "screen" edge } -void center_hit_callback (void) { //drop the coin - //turn off the flashing neopixel on top row - strip.setPixel(pos, 0, 0, 0); - //then coin need to appear at the current column, on the lowest row that not occupied +// move the player marker to the left +void left_hit_callback (void) { + strip.setPixel(pos, 0, 0, 0); // turn off the current LED + if (pos > 0) pos = pos - 1; // only move to the left if not at "screen" edge +} + +// drop the player marker straight down the current column +void center_hit_callback (void) { + strip.setPixel(pos, 0, 0, 0); // turn off the current LED + // show marker at lowest unoccupied position in the selected column col = pos + 1; for(row = 8; row > 1; row-- ) { - if (board.getNumber(row,col) == 0) break; //break out of loop when found the lowest unoccupied row + if (board.getNumber(row,col) == 0) break; // break upon finding lowest unoccupied position } //convert to neopixel index to turn of that neopixel, but only if not all rows in 6x7 board are occupied if (row > 2) strip.setPixel(matrix2index(row,col), color); else return; - //after added LED to that position - if (color == red) + + if (color == red) // if it's red player's turn, { - board.add( row, col, 1.0);//update matrix to have a matrix to check winner - check_winner(); //check if the winning move is made - color = blue; //change player/color + board.add( row, col, 1.0); // update matrix to have a matrix to check winner + check_winner(); // check board state to see if the game has been won + color = blue; // switch to the blue player } - else + else // else, if it's blue player's turn, { - board.add( row, col, 2.0); - check_winner(); - color = red; + board.add( row, col, 2.0); // update matrix to have a matrix to check winner + check_winner(); // check board state to see if the game has been won + color = red; // switch to the red player } } int main() { - //initialize the matrix to 0 meaning all rows and cols are unoccupied + // initialize the matrix to 0 so that all rows and columns are unoccupied board << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 @@ -209,33 +223,35 @@ << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0 << 0; - // Use internal pullups for pushbutton + // use internal pullups for pushbutton right.mode(PullUp); left.mode(PullUp); - center.mode(PullUp); - // Delay for initial pullup to take effect + center.mode(PullUp); + + // delay for initial pullup to take effect wait(.05); - // Setup Interrupt callback functions for a pb hit - right.attach_deasserted(&right_hit_callback); //used to move coin - left.attach_deasserted(&left_hit_callback); //used to move coin - center.attach_deasserted(¢er_hit_callback); //used to drop coin - // Start sampling pb inputs using interrupts + + // setup interrupt callback functions for a pb hit + right.attach_deasserted(&right_hit_callback); // used to move player marker + left.attach_deasserted(&left_hit_callback); // used to move player marker + center.attach_deasserted(¢er_hit_callback); // used to drop player marker + + // start sampling inputs using interrupts right.setSampleFrequency(); left.setSampleFrequency(); center.setSampleFrequency(); wait(.01); - float bright = 0.2; // 20% is plenty for indoor use + float bright = 0.2; // 20% brightness is plenty for indoor visibility strip.setBrightness(bright); // set default brightness - alloff(); //initial all neopixels to off + alloff(); // initialize all of the NeoPixel LEDs to be off while(1) { - //winmode is initialized to 0 (not won and the function return) - //winmode is changed in check_winner - //need to call display_winner here rather than calling from interrupt fuction because display_winner loop forever if the game is won + // if the game has been won, display the winning move display_winner(winmode,row,col,winningcolor); - //flashing the current position indicating which col will the disc be dropped at + + // flash the LED corresponding to the currently selected player marker location strip.setPixel(pos, color); strip.write(); wait(0.2);