Enrique Albertos
Published © Apache-2.0

Mega 2560 Touch Breakout Game

Configurable multi level breakout game for Elegoo Mega 2560 R3 with Elegoo 2.8 Inches TFT Touch Screen

BeginnerFull instructions provided1 hour2,740
Mega 2560 Touch Breakout Game

Things used in this project

Story

Read more

Schematics

Elegoo 2.8 TFT Shield

Elegoo 2.8 TFT Shield ports

Code

mega2560_breakout.ino

Arduino
Parts needed:
Elegoo MEGA 2560 R3
Elegoo 2.8 TFT Touch Screen Shield
Pasive Buzzer port 49 GND

This example code is in the public domain.
/*
  Mega 2560 Touch TFT Breakout

  Classic breakout game

  Parts needed:
      Elegoo MEGA 2560 R3
      Elegoo 2.8 TFT Touch Screen Shield
      Pasive Buzzer port 49 GND

  This example code is in the public domain.

  Modified 27 10 2021
  By Enrique Albertos


*/

//#define DEMO_MODE

#include <Adafruit_GFX.h>    // Core graphics library
#include <TouchScreen.h>
#include "pitches.h"
#include <MCUFRIEND_kbv.h>

#define BUZZER_PORT 49

#define BLACK   0x0000
#define BLUE    0x001F
#define RED     0xF800
#define GREEN   0x07E0
#define CYAN    0x07FF
#define MAGENTA 0xF81F
#define YELLOW  0xFFE0
#define WHITE   0xFFFF
#define PRIMARY_COLOR 0x4A11
#define PRIMARY_LIGHT_COLOR 0x7A17
#define PRIMARY_DARK_COLOR 0x4016
#define PRIMARY_TEXT_COLOR 0x7FFF


MCUFRIEND_kbv tft;

#define LOWFLASH (defined(__AVR_ATmega328P__) && defined(MCUFRIEND_KBV_H_))

// Touch screen pressure threshold
#define MINPRESSURE 40
#define MAXPRESSURE 1000
// Touch screen calibration
const int16_t XP = 8, XM = A2, YP = A3, YM = 9; //240x320 ID=0x9341
const int16_t TS_LEFT = 122, TS_RT = 929, TS_TOP = 77, TS_BOT = 884;

const TouchScreen ts = TouchScreen(XP, YP, XM, YM, 300);


#define SCORE_SIZE 30

char scoreFormat[] = "%04d";

typedef struct gameSize_type {
  int16_t x, y, width, height;
} gameSize_type;


gameSize_type gameSize;
uint16_t backgroundColor = BLACK;
int level;

const uint8_t BIT_MASK[] = {0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80};
uint8_t pointsForRow[] = {7, 7, 5, 5, 3, 3 , 1, 1};
#define GAMES_NUMBER 16

typedef struct game_type {
  int ballsize;
  int playerwidth;
  int playerheight;
  int exponent;
  int top;
  int rows;
  int columns;
  int brickGap;
  int lives;
  int wall[GAMES_NUMBER];
  int initVelx;
  int initVely;
} game_type;


game_type games[GAMES_NUMBER] =
  // ballsize, playerwidth, playerheight, exponent, top, rows, columns, brickGap, lives, wall[8],                                         initVelx, initVely
{
  { 10,             60,          8,           6,        40 ,     8,       8, 3,       3,  {0x18, 0x66, 0xFF, 0xDB, 0xFF, 0x7E, 0x24, 0x3C} , 28, -28},
  { 10,             50,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0x99, 0xFF, 0xE7, 0xBD, 0xDB, 0xE7, 0xFF} , 28, -28},
  { 10,             50,          8,           6,        40 ,     8,       8, 3,       3,  {0xAA, 0x55, 0xAA, 0x55, 0xAA, 0x55, 0xAA, 0x55} , 28, -28},
  { 8,              50,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0xC3, 0xC3, 0xC3, 0xC3, 0xC3, 0xC3, 0xFF} , 34, -34},
  { 10,             40,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0xAA, 0xAA, 0xFF, 0xFF, 0xAA, 0xAA, 0xFF} , 28, -28},
  { 10,             40,          8,           6,        40 ,     8,       8, 3,       3,  {0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA} , 28, -28},
  { 12,             64,          8,           6,        60 ,     4,       2, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 20, -20},
  { 12,             60,          8,           6,        60 ,     5,       3, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 22, -22},
  { 10,             56,          8,           6,        30 ,     6,       4, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 24, -24},
  { 10,             52,          8,           6,        30 ,     7,       5, 3,       4,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 26, -26},
  { 8,              48,          8,           6,        30 ,     8,       6, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 28, -28},
  { 8,              44,          8,           6,        30 ,     8,       7, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 30, -30},
  { 8,              40,          8,           6,        30 ,     8,       8, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 32, -32},
  { 8,              36,          8,           6,        40 ,     8,       8, 3,       3,  {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF} , 34, -34},
  { 8,              36,          8,           6,        40 ,     8,       8, 3,       3,  {0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA} , 34, -34}
};

game_type* game;

typedef struct game_state_type {
  uint16_t ballx;
  uint16_t bally;
  uint16_t ballxold;
  uint16_t ballyold;
  int velx;
  int vely;
  int playerx;
  int playerxold;
  int wallState[8];
  int score;
  int remainingLives;
  int top;
  int bottom;
  int walltop;
  int wallbottom ;
  int brickheight;
  int brickwidth;


};
game_state_type state;



//////////////////////////////////////////////////////////////
// ARDUINO SETUP
//////////////////////////////////////////////////////////////

void setup()
{
  initTft(tft);
  gameSize = {0, 0, tft.width(), tft.height()};
  newGame(&games[0], &state, tft);
}
//////////////////////////////////////////////////////////////
// ARDUINO LOOP
//////////////////////////////////////////////////////////////

int selection = -1;

void loop(void)
{

  selection = readUiSelection(game, &state, selection);

  drawPlayer(game, &state);
  // store old position to remove old pixels
  state.playerxold = state.playerx;

  // calculate new ball position x1 = x0 + vx * dt

  // check max speed
  if (abs( state.vely) > ((1 << game->exponent) - 1)) {
    state.vely = ((1 << game->exponent) - 1) * ((state.vely > 0) - (state.vely < 0));
  }
  if (abs( state.velx) > ((1 << game->exponent) - 1)) {
    state.velx = ((1 << game->exponent) - 1) * ((state.velx > 0) - (state.velx < 0));
  }

  state.ballx += state.velx;
  state.bally += state.vely;

  // check ball collisions and exit
  checkBallCollisions(game, &state, state.ballx >> game->exponent, state.bally >> game->exponent);
  checkBallExit(game, &state, state.ballx >> game->exponent, state.bally >> game->exponent);

  // draw ball in new position
  drawBall(state.ballx >> game->exponent, state.bally >> game->exponent, state.ballxold >> game->exponent, state.ballyold >> game->exponent, game->ballsize );

  // store old position to remove old pixels
  state.ballxold = state.ballx;
  state.ballyold = state.bally;

  // increment velocity
  state.velx = (20 + (state.score >> 3 )) * ( (state.velx > 0) - (state.velx < 0));
  state.vely = (20 + (state.score >> 3 )) * ( (state.vely > 0) - (state.vely < 0));

  // if no bricks go to next level
  if (noBricks(game, &state) && level < GAMES_NUMBER) {
    level++;
    newGame( &games[level], &state, tft);
  } else if ( state.remainingLives <= 0) {
    gameOverTouchToStart();
    state.score = 0;
    level = 0;
    newGame(game, &state, tft);
  }
}


void newGame(game_type* newGame, game_state_type * state,  MCUFRIEND_kbv &tft) {
  game = newGame;
  setupState(game, state, tft);

  clearDialog(gameSize);
  updateLives(game->lives, state->remainingLives);
  updateScore(state->score);

  setupWall(game, state);

  touchToStart();

  clearDialog(gameSize);
  updateLives(game->lives, state->remainingLives);
  updateScore(state->score);
  setupWall(game, state);


}

void setupStateSizes(game_type* game, game_state_type * state, MCUFRIEND_kbv &tft) {
  state->bottom = tft.height() - 30;
  state->brickwidth = tft.width() / game->columns;
  state->brickheight = tft.height() / 24;
}

void setupState(game_type* game, game_state_type * state, MCUFRIEND_kbv &tft) {
  setupStateSizes(game, state, tft);
  for (int i = 0; i < game->rows ; i ++) {
    state->wallState[i] = 0;
  }
  state->playerx = tft.width() / 2 - game->playerwidth / 2;
  state->remainingLives = game->lives;
  state->bally = state->bottom << game->exponent;
  state->ballyold = state->bottom << game->exponent;
  state->velx = game->initVelx;
  state->vely = game->initVely;
}

void updateLives(int lives, int remainingLives) {

  for (int i = 0; i < lives; i++) {
    tft.fillCircle((1 + i) * 15, 15, 5, BLACK);
  }

  for (int i = 0; i < remainingLives; i++) {
    tft.fillCircle((1 + i) * 15, 15, 5, YELLOW);
  }

}


void setupWall(game_type * game, game_state_type * state) {

  int colors[] = {RED, RED, BLUE, BLUE,  YELLOW, YELLOW, GREEN, GREEN};
  state->walltop = game->top + 40;
  state->wallbottom = state->walltop + game->rows * state->brickheight;
  for (int i = 0; i < game->rows; i++) {
    for (int j = 0; j < game->columns; j++) {
      if (isBrickIn(game->wall, j, i)) {
        setBrick(state->wallState, j, i);
        drawBrick(state, j, i, colors[i]);
      }
    }
  }
}


void drawBrick(game_state_type * state, int xBrick, int yBrickRow, uint16_t backgroundColor) {
  tft.fillRect((state->brickwidth * xBrick) + game->brickGap,
               state->walltop + (state->brickheight * yBrickRow) + game->brickGap ,
               state->brickwidth - game->brickGap * 2,
               state->brickheight -  game->brickGap * 2, backgroundColor);

}


boolean noBricks(game_type * game, game_state_type * state) {
  for (int i = 0; i < game->rows ; i++) {
    if (state->wallState[i]) return false;
  }
  return true;
}

void drawPlayer(game_type * game, game_state_type * state) {
  // paint
  tft.fillRect(state->playerx, state->bottom, game->playerwidth, game->playerheight, YELLOW);
  if (state->playerx != state->playerxold) {
    // remove old pixels
    if (state->playerx < state->playerxold) {
      tft.fillRect(state->playerx + game->playerwidth, state->bottom, abs(state->playerx - state->playerxold), game->playerheight, backgroundColor);
    }
    else {
      tft.fillRect(state->playerxold, state->bottom, abs(state->playerx - state->playerxold), game->playerheight, backgroundColor);
    }

  }
}

void drawBall(int x, int y, int xold, int yold, int ballsize) {
  // remove old pixels
  //if (xold != x && yold != y) {
  if (xold <= x && yold <= y) {
    tft.fillRect(xold , yold, ballsize, y - yold, BLACK);
    tft.fillRect(xold , yold, x - xold, ballsize, BLACK);
  } else if (xold >= x && yold >= y) {
    tft.fillRect(x + ballsize , yold, xold - x, ballsize, BLACK);
    tft.fillRect(xold , y + ballsize, ballsize, yold - y, BLACK);
  } else if (xold <= x && yold >= y) {
    tft.fillRect(xold , yold, x - xold, ballsize, BLACK);
    tft.fillRect(xold , y + ballsize, ballsize, yold - y, BLACK);
  } else if (xold >= x && yold <= y) {
    tft.fillRect(xold , yold, ballsize, y - yold, BLACK);
    tft.fillRect(x + ballsize, yold, xold - x, ballsize, BLACK);
  }
  // paint new ball
  tft.fillRect(x , y, ballsize, ballsize, YELLOW);
  // }

}

void touchToStart() {
  drawBoxedString(0, 200, "   BREAKOUT", 3, YELLOW, BLACK);
  drawBoxedString(0, 240, "    TOUCH TO START", 2, RED, BLACK);
  while (waitForTouch() < 0) {}
}

void gameOverTouchToStart() {
  drawBoxedString(0, 180, "  GAME OVER", 3, YELLOW, BLACK);
  drawBoxedString(0, 220, "  TOUCH TO START", 2, RED, BLACK);
  while (waitForTouch() < 0) {}
}


void updateScore (int score) {
  char buffer[5];
  snprintf(buffer, sizeof(buffer), scoreFormat, score);
  drawBoxedString(tft.width() - 50, 6, buffer, 2, YELLOW, PRIMARY_DARK_COLOR);
}

void checkBrickCollision(game_type* game, game_state_type * state, uint16_t x, uint16_t y) {
  int x1 = x + game->ballsize;
  int y1 = y + game->ballsize;
  int collissions = 0;
  collissions += checkCornerCollision(game, state, x, y);
  collissions += checkCornerCollision(game, state, x1, y1);
  collissions += checkCornerCollision(game, state, x, y1);
  collissions += checkCornerCollision(game, state, x1, y);
  if (collissions > 0 ) {
    tone(BUZZER_PORT, NOTE_A3, 4);
    state->vely = (-1 * state->vely);
    if ((((x % state->brickwidth) == 0)  && ( state->velx < 0 ))
        || ((((x + game->ballsize) % state->brickwidth) == 0)  && ( state->velx > 0 )) ) {
      state->velx = (-1 * state->velx);
    }
  }


}
int checkCornerCollision(game_type * game,  game_state_type * state, uint16_t x, uint16_t y) {
  if ((y > state->walltop) && (y < state->wallbottom)) {
    int yBrickRow = ( y -  state->walltop) / state->brickheight;
    int xBrickColumn = (x / state->brickwidth);
    if (isBrickIn(state->wallState, xBrickColumn, yBrickRow) ) {
      hitBrick(state, xBrickColumn, yBrickRow);
      return 1;
    }
  }
  return 0;
}
void hitBrick(game_state_type * state, int xBrick, int yBrickRow) {
  state->score += pointsForRow[yBrickRow];
  drawBrick(state, xBrick, yBrickRow, WHITE);
  delay(16);
  drawBrick(state, xBrick, yBrickRow, BLUE);
  delay(8);
  drawBrick(state, xBrick, yBrickRow, backgroundColor);
  unsetBrick(state->wallState, xBrick, yBrickRow);
  updateScore(state->score);
}

void checkBorderCollision(game_type * game,  game_state_type * state, uint16_t x, uint16_t y) {
  // check wall collision
  if (x + game->ballsize >=  tft.width()) {
    state->velx = -abs(state->velx);
    tone(BUZZER_PORT, NOTE_D4, 16);
  }
  if (x <= 0  ) {
    state->velx = abs(state->velx);
    tone(BUZZER_PORT, NOTE_D4, 16);
  }
  if (y <= SCORE_SIZE ) {
    state->vely = abs(state->vely);
    tone(BUZZER_PORT, NOTE_D4, 16);
  }
  if (((y + game->ballsize)  >=  state->bottom)
      && ((y + game->ballsize) <= (state->bottom + game->playerheight))
      && (x >= state->playerx)
      && (x <= (state->playerx + game->playerwidth))) {
    // change vel x near player borders
    if (x > (state->playerx + game->playerwidth - 6)) {
      state->velx = state->velx - 1;
    } else if (x < state->playerx + 6) {
      state->velx = state->velx + 1;
    }
    state->vely = -abs(state->vely) ;
    tone(BUZZER_PORT, NOTE_B5, 16);
  }
}

void checkBallCollisions(game_type * game, game_state_type * state, uint16_t x, uint16_t y) {
  checkBrickCollision(game, state, x, y);
  checkBorderCollision(game, state, x, y);
}

void checkBallExit(game_type * game, game_state_type * state, uint16_t x, uint16_t y) {
  if (((y + game->ballsize)  >=  tft.height())) {
    state->remainingLives--;
    updateLives(game->lives, state->remainingLives);
    delay(500);
    state->vely = -abs(state->vely) ;
  }
}

void setBrick(int wall[], uint8_t x, uint8_t y) {
  wall[y] = wall[y] | BIT_MASK[x];
}

void unsetBrick(int wall[], uint8_t x, uint8_t y) {
  wall[y] = wall[y] & ~BIT_MASK[x];
}

boolean isBrickIn(int wall[], uint8_t x, uint8_t y) {
  return wall[y] &  BIT_MASK[x];
}
//////////////////////////////////////////////////////////////
// TFT SETUP
//////////////////////////////////////////////////////////////

void initTft(MCUFRIEND_kbv & tft) {
  tft.reset();
  uint16_t ID = tft.readID();
  tft.begin(ID);
  tft.setRotation(0);
}

//////////////////////////////////////////////////////////////
// Screen Painting methods
//////////////////////////////////////////////////////////////


/**
  Print a text in forecolor over a filled box with background color.
  Rectangle size is calculated to include the whole text without margins

  @param x horizontal coordinate in points left upper corner
  @param y vertical coordinate in points left upper corner
  @param fontsize font size of the text to print
  @param foreColor forecolor of the text to print
  @param backgroundColor color of the filled rect
  @return void
*/
void drawBoxedString(const uint16_t x, const uint16_t y, const char* string, const uint16_t fontsize, const uint16_t foreColor, const uint16_t backgroundColor) {
  tft.setTextSize(fontsize);
  int16_t  x1, y1;
  uint16_t w, h;
  tft.getTextBounds(string, x, y, &x1, &y1, &w, &h);
  tft.fillRect(x, y, w, h, backgroundColor);
  tft.setCursor(x, y);
  tft.setTextColor(foreColor);
  tft.print(string);
}

/**
  Clear the screen to the default backgrounds

  @param void
  @return void
*/
void clearDialog(gameSize_type gameSize) {
  tft.fillRect(gameSize.x, gameSize.y, gameSize.width, gameSize.height,  backgroundColor);
  tft.fillRect(gameSize.x, gameSize.y, gameSize.width, SCORE_SIZE, PRIMARY_DARK_COLOR);
}



//////////////////////////////////////////////////////////////
// READ UI SELECTION
//////////////////////////////////////////////////////////////

/*
   Checks if the user is selecting any of the visible enabled ui elements
   The onTap callback of the selected element is called and it set as pressed

  @param lastSelected the last selection
  @return the new selection

*/
int readUiSelection(game_type * game, game_state_type * state, const int16_t lastSelected ) {
  int16_t xpos, ypos;  //screen coordinates
  TSPoint tp = ts.getPoint();   //tp.x, tp.y are ADC values

  // if sharing pins, you'll need to fix the directions of the touchscreen pins
  pinMode(XM, OUTPUT);
  pinMode(YP, OUTPUT);
  // we have some minimum pressure we consider 'valid'
  // pressure of 0 means no pressing!

  if (tp.z > MINPRESSURE && tp.z < MAXPRESSURE) {
    xpos = map(tp.x, TS_RT, TS_LEFT, 0, tft.width());
    ypos = map(tp.y, TS_BOT, TS_TOP, 0, tft.height());
    // are we in buttons area ?

    if (xpos > tft.width() / 2) {
      state->playerx += 2;
    } else {
      state->playerx -= 2;
    }
    if (state->playerx >= tft.width() - game->playerwidth) state->playerx = tft.width() - game->playerwidth;
    if (state->playerx < 0) state->playerx = 0;
    return 1;

  }
#ifdef DEMO_MODE
  state->playerx = (state->ballx >> game->exponent) - game->playerwidth / 2;
  if (state->playerx >= tft.width() - game->playerwidth) state->playerx = tft.width() - game->playerwidth;
  if (state->playerx < 0) state->playerx = 0;
#endif

  return -1;
}


int waitForTouch() {
  int16_t xpos, ypos;  //screen coordinates
  TSPoint tp = ts.getPoint();   //tp.x, tp.y are ADC values

  // if sharing pins, you'll need to fix the directions of the touchscreen pins
  pinMode(XM, OUTPUT);
  pinMode(YP, OUTPUT);
  // we have some minimum pressure we consider 'valid'
  // pressure of 0 means no pressing!
  if (tp.z > MINPRESSURE && tp.z < MAXPRESSURE) {
    return 1;
  }
  return -1;
}

pitches.h

C/C++
/*************************************************
   Public Constants
 *************************************************/

#define NOTE_B0  31
#define NOTE_C1  33
#define NOTE_CS1 35
#define NOTE_D1  37
#define NOTE_DS1 39
#define NOTE_E1  41
#define NOTE_F1  44
#define NOTE_FS1 46
#define NOTE_G1  49
#define NOTE_GS1 52
#define NOTE_A1  55
#define NOTE_AS1 58
#define NOTE_B1  62
#define NOTE_C2  65
#define NOTE_CS2 69
#define NOTE_D2  73
#define NOTE_DS2 78
#define NOTE_E2  82
#define NOTE_F2  87
#define NOTE_FS2 93
#define NOTE_G2  98
#define NOTE_GS2 104
#define NOTE_A2  110
#define NOTE_AS2 117
#define NOTE_B2  123
#define NOTE_C3  131
#define NOTE_CS3 139
#define NOTE_D3  147
#define NOTE_DS3 156
#define NOTE_E3  165
#define NOTE_F3  175
#define NOTE_FS3 185
#define NOTE_G3  196
#define NOTE_GS3 208
#define NOTE_A3  220
#define NOTE_AS3 233
#define NOTE_B3  247
#define NOTE_C4  262
#define NOTE_CS4 277
#define NOTE_D4  294
#define NOTE_DS4 311
#define NOTE_E4  330
#define NOTE_F4  349
#define NOTE_FS4 370
#define NOTE_G4  392
#define NOTE_GS4 415
#define NOTE_A4  440
#define NOTE_AS4 466
#define NOTE_B4  494
#define NOTE_C5  523
#define NOTE_CS5 554
#define NOTE_D5  587
#define NOTE_DS5 622
#define NOTE_E5  659
#define NOTE_F5  698
#define NOTE_FS5 740
#define NOTE_G5  784
#define NOTE_GS5 831
#define NOTE_A5  880
#define NOTE_AS5 932
#define NOTE_B5  988
#define NOTE_C6  1047
#define NOTE_CS6 1109
#define NOTE_D6  1175
#define NOTE_DS6 1245
#define NOTE_E6  1319
#define NOTE_F6  1397
#define NOTE_FS6 1480
#define NOTE_G6  1568
#define NOTE_GS6 1661
#define NOTE_A6  1760
#define NOTE_AS6 1865
#define NOTE_B6  1976
#define NOTE_C7  2093
#define NOTE_CS7 2217
#define NOTE_D7  2349
#define NOTE_DS7 2489
#define NOTE_E7  2637
#define NOTE_F7  2794
#define NOTE_FS7 2960
#define NOTE_G7  3136
#define NOTE_GS7 3322
#define NOTE_A7  3520
#define NOTE_AS7 3729
#define NOTE_B7  3951
#define NOTE_C8  4186
#define NOTE_CS8 4435
#define NOTE_D8  4699
#define NOTE_DS8 4978

Credits

Enrique Albertos

Enrique Albertos

10 projects • 22 followers
Pedestrian.

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