在本應用中,我們將使用的點矩陣是8×8矩陣,這意味著它具有8列8行,因此總共包含64個LED。
MAX7219芯片僅需使用Arduino電路板的3個數字引腳,即可更輕鬆地控制點矩陣。我認為最好的選擇是購買以MAX7219芯片為模塊的點矩陣,這將簡化佈線。
您一次可以控制多個矩陣。為此,您只需要將它們彼此連接即可,因為它們的兩側都有引腳以擴展點矩陣。
所需部件
對於本應用,您需要:
引腳接線
您只需要將5個引腳從點矩陣連接到Arduino開發板即可。接線非常簡單:
點矩陣針 接線到Arduino Uno
地線 地線
VCC 5伏
DIN標準 數碼針
CS 數碼針
時鐘 數碼針
如何使用Arduino控制點矩陣
為了使控制點矩陣更加容易,您需要下載並在Arduino IDE中安裝LedControl庫。要安裝該庫,請按照下列步驟操作:
1. 單擊此處下載LedControl庫。您的下載中應該有一個.zip文件夾
2. 解壓縮.zip文件夾,您應該得到LedControl-master文件夾
3. 重命名文件夾 到LedControl
4. 將LedControl 文件夾移至Arduino IDE安裝 庫 文件夾
5. 最後,重新打開您的Arduino IDE
使用LedControl庫函數
在點矩陣上顯示內容的最簡單方法是使用setLed(),setRow()或setColumn()函數。這些功能使您可以一次控制一個LED,一行或一列。
這是每個函數的參數:
setLed(addr,row,col,state)
· addr是矩陣的地址,例如,如果只有1個矩陣,則int addr將為零。
· row是led所在的行
· col是led所在的列
· state
· 如果您要打開LED,則為true或1
· 如果為假,則為false或0
setRow(addr,row,value)
setCol(addr,column,value)
指數
如前所述,此矩陣有8列和8行。每個索引的索引範圍都是0到7。下面是一個更好理解的模型:
如果要在矩陣中顯示某些內容,則只需要知道確定的行或列中的LED是打開還是關閉。
例如,如果您想露出笑臉,這是您需要做的:
源代碼
這是一個簡單的草圖,其中顯示三種類型的面孔:悲傷的面孔,中性的面孔和幸福的面孔。將以下代碼上傳到您的開發板上:
#include "LedControl.h"
#include "binary.h"
/*
DIN connects to pin 12
CLK connects to pin 11
CS connects to pin 10
*/
LedControl lc=LedControl(12,11,10,1);
// delay time between faces
unsigned long delaytime=1000;
// happy face
byte hf[8]= {B00111100,B01000010,B10100101,B10000001,B10100101,B10011001,B01000010,B00111100};
// neutral face
byte nf[8]={B00111100, B01000010,B10100101,B10000001,B10111101,B10000001,B01000010,B00111100};
// sad face
byte sf[8]= {B00111100,B01000010,B10100101,B10000001,B10011001,B10100101,B01000010,B00111100};
void setup() {
lc.shutdown(0,false);
// Set brightness to a medium value
lc.setIntensity(0,8);
// Clear the display
lc.clearDisplay(0);
}
void drawFaces(){
// Display sad face
lc.setRow(0,0,sf[0]);
lc.setRow(0,1,sf[1]);
lc.setRow(0,2,sf[2]);
lc.setRow(0,3,sf[3]);
lc.setRow(0,4,sf[4]);
lc.setRow(0,5,sf[5]);
lc.setRow(0,6,sf[6]);
lc.setRow(0,7,sf[7]);
delay(delaytime);
// Display neutral face
lc.setRow(0,0,nf[0]);
lc.setRow(0,1,nf[1]);
lc.setRow(0,2,nf[2]);
lc.setRow(0,3,nf[3]);
lc.setRow(0,4,nf[4]);
lc.setRow(0,5,nf[5]);
lc.setRow(0,6,nf[6]);
lc.setRow(0,7,nf[7]);
delay(delaytime);
// Display happy face
lc.setRow(0,0,hf[0]);
lc.setRow(0,1,hf[1]);
lc.setRow(0,2,hf[2]);
lc.setRow(0,3,hf[3]);
lc.setRow(0,4,hf[4]);
lc.setRow(0,5,hf[5]);
lc.setRow(0,6,hf[6]);
lc.setRow(0,7,hf[7]);
delay(delaytime);
}
void loop(){
drawFaces();
}
乒乓球比賽
對於乒乓遊戲,您只需要在前面的原理圖中添加一個1k歐姆的電位器即可。組裝新電路,如下所示:
源代碼
然後,將以下代碼上傳到您的Arduino開發板:
#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);
#endif
}
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");
#endif
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);
#endif
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");
#endif
newGame();
ball_timer = timer.every(BALL_DELAY, moveBall);
}
void loop() {
timer.update();
// Move pad
setPad();
#ifdef DEBUG
Serial.println(xpad);
#endif
// Update screen
drawGame();
if(checkLoose()) {
debug("LOOSE");
gameOver();
newGame();
}
delay(GAME_DELAY);
}
最後
您是否曾經在Arduino項目中使用過點矩陣?如果您喜歡這篇文章,可能您還會喜歡我的下一篇文章,敬請期待。謝謝閱讀,
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