Tag Archives: games

Bash-completion, C64 Pico Amplifier and Laser cutting

Worked on bash autocompletion for QP

source below script to get
qp <tab><tab> shortcode

Not happy with both versions yet …

#/usr/bin/env bash

# Version 0.1
qpcompl()
{
  COMPREPLY=($(compgen -W "$(qp | cut -f2 -d \' )" "${COMP_WORDS[1]}"))
}
complete -F qpcompl qp
--------------------------------------------------------------------------------------
# V 0.2
_qp_complete() {
    local cur prev opts
    COMPREPLY=()
    cur="${COMP_WORDS[COMP_CWORD]}"
    prev="${COMP_WORDS[COMP_CWORD-2]}"
    opts="add del"

    case "${prev}" in
        add)
            COMPREPLY=( $(compgen -d -- ${cur} ))
            return 0
            ;;
        del)
            COMPREPLY=( $(compgen -f -- ${cur}) )
            return 0
            ;;
        *)
            COMPREPLY=( $(compgen -W "$(echo add; echo del ;echo "" ; qp)" -- ${cur}) )
            return 0
            ;;
    esac
}

complete -F _qp_complete -o nospace qp

Game controllers : left into right setup

My Bus Manipulator

And a Jigsaw in progress (with our own made clock in the background)

C64 Pico Amplifier

My C64 had a problem with previous attached speaker.
It drew too much current to drive. And random characters where printed.
Choosing another speaker and a minimal amplifier solved the issue.
(Thanks to Bigred finding the problem at Bornhack 2024)

My minimal amplifier for:

Using below mini speaker:

QuickPath and laser cut designs

Today I made a Linux version of Tyrone’s QuickPath tool.

My friend Tyrone came up with a great idea.

A directory switching tool, to move around in often used directories.
You can use a keyword to move around. These keywords are configured in a config file.
Even starting Total Commander with preset directories.
Work/Private/Programming environments.
His version uses PowerShell, but he wanted a multiplatform version, so we have chosen to use Python on both environments.

My version uses Python and Bash.
(Bash is used for a change directory workaround on Linux and bash completion.)

Source will be in Tyrone’s git when finished.

Options:

  • qp – lists config items with number and short key
  • qp 1 or qp c64demo – changes directory to below example
  • qp add c64demo /data/store/git/projects/c64code2024 – add a entry
  • qp del 1 – removes entry
  • qp mc tmp c64demo – starts midnight commander with left and right directories

Tomorrow some laser cutting, so let’s design some things to cut.

  • Jigsaw test – using engraving and cutting
  • Make a front for my bus manipulator
  • Make some cases for the game controllers (These are beta, and will be 3D printed at a later stage. My old 3D printer is slow)

Playing an old game

While I’m not really a gamer, I played a very old game I loved playing on my Amiga.

Its Ports of Call.

Are there others like this game?

Ports of Call is a 1986 business simulation game developed by German duo Rolf-Dieter Klein and Martin Ulrich, and published by Aegis Interactive Entertainment.
The game simulates the management of a global freight transport company, where the player charters freight, and, using the accumulated profit, can buy more and better ships. Minigames include manually piloting your ship into a specified berth in the harbour and picking up survivors from a life-raft. 

I loved the manoeuvring part, especially the large ships with both front and back rudders.

Here are some screenshots from Amiga Forever emulator

Post about other old games:

(Blind) Maze puzzle now with generation and play modes.

Info:

  • PlatformIO tested ( install StackArray.h in lib/StackArray/StackArray.h )
    • Reset button and dipswitches for below options
      • Visited pathmode ( dip switch 1)
        • Preview maze generation ( dip switch 3)
        • Hard mode – starts at first position when hitting a wall ( dip 2 )
        • Longest path mode (longest stackarray before stack.pop (dip 4 )
        • Prints serial info, like a drawn maze
        • Pixel remapping for other displays ( Below mapping i had to use, see source sketch )

How is the maze generated?

It is generated using recursive backtracking:

Start at 0,0 mark visited, select a random direction from unvisited neighbours, push current on the stack, goto new location, and mark this visited.
Repeat until no possible directions.
pop from the stack a previous location, another direction possible? Take that path and repeat.
Repeat popping from stack, until stack empty .. now all cells are visited

longest pop : 41
maze
------------------------
|    ||    ||       || |
---            ---      
| ||    ||    ||    || |
   ------------   ---   
|       || ||    ||    |
   ---         ---   ---
|    ||    || ||       |
      ---         ---
| || || || || || ||    |

| || || || || || || || |
---
|    ||    || || || || |
   ---------   ---
|                   || |
------------------------
x y : 00
maze 4
|4|3|6|3|6|5|3|2|
|2|12|9|12|9|6|9|10|
|14|5|3|2|6|9|6|9|
|14|3|12|11|10|6|13|3|
|10|10|2|10|10|10|6|11|
|8|10|10|10|10|10|10|10|
|6|9|12|9|10|8|10|10|
|12|5|5|5|13|5|9|8|

Easiest play mode: Preview Maze, Show visited path, NO reset to square 0,0 and NOT the longest path so :

Show visited DIP1Reset to 0,0 DIP2Preview DIP3Longest path DIP4
1010

Hard mode:

Show visited DIP1Reset to 0,0 DIP2Preview DIP3Longest path DIP4
0101

Todo: Battery / batterymanager / 3D case / better buttons

Some video shorts put together to show modes

CODE

#include <Arduino.h>
#include <Adafruit_NeoPixel.h>
#include "StackArray.h"

// Pin Assign
int up=25;
int down=33;
int left=32;
int right=26;
int trailsw=17;
int restartsw=5;
int showmazesw=18;
int popendsw=19;

int xend=7;
int yend=7;

int countpop=0;
int currentpop=0;

int directions[4]{};
int notalldone = 1;
int tmpx=0;
int tmpy=0;
int xgen = 1;
int ygen = 1;
int x = 0;
int y = 0;
int showmaze = 0;

// 0 easy = trail // 1 only red walls // 2 = reset to 0.0
int mode=0;

//int trail=32;
int trail=32;

// Which pin on the Arduino is connected to the NeoPixels?
#define LED_PIN    2

// How many NeoPixels are attached to the Arduino?
#define LED_COUNT 64

// Declare our NeoPixel strip object:
Adafruit_NeoPixel strip(LED_COUNT, LED_PIN, NEO_GRB + NEO_KHZ800);

int maze[8][8] = {

  };

int displaymatrix[8][8] = { 
{ 0,1,2,3,4,5,6,7 },
{ 15,14,13,12,11,10,9,8 }, 
{16,17,18,19,20,21,22,23},
{31,30,29,28,27,26,25,24},
{32,33,34,35,36,37,38,39},
{47,46,45,44,43,42,41,40},
{48,49,50,51,52,53,54,55},
{63,62,61,60,59,58,57,56}
};

int visitmatrix[10][10] = { 
  1,1,1,1,1,1,1,1,1,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,1,1,1,1,1,1,1,1,1
  };


void(* resetFunc) (void) = 0;

void drawmaze2(){
  Serial.print("x y : ");
 Serial.print(x);
 Serial.println(y);
 Serial.print("maze ");
 Serial.println(maze[x][y]);
  for(int ledy=0;ledy<8;ledy++)
  { Serial.print("|");
    for(int ledx=0;ledx<8;ledx++){
    Serial.print(maze[ledx][ledy]);  
    Serial.print("|");  
    if ( maze[ledx][ledy] != 0 ) {
       // mled.dot(ledx,ledy); // draw dot
      //  mled.display();
       // delay(50);
    }
      }  
    Serial.println("");
  }
  Serial.println("");
  delay(100);
}

void drawmaze(){
  Serial.println("maze ");
 
  for(int ledy=0;ledy<8;ledy++)
  { 
    // 1st line
    for(int ledx=0;ledx<8;ledx++){
    if(bitRead(maze[ledx][ledy], 3) == 0){ Serial.print("---"); } else { Serial.print("   "); }
    }
    Serial.println("");
    // 2nd line

    for(int ledx=0;ledx<8;ledx++){
    if(bitRead(maze[ledx][ledy], 0) == 1){
        if(bitRead(maze[ledx][ledy], 2) == 1){
          Serial.print("   "); } 
          else 
          { Serial.print("  |"); }
     }
     if(bitRead(maze[ledx][ledy], 0) == 0){
        if(bitRead(maze[ledx][ledy], 2) == 1){
          Serial.print("|  "); } 
          else 
          { Serial.print("| |"); }
     }
    

    
    }
        Serial.println("");
} 
   
    // last line
    int ledy=7;
    for(int ledx=0;ledx<8;ledx++){
    if(bitRead(maze[ledx][ledy], 1) == 0){ Serial.print("---"); } else { Serial.print("   "); }
    }
    Serial.println("");

    
    
  
  //Serial.println("");
  delay(100);
}

void mazegen(){
  visitmatrix[xgen][ygen]=1;       
  StackArray <int> rowStack; 
  StackArray <int> colStack;
        rowStack.push(xgen);
        colStack.push(ygen);
  while(notalldone == 1){    
     visitmatrix[xgen][ygen]=1;
        while(!rowStack.isEmpty()) {
        int count=0;
        //up
        if ( visitmatrix[xgen-1][ygen] == 0 ){
          directions[count]=1;
          count++;    
        }
        //right
        if ( visitmatrix[xgen][ygen+1] == 0 ){
          directions[count]=2;
          count++;    
        }
        //down
        if ( visitmatrix[xgen+1][ygen] == 0 ){
          directions[count]=4;
          count++;    
        }
        //left
        if ( visitmatrix[xgen][ygen-1] == 0 ){
          directions[count]=8;
          count++;    
        }  
        if (showmaze == 1 ){ 
          strip.setPixelColor(displaymatrix[xgen-1][ygen-1], 32, 32, 32);

          strip.show();
          delay(50);
        }
        // no dir found
        if (count == 0 ) {

if (digitalRead(popendsw) == 0 ){
  currentpop = rowStack.count();
  if (currentpop > countpop ) {
    countpop = currentpop;
  xend = xgen-1;
  yend = ygen-1;
  Serial.print("longest pop : ");
  Serial.println(currentpop);
  }
}

         // mled.dot(x-1,y-1);
         // mled.display();
          xgen = rowStack.pop();
          ygen = colStack.pop();

         // Serial.println("popping ");
          } else {
          // count random direction
          int dir = directions[random(count)];
          //Serial.println("push ");
          rowStack.push(xgen); 
          colStack.push(ygen);
         // Serial.print("nr dir : "); 
         // Serial.println(count);
          //delay(100);
         // Serial.println(dir);
          // move 1,1 to 0,0
          //mled.dot(x-1,y-1);
          //mled.display();
          // set direction in maze, dit moet bit set worden
          int mybits = maze[xgen-1][ygen-1];
          int storedir = mybits | dir;
          maze[xgen-1][ygen-1] = storedir;
          if ( dir == 1){
          int getup = maze[xgen-2][ygen-1];
          int storedir = getup | 4;
          maze[xgen-2][ygen-1] = storedir;
          }
          if ( dir == 2){
          int getup = maze[xgen-1][ygen];
          int storedir = getup | 8;
          maze[xgen-1][ygen] = storedir;
          }
          if ( dir == 4){
          int getup = maze[xgen][ygen-1];
          int storedir = getup | 1;
          maze[xgen][ygen-1] = storedir;
          }
          if ( dir == 8){
          int getup = maze[xgen-1][ygen-2];
          int storedir = getup | 2;
          maze[xgen-1][ygen-2] = storedir;
          }


          
        //  maze[x-1][y-1] = dir;
          //set new square
          if (dir == 1){ xgen--; }
          if (dir == 2){ ygen++; }
          if (dir == 4){ xgen++; }
          if (dir == 8){ ygen--; }
          visitmatrix[xgen][ygen]=1;
          //drawmaze();
          }
        }
        notalldone = 0;                                                  //#2
        // if found 0 in 10x10 matrix visited, do
        for(int checkx=0;checkx<10;checkx++){
          for(int checky=0;checky<10;checky++){
            if ( visitmatrix[checkx][checky] == 0 ){
              tmpx=xgen;
              tmpy=ygen;
              notalldone = 1;  
            }
          }
        }
   }
rowStack.push(tmpx); 
colStack.push(tmpy);

}




void setup() {
  pinMode(32, INPUT_PULLUP);
  pinMode(33, INPUT_PULLUP);
  pinMode(25, INPUT_PULLUP);
  pinMode(26, INPUT_PULLUP);
  pinMode(popendsw, INPUT_PULLUP);
  pinMode(trailsw, INPUT_PULLUP);
  pinMode(restartsw, INPUT_PULLUP);
  pinMode(showmazesw, INPUT_PULLUP);
  
  Serial.begin(115200);

  strip.begin();
  strip.show(); // Initialize all pixels to 'off'
  strip.setBrightness(10);

 unsigned long seed = 0;
for (int i=0; i<32; i++)
{
  seed = seed | ((analogRead(A0) & 0x01) << i);
}
randomSeed(seed);

if (digitalRead(showmazesw) == 0){
  showmaze = 1;
}


mazegen();
drawmaze();
drawmaze2();
 
 strip.fill(0, 0, 64);
  strip.show(); // Initialize all pixels to 'off'
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.setPixelColor(displaymatrix[xend][yend], 0, 255, 0);

  strip.show();

  x=0;
  y=0;
  
}

uint32_t Wheel(byte WheelPos) {
  WheelPos = 255 - WheelPos;
  if(WheelPos < 85) {
    return strip.Color(255 - WheelPos * 3, 0, WheelPos * 3);
  }
  if(WheelPos < 170) {
    WheelPos -= 85;
    return strip.Color(0, WheelPos * 3, 255 - WheelPos * 3);
  }
  WheelPos -= 170;
  return strip.Color(WheelPos * 3, 255 - WheelPos * 3, 0);
}


void reset2start() {
      strip.setPixelColor(displaymatrix[x][y], 0, 0, 0);
    strip.show();
  x = 0;
  y = 0;
  strip.begin();
  strip.show(); // Initialize all pixels to 'off'
  strip.setBrightness(10);
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.setPixelColor(displaymatrix[xend][yend], 0, 255, 0);
  strip.show();

}

void rainbow(uint8_t wait) {
  uint16_t i, j;

  for(j=0; j<256; j++) {
    for(i=0; i<strip.numPixels(); i++) {
      strip.setPixelColor(i, Wheel((i+j) & 255));
    }
    strip.show();
    delay(wait);

  }
}

void loop() {


if (digitalRead(trailsw) == 0 ){
  trail = 32;
} else { trail = 0; }

if (digitalRead(restartsw) == 0 ){
  mode = 2;
} else {
  mode = 0;
}
    int isUp = (bitRead(maze[x][y], 1));
    int isRight = (bitRead(maze[x][y], 2));
    int isDown = (bitRead(maze[x][y], 3));
    int isLeft = (bitRead(maze[x][y], 0));
  
//isUp = 1;
//isDown = 1;
//isLeft = 1;
//isRight = 1;

if (digitalRead(up) == 0) {
   
  if (isUp == 1){

  strip.setPixelColor(displaymatrix[x][y], 0, 0, trail);
  y++;
     drawmaze();
  if ( y > 7) { y=7;}
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.show();
  } else {
    strip.setPixelColor(displaymatrix[x][y], 255, 0, 0);
    strip.show();
    delay(100);
    strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
    strip.show();
    if (mode == 2){ 
      delay(1000);
      reset2start();
    }
  }
}
if (digitalRead(down) == 0) {
  if (isDown == 1){
   
  
  strip.setPixelColor(displaymatrix[x][y], 0, 0, trail);
  y--;
       drawmaze();

  if ( y < 0) { y=0;}
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.show();
  } else {
    strip.setPixelColor(displaymatrix[x][y], 255, 0, 0);
    strip.show();
    delay(100);
    strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
    strip.show();
    if (mode == 2){ 
      delay(1000);
      reset2start();
    }
  }
}
if (digitalRead(left) == 0) {
      drawmaze();
  if (isLeft == 1){
  strip.setPixelColor(displaymatrix[x][y], 0, 0, trail);
  x--;
       drawmaze();

  if ( x < 0) { x=0;}
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.show();
  } else {
    strip.setPixelColor(displaymatrix[x][y], 255, 0, 0);
    strip.show();
        delay(100);
    strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
    strip.show();
    if (mode == 2){ 
      delay(1000);
      reset2start();
    }
  }
}
if (digitalRead(right) == 0) {
      drawmaze();
  if (isRight == 1){
  strip.setPixelColor(displaymatrix[x][y], 0, 0, trail);
  x++;
       drawmaze();

  if ( x > 7) { x=7;}
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.show();
  } else {
    strip.setPixelColor(displaymatrix[x][y], 255, 0, 0);
    strip.show();
    delay(100);
    strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
    strip.show();
    if (mode == 2){ 
      delay(1000);
      reset2start();
    }
  }
}
if (x ==xend && y == yend){
  strip.begin();
  strip.show(); // Initialize all pixels to 'off'
  rainbow(20);
}

delay(200);

}

Backtracking maze generation with Arduino

As POC for the maze game.

Maze generation!

Make an initial cell the current cell
   mark it as visited
While there are unvisited cells
   If the current cell has any neighbours
   which have not been visited
         Choose randomly one of the unvisited neighbours
                Push the current cell to the stack
                Mark wall hole
                Make the chosen cell the current cell
                mark it as visited
        Else if stack is not empty
                Pop a cell from the stack
                Make it the current cell

This is my implementation of backtracking

The displaymatrix function is a implementation of different led mappings

Still have to decide where to place endpoint …
At 8,8 or at first stack pop?
Maybe both?

Code

#include <WEMOS_Matrix_LED.h>
#include <StackArray.h>

int directions[4]{};
int notalldone = 1;
int tmpx=0;
int tmpy=0;
int x = 1;
int y = 1;
MLED mled(5); //set intensity=5

int maze[8][8] = { 
  };

int displaymatrix[8][8] = { 
{ 0,1,2,3,4,5,6,7 },
{ 8,9,10,11,12,13,14,15 }, 
{16,17,18,19,20,21,22,23},
{24,25,26,27,28,29,30,31},
{32,33,34,35,36,37,38,39},
{40,41,42,43,44,45,46,47},
{48,49,50,51,52,53,54,55},
{56,57,58,59,60,61,62,63}
};

int visitmatrix[10][10] = { 
  1,1,1,1,1,1,1,1,1,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,1,1,1,1,1,1,1,1,1
  };

void setup() {
    Serial.begin(115200);
    randomSeed(analogRead(0));
    mazegen();
    drawmaze();
}

void mazegen(){
  visitmatrix[x][y]=1;       
  StackArray <int> rowStack; 
  StackArray <int> colStack;
        rowStack.push(x);
        colStack.push(y);
  while(notalldone == 1){    
     visitmatrix[x][y]=1;
        while(!rowStack.isEmpty()) {
        int count=0;
        //up
        if ( visitmatrix[x-1][y] == 0 ){
          directions[count]=1;
          count++;    
        }
        //right
        if ( visitmatrix[x][y+1] == 0 ){
          directions[count]=2;
          count++;    
        }
        //down
        if ( visitmatrix[x+1][y] == 0 ){
          directions[count]=4;
          count++;    
        }
        //left
        if ( visitmatrix[x][y-1] == 0 ){
          directions[count]=8;
          count++;    
        }  
        // no dir found
        if (count == 0 ) {

          mled.dot(x-1,y-1);
          mled.display();
          x = rowStack.pop();
          y = colStack.pop();

          Serial.println("popping ");
          } else {
          // count random direction
          int dir = directions[random(count)];
          Serial.println("push ");
          rowStack.push(x); 
          colStack.push(y);
          Serial.print("nr dir : "); 
          Serial.println(count);
          //delay(100);
          Serial.println(dir);
          // move 1,1 to 0,0
          mled.dot(x-1,y-1);
          mled.display();
          // set direction in maze, dit moet bit set worden
          int mybits = maze[x-1][y-1];
          int storedir = mybits | dir;
          maze[x-1][y-1] = storedir;
          if ( dir == 1){
          int getup = maze[x-2][y-1];
          int storedir = getup | 4;
          maze[x-2][y-1] = storedir;
          }
          if ( dir == 2){
          int getup = maze[x-1][y];
          int storedir = getup | 8;
          maze[x-1][y] = storedir;
          }
          if ( dir == 4){
          int getup = maze[x][y-1];
          int storedir = getup | 1;
          maze[x][y-1] = storedir;
          }
          if ( dir == 8){
          int getup = maze[x-1][y-2];
          int storedir = getup | 2;
          maze[x-1][y-2] = storedir;
          }


          
        //  maze[x-1][y-1] = dir;
          //set new square
          if (dir == 1){ x--; }
          if (dir == 2){ y++; }
          if (dir == 4){ x++; }
          if (dir == 8){ y--; }
          visitmatrix[x][y]=1;
          drawmaze();
          }
        }
        notalldone = 0;                                                  //#2
        // if found 0 in 10x10 matrix visited, do
        for(int checkx=0;checkx<10;checkx++){
          for(int checky=0;checky<10;checky++){
            if ( visitmatrix[checkx][checky] == 0 ){
              tmpx=x;
              tmpy=y;
              notalldone = 1;  
            }
          }
        }
   }
rowStack.push(tmpx); 
colStack.push(tmpy);
}



void drawmaze(){
  Serial.println("Generating done - Drawing");
  for(int ledx=0;ledx<8;ledx++)
  {
    for(int ledy=0;ledy<8;ledy++){
    Serial.print(maze[ledx][ledy]);  
    if ( maze[ledx][ledy] != 0 ) {
        mled.dot(ledx,ledy); // draw dot
        mled.display();
       // delay(50);
    }
      }  
    Serial.println("");
  }
  Serial.println("");
  delay(100);
}


void loop() {
}

Little Led Matrix Maze game

While doing stuff like, making our home a little greener. Smoking meat. Working on diorama’s and my Escape game. I found time to make this little maze game.

Using an ESP32, mini joystick and a 8×8 led matrix. The objective is to get to the other side of the invisible maze.

It is a blind maze, so you have to figure out the path by trail and error. I found it quite fun and entertaining. (Coline had a hard time finishing the mode 3 maze)

I’ve got 3 settings on the maze:
0 – There is a trail where you have been.
1 – No trail, but only red leds showing walls.
2 – No trail, red reds and a reset to square 0,0 .. so you have to remember the path you previously took.

I’ll add code and schematics tomorrow …

Light blue shows you where you have been

Mode 2 game, reset when hitting a wall

Hitting the end block!

Maze is static at the moment, i’m planning to implement a “Recursive division method” to generate the maze.

Code

#include <Arduino.h>
#include <Adafruit_NeoPixel.h>

// joystick pins
int up=33;
int down=25;
int left=32;
int right=26;
int cursor=32;

// 0 easy = trail // 1 only red walls // 2 = reset to 0.0
int mode=2;

//int trail=32;
int trail=0;

// Which pin on the Arduino is connected to the NeoPixels?
#define LED_PIN    2

// How many NeoPixels are attached to the Arduino?
#define LED_COUNT 64

// Declare our NeoPixel strip object:
Adafruit_NeoPixel strip(LED_COUNT, LED_PIN, NEO_GRB + NEO_KHZ800);

// bits set opening in square
//    2
//   -----
// 1 |   | 4
//   -----
//     0
// so 5 is a passage from left to right (1+4) 

int maze[8][8] = {
  4,5,3,6,5,5,5,3,
  6,5,11,12,5,3,6,9,
  14,1,12,5,3,10,12,1,
  12,5,5,3,10,12,5,3,
  2,6,5,9,14,5,1,10,
  10,10,6,5,9,6,5,9,
  12,11,10,6,1,10,6,1,
  4,9,12,13,5,13,13,1,
  };

int displaymatrix[8][8] = { 
{ 0,1,2,3,4,5,6,7 },
{ 15,14,13,12,11,10,9,8 }, 
{16,17,18,19,20,21,22,23},
{31,30,29,28,27,26,25,24},
{32,33,34,35,36,37,38,39},
{47,46,45,44,43,42,41,40},
{48,49,50,51,52,53,54,55},
{63,62,61,60,59,58,57,56}
};

int x = 0;
int y = 0;

void setup() {
// joy
  pinMode(32, INPUT_PULLUP);
  pinMode(33, INPUT_PULLUP);
  pinMode(25, INPUT_PULLUP);
  pinMode(26, INPUT_PULLUP);

// mode set with jumpers
  pinMode(34, INPUT_PULLUP);
  pinMode(35, INPUT_PULLUP);

  Serial.begin(115200);

  strip.begin();
  strip.show(); // Initialize all pixels to 'off'
  strip.setBrightness(10);
// set begin and end pixel
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.setPixelColor(displaymatrix[7][7], 0, 255, 0);

  strip.show();
//mode select  
 if (digitalRead(34) == 0) {
 mode=0;
 if (digitalRead(35) == 0) {
 mode=2;
 } else { 
 mode=1; 
 }
// finish effect
uint32_t Wheel(byte WheelPos) {
  WheelPos = 255 - WheelPos;
  if(WheelPos < 85) {
    return strip.Color(255 - WheelPos * 3, 0, WheelPos * 3);
  }
  if(WheelPos < 170) {
    WheelPos -= 85;
    return strip.Color(0, WheelPos * 3, 255 - WheelPos * 3);
  }
  WheelPos -= 170;
  return strip.Color(WheelPos * 3, 255 - WheelPos * 3, 0);
}

// reset to start (mode 2)
void reset2start() {
      strip.setPixelColor(displaymatrix[x][y], 0, 0, 0);
    strip.show();
  x = 0;
  y = 0;
  strip.begin();
  strip.show(); // Initialize all pixels to 'off'
  strip.setBrightness(10);
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.setPixelColor(displaymatrix[7][7], 0, 255, 0);
  strip.show();

}
// finish effect
void rainbow(uint8_t wait) {
  uint16_t i, j;
  for(j=0; j<256; j++) {
    for(i=0; i<strip.numPixels(); i++) {
      strip.setPixelColor(i, Wheel((i+j) & 255));
    }
    strip.show();
    delay(wait);
  }
}

void loop() {
    int isUp = (bitRead(maze[x][y], 1));
    int isRight = (bitRead(maze[x][y], 2));
    int isDown = (bitRead(maze[x][y], 3));
    int isLeft = (bitRead(maze[x][y], 0));
if (digitalRead(up) == 0) {
  if (isUp == 1){
  strip.setPixelColor(displaymatrix[x][y], 0, 0, trail);
  x++;
  if ( x > 7) { x=7;}
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.show();
  } else {
    strip.setPixelColor(displaymatrix[x][y], 255, 0, 0);
    strip.show();

    if (mode == 2){ 
      delay(1000);
      reset2start();
    }
  }
}
if (digitalRead(down) == 0) {
  if (isDown == 1){
  strip.setPixelColor(displaymatrix[x][y], 0, 0, trail);
  x--;
  if ( x < 0) { x=0;}
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.show();
  } else {
    strip.setPixelColor(displaymatrix[x][y], 255, 0, 0);
    strip.show();

    if (mode == 2){ 
      delay(1000);
      reset2start();
    }
  }
}
if (digitalRead(left) == 0) {
  if (isLeft == 1){
  strip.setPixelColor(displaymatrix[x][y], 0, 0, trail);
  y--;
  if ( y < 0) { y=0;}
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.show();
  } else {
    strip.setPixelColor(displaymatrix[x][y], 255, 0, 0);
    strip.show();
    if (mode == 2){ 
      delay(1000);
      reset2start();
    }
  }
}
if (digitalRead(right) == 0) {
  if (isRight == 1){
  strip.setPixelColor(displaymatrix[x][y], 0, 0, trail);
  y++;
  if ( y > 7) { y=7;}
  strip.setPixelColor(displaymatrix[x][y], 0, 0, 255);
  strip.show();
  } else {
    strip.setPixelColor(displaymatrix[x][y], 255, 0, 0);
    strip.show();

    if (mode == 2){ 
      delay(1000);
      reset2start();
    }
  }
}
if (x ==7 && y == 7){
  strip.begin();
  strip.show(); // Initialize all pixels to 'off'
  rainbow(20);
}
delay(200);

}