Stacker Blocks
Note
🌟 Welcome to the SunFounder Facebook Community! Whether you’re into Raspberry Pi, Arduino, or ESP32, you’ll find inspiration, help ideas here.
✅ Be the first to get free learning resources.
✅ Stay updated on new products & exclusive giveaways.
✅ Share your creations and get real feedback.
👉 Need faster updates or support? Click [here] join our Facebook community
👉 Or join our WhatsApp group: Click [here]
🎁 Looking for parts?Check out our all-in-one kits below — packed with components, beginner-friendly guides, and tons of fun.
Name |
Includes Arduino board |
PURCHASE LINK |
|---|---|---|
Elite Explorer Kit |
Arduino Uno R4 WiFi |
|
Ultimate Sensor Kit |
Arduino Uno R4 Minima |
|
Electronic Kit |
× |
|
Universal Maker Sensor Kit |
× |
Course Introduction
In this lesson, you’ll learn how to use a MAX7219 Dot Matrix Module, a button with the Arduino R4 UNO to create a stacker blocks game.
The MAX7219 Dot Matrix Module will display the game, and players can use the button to control the gameplay in the stacker blocks game.
Note
If this is your first time working with an Arduino project, we recommend downloading and reviewing the basic materials first.
Required Components
In this project, we need the following components:
SN |
COMPONENT INTRODUCTION |
QUANTITY |
PURCHASE LINK |
|---|---|---|---|
1 |
Arduino UNO R4 Minima |
1 |
|
2 |
USB Type-C cable |
1 |
|
3 |
Breadboard |
1 |
|
4 |
Wires |
Several |
|
5 |
MAX7219 Dot Matrix Module |
1 |
|
6 |
Button |
1 |
Wiring
Common Connections:
MAX7219 Dot Matrix Module
CLK: Connect to 5 on the Arduino.
CS: Connect to 3 on the Arduino.
DIN: Connect to 6 on the Arduino.
GND: Connect to breadboard’s negative power bus.
VCC: Connect to breadboard’s red power bus.
Button
Connect to breadboard’s negative power bus.
Connect to 11 on the Arduino.
Writing the Code
Note
You can copy this code into Arduino IDE.
To install the library, use the Arduino Library Manager and search for LedControl and install it.
Don’t forget to select the board(Arduino UNO R4 Minima) and the correct port before clicking the Upload button.
#include "LedControl.h"
// Declare a LedControl object to control 4 LED matrices
// (dataPin = 6, clkPin = 5, csPin = 3, number of modules = 4)
LedControl lc = LedControl(6, 5, 3, 4);
// Function prototypes
void updateDisplay();
void updatePlacedBlockDisplay(int layerIndex);
bool checkButton();
void clearMovingBlock();
void displayMovingBlock();
void playSuccessSound();
void playGameOverSound();
void updateMaxPosition();
void placeBlock();
void displayLayer(int level);
// Constants: each block occupies 2 columns on the display
const int buttonPin = 11; // Button pin for user input
const int buzzerPin = 9; // Buzzer pin for sound effects (optional)
const int blockColumns = 2; // Each block uses 2 columns
// Global variables
// The moving range is determined by the block's effective height (H).
// Allowed top positions are in the range [-H, 7+H].
int currentWidth = 4;
int currentPos = -4; // Initial top position for the moving block (starts at -currentWidth)
int direction = 1; // Movement direction: 1 = moving down, -1 = moving up
int moveDelay = 150; // Speed of block movement (in milliseconds)
bool gameOver = false;
unsigned long lastMoveTime = 0;
int maxPosition = 0; // Maximum allowed top position (calculated as 7 + currentWidth)
int buttonPressCount = 0; // Counts how many times the button has been pressed
int currentLayerCount = 0; // Number of layers (blocks) successfully placed
// Structure for each block layer:
// Records the block's top position, height (number of lit rows),
// starting column on the LED matrix, and the number of columns it occupies.
struct BlockLayer {
int position; // Top row index of this layer
int width; // Height (number of rows lit) of this layer
int startCol; // Starting column on the LED display
int colWidth; // Number of columns occupied (always equal to blockColumns, i.e., 2)
};
BlockLayer layers[32]; // Array to store up to 32 layers
// Global refresh: redraw the entire display (used when resetting or on game over)
void updateDisplay() {
// Clear all 4 LED modules
for (int i = 0; i < 4; i++) {
lc.clearDisplay(i);
}
// Draw all placed layers (the fixed blocks)
for (int i = 0; i < currentLayerCount; i++) {
int startCol = layers[i].startCol;
int colWidth = layers[i].colWidth;
for (int colOffset = 0; colOffset < colWidth; colOffset++) {
int currentCol = startCol + colOffset;
// Calculate which LED module and column within that module
int module = currentCol / 8;
int col = 7 - (currentCol % 8); // Note: columns are reversed within each module
if (module >= 4) continue; // Skip if out of bounds
// Draw the block (each layer's height)
for (int j = 0; j < layers[i].width; j++) {
int row = layers[i].position + j;
if (row >= 0 && row < 8) {
lc.setLed(module, row, col, true);
}
}
}
}
// If the game is not over, draw the currently moving block
if (!gameOver) {
int startCol = currentLayerCount * blockColumns; // New block's starting column
int colWidth = blockColumns;
for (int colOffset = 0; colOffset < colWidth; colOffset++) {
int currentCol = startCol + colOffset;
int module = currentCol / 8;
int col = 7 - (currentCol % 8);
if (module >= 4) continue;
for (int j = 0; j < currentWidth; j++) {
int row = currentPos + j;
if (row >= 0 && row < 8) {
lc.setLed(module, row, col, true);
}
}
}
}
}
// Local refresh: update the display for a specific placed layer
// It clears the designated columns first and then redraws the block for that layer.
void updatePlacedBlockDisplay(int layerIndex) {
int startCol = layers[layerIndex].startCol;
int colWidth = layers[layerIndex].colWidth;
for (int colOffset = 0; colOffset < colWidth; colOffset++) {
int currentCol = startCol + colOffset;
int module = currentCol / 8;
int col = 7 - (currentCol % 8);
if (module >= 4) continue;
// Clear the entire column
for (int row = 0; row < 8; row++) {
lc.setLed(module, row, col, false);
}
// Redraw only the rows corresponding to this block layer
for (int j = 0; j < layers[layerIndex].width; j++) {
int row = layers[layerIndex].position + j;
if (row >= 0 && row < 8) {
lc.setLed(module, row, col, true);
}
}
}
}
// Debounce and check if the button is pressed
bool checkButton() {
if (digitalRead(buttonPin) == LOW) {
delay(20); // Short delay to debounce
if (digitalRead(buttonPin) == LOW) {
while (digitalRead(buttonPin) == LOW) { } // Wait until button is released
return true;
}
}
return false;
}
// Display a specific placed layer (by level index) on the LED matrix
void displayLayer(int level) {
int startCol = layers[level].startCol;
int colWidth = layers[level].colWidth;
for (int colOffset = 0; colOffset < colWidth; colOffset++) {
int currentCol = startCol + colOffset;
int module = currentCol / 8;
int col = 7 - (currentCol % 8);
if (module >= 4) continue;
for (int j = 0; j < layers[level].width; j++) {
int row = layers[level].position + j;
if (row >= 0 && row < 8) {
lc.setLed(module, row, col, true);
}
}
}
}
// Draw the moving block on the LED matrix
void displayMovingBlock() {
int startCol = currentLayerCount * blockColumns;
int colWidth = blockColumns;
for (int colOffset = 0; colOffset < colWidth; colOffset++) {
int currentCol = startCol + colOffset;
int module = currentCol / 8;
int col = 7 - (currentCol % 8);
if (module >= 4) continue;
for (int j = 0; j < currentWidth; j++) {
int row = currentPos + j;
if (row >= 0 && row < 8) {
lc.setLed(module, row, col, true);
}
}
}
}
// Clear the moving block from the display (turn off its LEDs)
void clearMovingBlock() {
int startCol = currentLayerCount * blockColumns;
int colWidth = blockColumns;
for (int colOffset = 0; colOffset < colWidth; colOffset++) {
int currentCol = startCol + colOffset;
int module = currentCol / 8;
int col = 7 - (currentCol % 8);
if (module >= 4) continue;
for (int j = 0; j < currentWidth; j++) {
int row = currentPos + j;
if (row >= 0 && row < 8) {
lc.setLed(module, row, col, false);
}
}
}
}
// Play a sound effect for a successful block placement
void playSuccessSound() {
tone(buzzerPin, 523, 100);
}
// Play a sound effect to indicate game over
void playGameOverSound() {
tone(buzzerPin, 392, 200);
delay(200);
tone(buzzerPin, 349, 400);
delay(400);
}
// Update the maximum allowed top position based on the current block height
// Allowed range for the top is [-currentWidth, 7+currentWidth]
void updateMaxPosition() {
maxPosition = 7 + currentWidth;
}
// Place the current moving block onto the stack and calculate its overlap with the previous block
void placeBlock() {
buttonPressCount++;
// Speed up movement as more blocks are placed
if (buttonPressCount == 4) {
moveDelay = 120;
} else if (buttonPressCount == 8) {
moveDelay = 90;
} else if (buttonPressCount == 12) {
moveDelay = 60;
}
// Special handling for the first block: no previous block exists
if (currentLayerCount == 0) {
layers[0].position = currentPos;
layers[0].width = currentWidth;
layers[0].startCol = 0;
layers[0].colWidth = blockColumns;
currentLayerCount = 1;
updateMaxPosition();
// Generate a new random top position within allowed range for the next block
currentPos = random(-currentWidth, maxPosition + 1);
playSuccessSound();
updatePlacedBlockDisplay(0);
return;
}
// For subsequent blocks, calculate the overlapping region with the last placed block
int prevPos = layers[currentLayerCount - 1].position;
int prevWidth = layers[currentLayerCount - 1].width;
int overlapTop = max(prevPos, currentPos);
int overlapBottom = min(prevPos + prevWidth - 1, currentPos + currentWidth - 1);
// If there is no overlap, the game is over
if (overlapBottom < overlapTop) {
clearMovingBlock();
gameOver = true;
playGameOverSound();
return;
}
// Save the overlapping region as the new block layer
layers[currentLayerCount].position = overlapTop;
layers[currentLayerCount].width = overlapBottom - overlapTop + 1;
layers[currentLayerCount].startCol = currentLayerCount * blockColumns;
layers[currentLayerCount].colWidth = blockColumns;
// Update the moving block's effective height and increase layer count
currentWidth = overlapBottom - overlapTop + 1;
currentLayerCount++;
playSuccessSound();
int totalUsedCols = currentLayerCount * blockColumns;
// If the display is full (using 32 or more columns), end the game
if (totalUsedCols >= 32) {
gameOver = true;
return;
}
updateMaxPosition();
// Set a new random top position for the next moving block
currentPos = random(-currentWidth, maxPosition + 1);
updatePlacedBlockDisplay(currentLayerCount - 1);
}
void setup() {
// Initialize button and buzzer pins
pinMode(buttonPin, INPUT_PULLUP);
pinMode(buzzerPin, OUTPUT);
// Initialize each LED matrix module
for (int i = 0; i < 4; i++) {
lc.shutdown(i, false);
lc.setIntensity(i, 8);
lc.clearDisplay(i);
}
currentLayerCount = 0;
currentPos = -currentWidth;
randomSeed(analogRead(0)); // Seed random number generator
updateMaxPosition();
updateDisplay();
}
void loop() {
// Handle game over state with blinking display
if (gameOver) {
static bool blinkState = false;
static unsigned long lastBlinkTime = 0;
if (millis() - lastBlinkTime > 500) {
lastBlinkTime = millis();
blinkState = !blinkState;
if (blinkState) {
updateDisplay();
} else {
// Clear display to create blink effect
for (int i = 0; i < 4; i++) {
lc.clearDisplay(i);
}
}
}
// If the button is pressed during game over, reset the game
if (checkButton()) {
gameOver = false;
currentLayerCount = 0;
currentWidth = 4;
currentPos = -currentWidth;
moveDelay = 150;
direction = 1;
buttonPressCount = 0;
updateMaxPosition();
updateDisplay();
}
return;
}
// Main game loop: update moving block position based on timing
unsigned long currentTime = millis();
if (currentTime - lastMoveTime > moveDelay) {
lastMoveTime = currentTime;
clearMovingBlock();
currentPos += direction;
// Edge detection using a reflection method:
// When reaching the top or bottom boundary, reverse the moving direction.
if (currentPos < -currentWidth) {
int overshoot = (-currentWidth) - currentPos;
currentPos = -currentWidth + overshoot;
direction = -direction;
} else if (currentPos > maxPosition) {
int overshoot = currentPos - maxPosition;
// For the bottom boundary, adjust by subtracting an extra (currentWidth - 1)
currentPos = maxPosition - overshoot - (currentWidth - 1);
direction = -direction;
}
displayMovingBlock();
}
// Check if the button is pressed to place the block
if (checkButton()) {
placeBlock();
}
}