Stacker Blocks 2.0
Note
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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 |
|
7 |
I2C LCD 1602 |
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.
I2C LCD 1602
SDA: Connect to A4 on the Arduino.
SCL: Connect to A5 on the Arduino.
GND: Connect to breadboard’s negative power bus.
VCC: Connect to breadboard’s red power bus.
Writing the Code
Note
You can copy this code into Arduino IDE.
To install the library, use the Arduino Library Manager and search for LiquidCrystal_I2C and 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"
#include <Wire.h>
#include <LiquidCrystal_I2C.h>
// ==== LED matrices (4 modules) ====
LedControl lc = LedControl(6, 5, 3, 4); // DIN=6, CLK=5, CS=3, 4 modules
// ==== LCD (I2C 16x2) ====
// Change 0x27 to 0x3F if your LCD uses that address
LiquidCrystal_I2C lcd(0x27, 16, 2);
// ==== 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);
void updateLCD();
// ==== Constants ====
const int buttonPin = 11; // Button input (active LOW)
const int buzzerPin = 9; // Buzzer (optional)
const int blockColumns = 2; // Each layer uses 2 columns
// ==== Game state ====
int currentWidth = 4; // Vertical height of moving block
int currentPos = -4; // Top row index (can be negative to allow off-screen)
int direction = 1; // 1=down, -1=up
int moveDelay = 150; // Movement speed (ms)
bool gameOver = false;
bool gameWon = false;
unsigned long lastMoveTime = 0;
int maxPosition = 0; // 7 + currentWidth
int buttonPressCount = 0;
int currentLayerCount = 0; // Placed layers count
struct BlockLayer {
int position; // top row
int width; // height in rows
int startCol; // start column (0..31)
int colWidth; // always 2
};
BlockLayer layers[32];
// ==== Helpers ====
void lcdPrintCentered(uint8_t row, const char* msg) {
int len = 0;
while (msg[len] != '\0') len++; // simple strlen
int col = (16 - len) / 2;
if (col < 0) col = 0; // clamp left
lcd.setCursor(col, row);
lcd.print(msg);
}
// ==== Rendering (full refresh) ====
void updateDisplay() {
for (int i = 0; i < 4; i++) lc.clearDisplay(i);
// Draw placed layers
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;
int module = currentCol / 8;
int col = 7 - (currentCol % 8);
if (module >= 4) continue;
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);
}
}
}
// Draw moving block if playing
if (!gameOver) {
int startCol = currentLayerCount * blockColumns;
for (int colOffset = 0; colOffset < blockColumns; 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);
}
}
}
}
// ==== Rendering (placed layer, local) ====
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 that column
for (int row = 0; row < 8; row++) lc.setLed(module, row, col, false);
// redraw the layer pixels
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);
}
}
}
// ==== Button (active LOW, simple debounce) ====
bool checkButton() {
if (digitalRead(buttonPin) == LOW) {
delay(20);
if (digitalRead(buttonPin) == LOW) {
while (digitalRead(buttonPin) == LOW) {} // wait release
return true;
}
}
return false;
}
// (unused helper, kept for completeness)
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);
}
}
}
// ==== Moving block draw/clear ====
void displayMovingBlock() {
int startCol = currentLayerCount * blockColumns;
for (int colOffset = 0; colOffset < blockColumns; 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);
}
}
}
void clearMovingBlock() {
int startCol = currentLayerCount * blockColumns;
for (int colOffset = 0; colOffset < blockColumns; 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);
}
}
}
// ==== Sounds ====
void playSuccessSound() {
tone(buzzerPin, 523, 100);
}
void playGameOverSound() {
tone(buzzerPin, 392, 200);
delay(200);
tone(buzzerPin, 349, 400);
delay(400);
}
// ==== Motion bounds ====
void updateMaxPosition() {
maxPosition = 7 + currentWidth;
}
// ==== LCD update ====
void updateLCD() {
lcd.clear();
if (gameOver) {
// Centered end-state messages
if (gameWon) {
lcdPrintCentered(0, "You Win!");
} else {
lcdPrintCentered(0, "Game Over");
}
// Second line tip (exactly 16 chars, auto-centered to col 0)
lcdPrintCentered(1, "Press to Restart");
return;
}
// In-game info (Layers starts from 0 as requested)
lcd.setCursor(0, 0); lcd.print("Blocks: "); lcd.print(currentWidth);
lcd.setCursor(0, 1); lcd.print("Layers: "); lcd.print(currentLayerCount);
}
// ==== Place logic ====
void placeBlock() {
buttonPressCount++;
if (buttonPressCount == 4) moveDelay = 120;
else if (buttonPressCount == 8) moveDelay = 90;
else if (buttonPressCount == 12) moveDelay = 60;
// First layer: no previous to compare
if (currentLayerCount == 0) {
layers[0].position = currentPos;
layers[0].width = currentWidth;
layers[0].startCol = 0;
layers[0].colWidth = blockColumns;
currentLayerCount = 1;
updateMaxPosition();
currentPos = random(-currentWidth, maxPosition + 1);
playSuccessSound();
updatePlacedBlockDisplay(0);
updateLCD();
return;
}
// Overlap with previous layer
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);
// No overlap -> game over
if (overlapBottom < overlapTop) {
clearMovingBlock();
gameOver = true;
gameWon = false;
playGameOverSound();
updateLCD();
return;
}
// Save overlap as new layer
layers[currentLayerCount].position = overlapTop;
layers[currentLayerCount].width = overlapBottom - overlapTop + 1;
layers[currentLayerCount].startCol = currentLayerCount * blockColumns;
layers[currentLayerCount].colWidth = blockColumns;
// Update moving block height and count
currentWidth = overlapBottom - overlapTop + 1;
currentLayerCount++;
playSuccessSound();
// Win condition: 16 layers (32 columns)
int totalUsedCols = currentLayerCount * blockColumns;
if (totalUsedCols >= 32) {
updatePlacedBlockDisplay(currentLayerCount - 1);
gameOver = true;
gameWon = true;
updateLCD();
return;
}
updateMaxPosition();
currentPos = random(-currentWidth, maxPosition + 1);
updateLCD();
updatePlacedBlockDisplay(currentLayerCount - 1);
}
// ==== Setup ====
void setup() {
pinMode(buttonPin, INPUT_PULLUP);
pinMode(buzzerPin, OUTPUT);
// LCD init
Wire.begin();
lcd.init();
lcd.backlight();
// Matrices init
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));
updateMaxPosition();
updateDisplay();
updateLCD();
}
// ==== Loop ====
void loop() {
// Game over: blink matrices; LCD shows final text
if (gameOver) {
static bool blinkState = false;
static unsigned long lastBlinkTime = 0;
if (millis() - lastBlinkTime > 500) {
lastBlinkTime = millis();
blinkState = !blinkState;
if (blinkState) updateDisplay();
else for (int i = 0; i < 4; i++) lc.clearDisplay(i);
}
// Reset on button
if (checkButton()) {
gameOver = false;
gameWon = false;
currentLayerCount = 0;
currentWidth = 4;
currentPos = -currentWidth;
moveDelay = 150;
direction = 1;
buttonPressCount = 0;
updateMaxPosition();
updateDisplay();
updateLCD();
}
return;
}
// Movement
unsigned long currentTime = millis();
if (currentTime - lastMoveTime > moveDelay) {
lastMoveTime = currentTime;
clearMovingBlock();
currentPos += direction;
// Reflect at bounds
if (currentPos < -currentWidth) {
int overshoot = (-currentWidth) - currentPos;
currentPos = -currentWidth + overshoot;
direction = -direction;
} else if (currentPos > maxPosition) {
int overshoot = currentPos - maxPosition;
currentPos = maxPosition - overshoot - (currentWidth - 1);
direction = -direction;
}
displayMovingBlock();
}
// Place on button
if (checkButton()) {
placeBlock();
}
}