Hey there, DIY enthusiasts and electronics hobbyists! Welcome back to my project tutorial! Today, we’re going to build a classic Snake game using Arduino, LED matrix, joystick, and potentiometer.
The game is displayed on the LED matrix, and we can control the snake’s movement using the joystick. We can also adjust the game speed using the potentiometer.
The game has a simple yet addictive gameplay, and it’s a great project for anyone who wants to learn about Arduino and game development.
Components need for this Project







- – Arduino Uno: the brain of our project
- – MAX7219 Dot LED matrix: to display the game graphics
- – Analog Joystick: to control the snake’s movement
- – Potentiometer: to adjust the game speed
- – Breadboard: to connect all the components together
- -Connections and Wiring
Hook up with Arduino

LED Matrix with Arduino Uno
- – Connect the LED matrix’s VCC pin to the Arduino’s 5V pin
- – Connect the LED matrix’s GND pin to the Arduino’s GND pin
- – Connect the LED matrix’s DIN pin to the Arduino’s digital pin 12
- – Connect the LED matrix’s CS pin to the Arduino’s digital pin 11
- – Connect the LED matrix’s CLK pin to the Arduino’s digital pin 10
Analog Joystick with Arduino Uno
- – Connect the joystick’s GND pin to the Arduino’s GND pin
- – Connect the joystick’s VCC pin to the Arduino’s 5V pin
- – Connect the joystick’s X-axis pin to the Arduino’s analog pin A2
- – Connect the joystick’s Y-axis pin to the Arduino’s analog pin A3
Potentiometer with Arduino Uno
- – Connect the potentiometer’s VCC pin to the Arduino’s 5V pin
- – Connect the potentiometer’s output pin to the Arduino’s analog pin A5
- – Connect the potentiometer’s GND pin to the Arduino’s GND pin
Software
Arduino IDE
Download the Arduino IDE software from the link.
Arduino IDE download link: https://www.arduino.cc/en/software
We need to download and install the LedControl library. This library will allow us to control the LED matrix
Library download link: https://github.com/wayoda/LedControl
Coding
Step 1: First, we need to download and install the LedControl library. This library will allow us to control the LED matrix. Open the link I shared and download the ZIP.
Now come back to the sketch. Click include library then Add ZIP library. Select and open the library we downloaded from the link.

Step 2: We’ll write the code to make the game work. Copy the code given bellow and paste in the sketch.
/*
* Copyright (c) 2018 Ondrej Telka. (https://ondrej.xyz/)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "LedControl.h" // LedControl library is used for controlling a LED matrix. Find it using Library Manager or download zip here: https://github.com/wayoda/LedControl
// --------------------------------------------------------------- //
// ------------------------- user config ------------------------- //
// --------------------------------------------------------------- //
// there are defined all the pins
struct Pin {
static const short joystickX = A2; // joystick X axis pin
static const short joystickY = A3; // joystick Y axis pin
static const short joystickVCC = 15; // virtual VCC for the joystick (Analog 1) (to make the joystick connectable right next to the arduino nano)
static const short joystickGND = 14; // virtual GND for the joystick (Analog 0) (to make the joystick connectable right next to the arduino nano)
static const short potentiometer = A5; // potentiometer for snake speed control
static const short CLK = 10; // clock for LED matrix
static const short CS = 11; // chip-select for LED matrix
static const short DIN = 12; // data-in for LED matrix
};
// LED matrix brightness: between 0(darkest) and 15(brightest)
const short intensity = 8;
// lower = faster message scrolling
const short messageSpeed = 5;
// initial snake length (1...63, recommended 3)
const short initialSnakeLength = 3;
void setup() {
Serial.begin(115200); // set the same baud rate on your Serial Monitor
initialize(); // initialize pins & LED matrix
calibrateJoystick(); // calibrate the joystick home (do not touch it)
showSnakeMessage(); // scrolls the 'snake' message around the matrix
}
void loop() {
generateFood(); // if there is no food, generate one
scanJoystick(); // watches joystick movements & blinks with food
calculateSnake(); // calculates snake parameters
handleGameStates();
// uncomment this if you want the current game board to be printed to the serial (slows down the game a bit)
// dumpGameBoard();
}
// --------------------------------------------------------------- //
// -------------------- supporting variables --------------------- //
// --------------------------------------------------------------- //
LedControl matrix(Pin::DIN, Pin::CLK, Pin::CS, 1);
struct Point {
int row = 0, col = 0;
Point(int row = 0, int col = 0): row(row), col(col) {}
};
struct Coordinate {
int x = 0, y = 0;
Coordinate(int x = 0, int y = 0): x(x), y(y) {}
};
bool win = false;
bool gameOver = false;
// primary snake head coordinates (snake head), it will be randomly generated
Point snake;
// food is not anywhere yet
Point food(-1, -1);
// construct with default values in case the user turns off the calibration
Coordinate joystickHome(500, 500);
// snake parameters
int snakeLength = initialSnakeLength; // choosed by the user in the config section
int snakeSpeed = 1; // will be set according to potentiometer value, cannot be 0
int snakeDirection = 0; // if it is 0, the snake does not move
// direction constants
const short up = 1;
const short right = 2;
const short down = 3; // 'down - 2' must be 'up'
const short left = 4; // 'left - 2' must be 'right'
// threshold where movement of the joystick will be accepted
const int joystickThreshold = 160;
// artificial logarithmity (steepness) of the potentiometer (-1 = linear, 1 = natural, bigger = steeper (recommended 0...1))
const float logarithmity = 0.4;
// snake body segments storage
int gameboard[8][8] = {};
// --------------------------------------------------------------- //
// -------------------------- functions -------------------------- //
// --------------------------------------------------------------- //
// if there is no food, generate one, also check for victory
void generateFood() {
if (food.row == -1 || food.col == -1) {
// self-explanatory
if (snakeLength >= 64) {
win = true;
return; // prevent the food generator from running, in this case it would run forever, because it will not be able to find a pixel without a snake
}
// generate food until it is in the right position
do {
food.col = random(8);
food.row = random(8);
} while (gameboard[food.row][food.col] > 0);
}
}
// watches joystick movements & blinks with food
void scanJoystick() {
int previousDirection = snakeDirection; // save the last direction
long timestamp = millis();
while (millis() < timestamp + snakeSpeed) {
// calculate snake speed exponentially (10...1000ms)
float raw = mapf(analogRead(Pin::potentiometer), 0, 1023, 0, 1);
snakeSpeed = mapf(pow(raw, 3.5), 0, 1, 10, 1000); // change the speed exponentially
if (snakeSpeed == 0) snakeSpeed = 1; // safety: speed can not be 0
// determine the direction of the snake
analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold ? snakeDirection = up : 0;
analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold ? snakeDirection = down : 0;
analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold ? snakeDirection = left : 0;
analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold ? snakeDirection = right : 0;
// ignore directional change by 180 degrees (no effect for non-moving snake)
snakeDirection + 2 == previousDirection && previousDirection != 0 ? snakeDirection = previousDirection : 0;
snakeDirection - 2 == previousDirection && previousDirection != 0 ? snakeDirection = previousDirection : 0;
// intelligently blink with the food
matrix.setLed(0, food.row, food.col, millis() % 100 < 50 ? 1 : 0);
}
}
// calculate snake movement data
void calculateSnake() {
switch (snakeDirection) {
case up:
snake.row--;
fixEdge();
matrix.setLed(0, snake.row, snake.col, 1);
break;
case right:
snake.col++;
fixEdge();
matrix.setLed(0, snake.row, snake.col, 1);
break;
case down:
snake.row++;
fixEdge();
matrix.setLed(0, snake.row, snake.col, 1);
break;
case left:
snake.col--;
fixEdge();
matrix.setLed(0, snake.row, snake.col, 1);
break;
default: // if the snake is not moving, exit
return;
}
// if there is a snake body segment, this will cause the end of the game (snake must be moving)
if (gameboard[snake.row][snake.col] > 1 && snakeDirection != 0) {
gameOver = true;
return;
}
// check if the food was eaten
if (snake.row == food.row && snake.col == food.col) {
food.row = -1; // reset food
food.col = -1;
// increment snake length
snakeLength++;
// increment all the snake body segments
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
if (gameboard[row][col] > 0 ) {
gameboard[row][col]++;
}
}
}
}
// add new segment at the snake head location
gameboard[snake.row][snake.col] = snakeLength + 1; // will be decremented in a moment
// decrement all the snake body segments, if segment is 0, turn the corresponding led off
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
// if there is a body segment, decrement it's value
if (gameboard[row][col] > 0 ) {
gameboard[row][col]--;
}
// display the current pixel
matrix.setLed(0, row, col, gameboard[row][col] == 0 ? 0 : 1);
}
}
}
// causes the snake to appear on the other side of the screen if it gets out of the edge
void fixEdge() {
snake.col < 0 ? snake.col += 8 : 0;
snake.col > 7 ? snake.col -= 8 : 0;
snake.row < 0 ? snake.row += 8 : 0;
snake.row > 7 ? snake.row -= 8 : 0;
}
void handleGameStates() {
if (gameOver || win) {
unrollSnake();
showScoreMessage(snakeLength - initialSnakeLength);
if (gameOver) showGameOverMessage();
else if (win) showWinMessage();
// re-init the game
win = false;
gameOver = false;
snake.row = random(8);
snake.col = random(8);
food.row = -1;
food.col = -1;
snakeLength = initialSnakeLength;
snakeDirection = 0;
memset(gameboard, 0, sizeof(gameboard[0][0]) * 8 * 8);
matrix.clearDisplay(0);
}
}
void unrollSnake() {
// switch off the food LED
matrix.setLed(0, food.row, food.col, 0);
delay(800);
// flash the screen 5 times
for (int i = 0; i < 5; i++) {
// invert the screen
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
matrix.setLed(0, row, col, gameboard[row][col] == 0 ? 1 : 0);
}
}
delay(20);
// invert it back
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
matrix.setLed(0, row, col, gameboard[row][col] == 0 ? 0 : 1);
}
}
delay(50);
}
delay(600);
for (int i = 1; i <= snakeLength; i++) {
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
if (gameboard[row][col] == i) {
matrix.setLed(0, row, col, 0);
delay(100);
}
}
}
}
}
// calibrate the joystick home for 10 times
void calibrateJoystick() {
Coordinate values;
for (int i = 0; i < 10; i++) {
values.x += analogRead(Pin::joystickX);
values.y += analogRead(Pin::joystickY);
}
joystickHome.x = values.x / 10;
joystickHome.y = values.y / 10;
}
void initialize() {
pinMode(Pin::joystickVCC, OUTPUT);
digitalWrite(Pin::joystickVCC, HIGH);
pinMode(Pin::joystickGND, OUTPUT);
digitalWrite(Pin::joystickGND, LOW);
matrix.shutdown(0, false);
matrix.setIntensity(0, intensity);
matrix.clearDisplay(0);
randomSeed(analogRead(A5));
snake.row = random(8);
snake.col = random(8);
}
void dumpGameBoard() {
String buff = "\n\n\n";
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
if (gameboard[row][col] < 10) buff += " ";
if (gameboard[row][col] != 0) buff += gameboard[row][col];
else if (col == food.col && row == food.row) buff += "@";
else buff += "-";
buff += " ";
}
buff += "\n";
}
Serial.println(buff);
}
// --------------------------------------------------------------- //
// -------------------------- messages --------------------------- //
// --------------------------------------------------------------- //
const PROGMEM bool snakeMessage[8][56] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};
const PROGMEM bool gameOverMessage[8][90] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};
const PROGMEM bool scoreMessage[8][58] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};
const PROGMEM bool digits[][8][8] = {
{
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 1, 1, 1, 0},
{0, 1, 1, 1, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 0, 0}
},
{
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 0}
},
{
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 1, 1, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 0}
},
{
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 0, 0}
},
{
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 1, 1, 0, 0},
{0, 1, 0, 0, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0}
},
{
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 0, 0}
},
{
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 0, 0}
},
{
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0}
},
{
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 0, 0}
},
{
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 0, 0}
}
};
// scrolls the 'snake' message around the matrix
void showSnakeMessage() {
[&] {
for (int d = 0; d < sizeof(snakeMessage[0]) - 7; d++) {
for (int col = 0; col < 8; col++) {
delay(messageSpeed);
for (int row = 0; row < 8; row++) {
// this reads the byte from the PROGMEM and displays it on the screen
matrix.setLed(0, row, col, pgm_read_byte(&(snakeMessage[row][col + d])));
}
}
// if the joystick is moved, exit the message
if (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold
|| analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold
|| analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold
|| analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) {
return; // return the lambda function
}
}
}();
matrix.clearDisplay(0);
// wait for joystick co come back
while (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold
|| analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold
|| analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold
|| analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) {}
}
// scrolls the 'game over' message around the matrix
void showGameOverMessage() {
[&] {
for (int d = 0; d < sizeof(gameOverMessage[0]) - 7; d++) {
for (int col = 0; col < 8; col++) {
delay(messageSpeed);
for (int row = 0; row < 8; row++) {
// this reads the byte from the PROGMEM and displays it on the screen
matrix.setLed(0, row, col, pgm_read_byte(&(gameOverMessage[row][col + d])));
}
}
// if the joystick is moved, exit the message
if (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold
|| analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold
|| analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold
|| analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) {
return; // return the lambda function
}
}
}();
matrix.clearDisplay(0);
// wait for joystick co come back
while (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold
|| analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold
|| analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold
|| analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) {}
}
// scrolls the 'win' message around the matrix
void showWinMessage() {
// not implemented yet // TODO: implement it
}
// scrolls the 'score' message with numbers around the matrix
void showScoreMessage(int score) {
if (score < 0 || score > 99) return;
// specify score digits
int second = score % 10;
int first = (score / 10) % 10;
[&] {
for (int d = 0; d < sizeof(scoreMessage[0]) + 2 * sizeof(digits[0][0]); d++) {
for (int col = 0; col < 8; col++) {
delay(messageSpeed);
for (int row = 0; row < 8; row++) {
if (d <= sizeof(scoreMessage[0]) - 8) {
matrix.setLed(0, row, col, pgm_read_byte(&(scoreMessage[row][col + d])));
}
int c = col + d - sizeof(scoreMessage[0]) + 6; // move 6 px in front of the previous message
// if the score is < 10, shift out the first digit (zero)
if (score < 10) c += 8;
if (c >= 0 && c < 8) {
if (first > 0) matrix.setLed(0, row, col, pgm_read_byte(&(digits[first][row][c]))); // show only if score is >= 10 (see above)
} else {
c -= 8;
if (c >= 0 && c < 8) {
matrix.setLed(0, row, col, pgm_read_byte(&(digits[second][row][c]))); // show always
}
}
}
}
// if the joystick is moved, exit the message
if (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold
|| analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold
|| analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold
|| analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) {
return; // return the lambda function
}
}
}();
matrix.clearDisplay(0);
// // wait for joystick co come back
// while (analogRead(Pin::joystickY) < joystickHome.y - joystickThreshold
// || analogRead(Pin::joystickY) > joystickHome.y + joystickThreshold
// || analogRead(Pin::joystickX) < joystickHome.x - joystickThreshold
// || analogRead(Pin::joystickX) > joystickHome.x + joystickThreshold) {}
}
// standard map function, but with floats
float mapf(float x, float in_min, float in_max, float out_min, float out_max) {
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
Step 3: Select the Board and PORT and then run the program.

Conclusion
And that’s it! Our Snake game is now complete. Let’s take a look at the gameplay and features
The game is displayed on the LED matrix, and we can control the snake’s movement using the joystick. We can also adjust the game speed using the potentiometer.