Networked Pong

oscargt Avatar

IMG_2903
On assignment for Networked Objects was to make a control system for the pong game. The Game listens for TCP sockets and uses the data from the networked connection to have a multiplayer game.
We are using a WizNet Ethernet Module to make the connection to the Pong Server at ITP. The WizNet Module is connected to an Arduino microcontroller with a WizNet Shield. The Arduino essentially becomes a mini-server that sends information to the pong game which then becomes a competitive, all out battle to win.
Two Important things to keep in mind:
1. WizNet Modules do not come with a MAC address so one needs to be fabricated(at random) or taken from a broken Ethernet card. The hexadecimal number usually looks like this 02:AA:BB:CC:11:22
2. WizNet Modules need an IP address assigned to them. This will be the trickiest step if you don’t know how to set up your own (which should not be that hard). The IP adress for your Module is generally a variation of the IP address of your router. In other words, if your router’s IP adress is 111.222.123.1 then you can guess that an available IP address for your module could be 111.222.123.10 or 111.222.123.20
Once you have these two numbers you can use the Examples in Arduino 12 to make sure that the numbers are working before you use them for your own project. The examples are under the “Library-Ethernet” section which uses the Ethernet libraries.
This is my Photocell setup:
IMG_2894
Basically what happens is that when you place your hand over the photocell the pong paddle goes to the left, if you move your hand away then the photocell the paddle stays still, if you take your hand away the paddle goes right.
IMG_2893
This is ITP’s Net Objects Class Geeking it out!
IMG_2889
this is a video of the controller:

Networked Pong from Oscar G. Torres on Vimeo