The dot matrix that we’re going to use in this guide is a 8×8 matrix which means that it has 8 columns and 8 rows, so it contains a total of 64 LEDs.

The MAX7219 chip makes it easier to control the dot matrix, by just using 3 digital pins of the Arduino board.
I think the best option is to buy the dot matrix with the MAX7219 chip as a module, it will simplify the wiring. You can check the dot matrix at Maker Advisor and find the best price.

You can control more than one matrix at a time. For that you just need to connect them to each other, as they have pins in both sides to extend the dot matrix.
For this guide you’ll need:
You can use the preceding links or go directly to MakerAdvisor.com/tools to find all the parts for your projects at the best price!
You only need to connect 5 pins from the dot matrix to your Arduino board. The wiring is pretty straightforward:
| Dot matrix pin | Wiring to Arduino Uno |
| GND | GND |
| VCC | 5V |
| DIN | Digital pin |
| CS | Digital pin |
| CLK | Digital pin |
For making it easier to control the dot matrix, you need to download and install in your Arduino IDE the LedControl library. To install the library follow these steps:
The easiest way to display something on the dot matrix is by using the functions setLed(), setRow() or setColumn(). These functions allow you to control one single led, one row or one column at a time.
Here’s the parameters for each function:
setLed(addr, row, col, state)
setRow(addr, row, value)
setCol(addr, column, value)
As previously stated, this matrix has 8 columns and 8 rows. Each one is indexed from 0 to 7. Here’s a figure for better understanding:

If you want to display something in the matrix, you just need to know if in a determined row or column, the LEDs that are on or off.
For example, if you want to display a happy face, here’s what you need to do:

Here’s a simple sketch that displays three types of faces: a sad face, a neutral face and a happy face. Upload the following code to your board:
/* Created by Rui Santos All the resources for this project: https://randomnerdtutorials.com/ */ #include "LedControl.h" #include "binary.h" /* DIN connects to pin 12 CLK connects to pin 11 CS connects to pin 10 */ LedControl lc=LedControl(12,11,10,1); // delay time between faces unsigned long delaytime=1000; // happy face byte hf[8]= {B00111100,B01000010,B10100101,B10000001,B10100101,B10011001,B01000010,B00111100}; // neutral face byte nf[8]={B00111100, B01000010,B10100101,B10000001,B10111101,B10000001,B01000010,B00111100}; // sad face byte sf[8]= {B00111100,B01000010,B10100101,B10000001,B10011001,B10100101,B01000010,B00111100}; void setup() { lc.shutdown(0,false); // Set brightness to a medium value lc.setIntensity(0,8); // Clear the display lc.clearDisplay(0); } void drawFaces(){ // Display sad face lc.setRow(0,0,sf[0]); lc.setRow(0,1,sf[1]); lc.setRow(0,2,sf[2]); lc.setRow(0,3,sf[3]); lc.setRow(0,4,sf[4]); lc.setRow(0,5,sf[5]); lc.setRow(0,6,sf[6]); lc.setRow(0,7,sf[7]); delay(delaytime); // Display neutral face lc.setRow(0,0,nf[0]); lc.setRow(0,1,nf[1]); lc.setRow(0,2,nf[2]); lc.setRow(0,3,nf[3]); lc.setRow(0,4,nf[4]); lc.setRow(0,5,nf[5]); lc.setRow(0,6,nf[6]); lc.setRow(0,7,nf[7]); delay(delaytime); // Display happy face lc.setRow(0,0,hf[0]); lc.setRow(0,1,hf[1]); lc.setRow(0,2,hf[2]); lc.setRow(0,3,hf[3]); lc.setRow(0,4,hf[4]); lc.setRow(0,5,hf[5]); lc.setRow(0,6,hf[6]); lc.setRow(0,7,hf[7]); delay(delaytime); } void loop(){ drawFaces(); }
In the end, you’ll have something like this:

The pong game that you’re about to try was created by Alessandro Pasotti.
For the pong game, you just need to add a 1k ohm potentiometer to the previous schematic. Assemble the new circuit as shown below:

Then, upload the following code to your Arduino board:
/* * Play pong on an 8x8 matrix - project from itopen.it */ #include "LedControl.h" #include "Timer.h" #define POTPIN A5 // Potentiometer #define PADSIZE 3 #define BALL_DELAY 200 #define GAME_DELAY 10 #define BOUNCE_VERTICAL 1 #define BOUNCE_HORIZONTAL -1 #define NEW_GAME_ANIMATION_SPEED 50 #define HIT_NONE 0 #define HIT_CENTER 1 #define HIT_LEFT 2 #define HIT_RIGHT 3 //#define DEBUG 1 byte sad[] = { B00000000, B01000100, B00010000, B00010000, B00000000, B00111000, B01000100, B00000000 }; byte smile[] = { B00000000, B01000100, B00010000, B00010000, B00010000, B01000100, B00111000, B00000000 }; Timer timer; LedControl lc = LedControl(12,11,10,1); byte direction; // Wind rose, 0 is north int xball; int yball; int yball_prev; byte xpad; int ball_timer; void setSprite(byte *sprite){ for(int r = 0; r < 8; r++){ lc.setRow(0, r, sprite[r]); } } void newGame() { lc.clearDisplay(0); // initial position xball = random(1, 7); yball = 1; direction = random(3, 6); // Go south for(int r = 0; r < 8; r++){ for(int c = 0; c < 8; c++){ lc.setLed(0, r, c, HIGH); delay(NEW_GAME_ANIMATION_SPEED); } } setSprite(smile); delay(1500); lc.clearDisplay(0); } void setPad() { xpad = map(analogRead(POTPIN), 0, 1020, 8 - PADSIZE, 0); } void debug(const char* desc){ #ifdef DEBUG Serial.print(desc); Serial.print(" XY: "); Serial.print(xball); Serial.print(", "); Serial.print(yball); Serial.print(" XPAD: "); Serial.print(xpad); Serial.print(" DIR: "); Serial.println(direction); #endif } int checkBounce() { if(!xball || !yball || xball == 7 || yball == 6){ int bounce = (yball == 0 || yball == 6) ? BOUNCE_HORIZONTAL : BOUNCE_VERTICAL; #ifdef DEBUG debug(bounce == BOUNCE_HORIZONTAL ? "HORIZONTAL" : "VERTICAL"); #endif return bounce; } return 0; } int getHit() { if(yball != 6 || xball < xpad || xball > xpad + PADSIZE){ return HIT_NONE; } if(xball == xpad + PADSIZE / 2){ return HIT_CENTER; } return xball < xpad + PADSIZE / 2 ? HIT_LEFT : HIT_RIGHT; } bool checkLoose() { return yball == 6 && getHit() == HIT_NONE; } void moveBall() { debug("MOVE"); int bounce = checkBounce(); if(bounce) { switch(direction){ case 0: direction = 4; break; case 1: direction = (bounce == BOUNCE_VERTICAL) ? 7 : 3; break; case 2: direction = 6; break; case 6: direction = 2; break; case 7: direction = (bounce == BOUNCE_VERTICAL) ? 1 : 5; break; case 5: direction = (bounce == BOUNCE_VERTICAL) ? 3 : 7; break; case 3: direction = (bounce == BOUNCE_VERTICAL) ? 5 : 1; break; case 4: direction = 0; break; } debug("->"); } // Check hit: modify direction is left or right switch(getHit()){ case HIT_LEFT: if(direction == 0){ direction = 7; } else if (direction == 1){ direction = 0; } break; case HIT_RIGHT: if(direction == 0){ direction = 1; } else if(direction == 7){ direction = 0; } break; } // Check orthogonal directions and borders ... if((direction == 0 && xball == 0) || (direction == 4 && xball == 7)){ direction++; } if(direction == 0 && xball == 7){ direction = 7; } if(direction == 4 && xball == 0){ direction = 3; } if(direction == 2 && yball == 0){ direction = 3; } if(direction == 2 && yball == 6){ direction = 1; } if(direction == 6 && yball == 0){ direction = 5; } if(direction == 6 && yball == 6){ direction = 7; } // "Corner" case if(xball == 0 && yball == 0){ direction = 3; } if(xball == 0 && yball == 6){ direction = 1; } if(xball == 7 && yball == 6){ direction = 7; } if(xball == 7 && yball == 0){ direction = 5; } yball_prev = yball; if(2 < direction && direction < 6) { yball++; } else if(direction != 6 && direction != 2) { yball--; } if(0 < direction && direction < 4) { xball++; } else if(direction != 0 && direction != 4) { xball--; } xball = max(0, min(7, xball)); yball = max(0, min(6, yball)); debug("AFTER MOVE"); } void gameOver() { setSprite(sad); delay(1500); lc.clearDisplay(0); } void drawGame() { if(yball_prev != yball){ lc.setRow(0, yball_prev, 0); } lc.setRow(0, yball, byte(1 << (xball))); byte padmap = byte(0xFF >> (8 - PADSIZE) << xpad) ; #ifdef DEBUG //Serial.println(padmap, BIN); #endif lc.setRow(0, 7, padmap); } void setup() { // The MAX72XX is in power-saving mode on startup, // we have to do a wakeup call pinMode(POTPIN, INPUT); lc.shutdown(0,false); // Set the brightness to a medium values lc.setIntensity(0, 8); // and clear the display lc.clearDisplay(0); randomSeed(analogRead(0)); #ifdef DEBUG Serial.begin(9600); Serial.println("Pong"); #endif newGame(); ball_timer = timer.every(BALL_DELAY, moveBall); } void loop() { timer.update(); // Move pad setPad(); #ifdef DEBUG Serial.println(xpad); #endif // Update screen drawGame(); if(checkLoose()) { debug("LOOSE"); gameOver(); newGame(); } delay(GAME_DELAY); }
Here’s the final demonstration of me playing the pong game. Have fun!

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