@ Sisor:  Compilierung sagt: 15% Programmspeicher belegt, 36% dyn. Speicher belegt. Die Matrizen sind einmal 200 Stk. WS2811 und für das Menü die fertige 16x32 RGB von Adafruit. Diese beiden werden ja nur per Befehl angesprochen (je nachdem welche LED in welcher Farbe), keine bzw ganz wenige vordefinierten "Muster"...
@ shedepe: Ich werde gleich mal ein paar Teile des Codes hier rein stellen für einen Überblick. Die LED-Matrix von adafruit ist für das Menü und muss in jedem "Unterprogramm" angesprochen werden können, das geht bisher nur als matrix1 matrix2 matrix3 etc....
main.ino - Hauptmenü, Matrix für das Menü als "matrix" definiert:
	Code:
	#include "Rainbow.h"
#include "MegaMaze.h"
#include "Tetris.h"
#include "Snake.h"
#include "ConnectFour.h"
////***********************  MATRIX
#include "Adafruit_GFX.h" // Core graphics library
#include "RGBmatrixPanel.h" // Hardware-specific library
#define CLK 12  // MUST be on PORTB!
#define LAT A3
#define OE  9
#define A   A0
#define B   A1
#define C   A2
RGBmatrixPanel matrix(A, B, C, CLK, LAT, OE, false);
char   str1[]   = "GAME";
char   str2[]   = "table";
char   str3[]   = "tetris";
char   str4[]   = "Pause";
char   str5[]   = "w";
char   str6[]   = "a";
char   str7[]   = "ROW";
long   hue     = 0;
// **********************   MATRIX end
//......
Adafruit_WS2801 *strip;
NESController *controller;
int curGame=0;
int displayedGame=0;
Game *currentGame = NULL;
bool paused = true;
String gameNames[] = {"Tetris","Mega Maze","Snake","Connect Four","Rainbow"};
int main(void) {
	init();
	setup();
	while (true) {
		loop();
	}
}
//******************************************************  SETUP  ***
// The setup() method runs once, when the sketch starts
void setup() {
	// Set the first variable to the NUMBER of pixels. 25 = 25 pixels in a row
	strip = new Adafruit_WS2801(10,20, pixelsDataPin, pixelsClockPin,0);
	controller = new NESController(controllerLatchPin,controllerClockPin,controllerDataPin);
	
	pinMode(controllerLatchPin, OUTPUT);
	pinMode(controllerClockPin, OUTPUT);
	pinMode(controllerDataPin, INPUT);
	digitalWrite(controllerLatchPin, HIGH);
	digitalWrite(controllerClockPin, HIGH);
	strip->begin();
	strip->show();
	
// *** MATRIX ***
  matrix.begin();
  matrix.setTextWrap(false); // Allow text to run off right edge
  matrix.setTextSize(1);
  matrix.fillScreen(0);   //CLEAR
  
  matrix.drawRect(0, 0, 32, 16, matrix.Color333(7, 7, 0));
  matrix.setCursor(5, 1);
  matrix.setTextColor(matrix.Color333(1,5,0));
  matrix.print(str1);
  delay(200);
  matrix.setCursor(2, 8);
   matrix.setTextColor(matrix.Color333(2,0,7));
  matrix.print(str2);    
for (int thisNote = 0; thisNote < 64; thisNote++) {
    int noteDuration1 = 2000/noteDurations1[thisNote];
    tone(8, melody1[thisNote],noteDuration1);
    int pauseBetweenNotes = noteDuration1 * 0.70;
    delay(pauseBetweenNotes);
    noTone(8);
    int randX;
    int randY;
   
    int randR;int randG;int randB;
    
    randX = random(10);
    randY = random(20);
    randR = random(0,255);
    randG = random(0,255);
    randB = random(0,255);
    strip->setPixelColor(randX, randY ,randR,randG,randB);
    strip->show();
  }
}
void loop() {
	controller->controllerRead();
	if(paused && controller->buttonPressed(controller->BUTTON_LEFT) &&
			!controller->buttonHandled(controller->BUTTON_LEFT)){
		controller->handleButton(controller->BUTTON_LEFT);
	
                  
		if(displayedGame==0){
			displayedGame = (sizeof(gameNames)/sizeof(String)) - 1;
		}else{
			displayedGame=(displayedGame-1)%(sizeof(gameNames)/sizeof(String));
		}
                  matrix.fillScreen(0);   //CLEAR
                 matrix.setCursor(5, 5);
                   matrix.setTextColor(matrix.Color333(1,1,4));
                  matrix.print(displayedGame);
                  
                  int Note_C4;
                  tone(8, Note_C4, 32);
                  int pauseBetweenNotes = 32 * 1.70;
                  delay(pauseBetweenNotes);
                  noTone(8);
                    
	}
	if(paused && controller->buttonPressed(controller->BUTTON_RIGHT) &&
			!controller->buttonHandled(controller->BUTTON_RIGHT)){
		controller->handleButton(controller->BUTTON_RIGHT);
		int Note_C4;
                  tone(8, Note_C4, 32);
                  int pauseBetweenNotes = 32 * 1.70;
                  delay(pauseBetweenNotes);
                  noTone(8);
		displayedGame=(displayedGame+1)%(sizeof(gameNames)/sizeof(String));
                  matrix.fillScreen(0);   //CLEAR
                 matrix.setCursor(5, 5);
                   matrix.setTextColor(matrix.Color333(1,4,1));
                  matrix.print(displayedGame);
		
	}
	if(controller->buttonPressed(controller->BUTTON_START) && !controller->buttonHandled(controller->BUTTON_START)){
		
		controller->handleButton(controller->BUTTON_START);
		paused = !paused;
		if(!paused){
			if(displayedGame!=curGame || currentGame==NULL){
				curGame = displayedGame;
				delete currentGame;
				switch(displayedGame){
				case 0:
					currentGame = new Tetris(controller,strip);
					break;
				case 1:
					currentGame = new MegaMaze(controller,strip);
					break;
				case 2:
					currentGame = new Snake(controller,strip);
					break;
				case 3:
					currentGame = new ConnectFour(controller,strip);
					break;
				case 4:
					
					currentGame = new Rainbow(controller,strip);
					break;
				}
			}else{
				currentGame->resume();
			}
		}
		if(paused){
  
                     matrix.fillScreen(0); 
  
  matrix.drawRect(0, 0, 32, 16, matrix.Color333(7, 0, 7));
  matrix.setCursor(1, 5);
  matrix.setTextColor(matrix.Color333(1,5,7));
  matrix.print(str4);
			
		}
	}
	if(paused){
		for(int i=0;i<200;i++){
			strip->setPixelColor(i, 0x0);
		}
		int redPixels[] = {11,12,13,14,15,27,33,47,51,52,53,54,55};
		for(int i=0;i<((int)sizeof(redPixels)/2);i++){
			strip->setPixelColor(redPixels[i],0xFF0000);
		}
		int greenPixels[] = {64,65,66,67,68,71,73,75,84,86,88,91,93,95};
		for(int i=0;i<((int)sizeof(greenPixels)/2);i++){
			strip->setPixelColor(greenPixels[i],0x00FF00);
		}
		int bluePixels[] = {104,105,106,107,108,112,126,134,144,145,146,147,148};
		for(int i=0;i<((int)sizeof(bluePixels)/2);i++){
			strip->setPixelColor(bluePixels[i],0x0000FF);
		}
		int yellowPixels[] = {151,152,153,154,164,175,185,186,187,188};
		for(int i=0;i<((int)sizeof(yellowPixels)/2);i++){
			strip->setPixelColor(yellowPixels[i],0xFFFF00);
		}
		int whitePixels[] = {17,22,37,42,57,62,77,82,97,98,99,100,101,102,117,122,137,142,157,162,177,182};
		for(int i=0;i<((int)sizeof(whitePixels)/2);i++){
			strip->setPixelColor(whitePixels[i],0xFFFFFF);
		}
		strip->show();
                matrix.fillScreen(0);   //CLEAR
  
  matrix.drawRect(0, 0, 32, 16, matrix.Color333(7, 0, 7));
  matrix.setCursor(5, 1);
  matrix.setTextColor(matrix.Color333(1,5,7));
  matrix.print(str4);
	}else{
		currentGame->run();
	}
}
 
eins der Spiele, hier das Menü als "matrix1" definiert:
	Code:
	#include "Rainbow.h"
////***********************  MATRIX
#include "Adafruit_GFX.h" // Core graphics library
#include "RGBmatrixPanel.h" // Hardware-specific library
#define CLK 12  // MUST be on PORTB!
#define LAT A3
#define OE  9
#define A   A0
#define B   A1
#define C   A2
RGBmatrixPanel matrix1(A, B, C, CLK, LAT, OE, false);
char   str11[]   = "PRG";
char   str12[]   = "Mode";
// **********************   MATRIX end
               
                 
int r_color=0;
int g_color=0;
int b_color=255;
int r_background=120;
int g_background=80;
int b_background=0;
Rainbow::Rainbow(NESController *controller, Adafruit_WS2801 *strip):Game(controller, strip){
	resume();
	red=128;
	green=255;
	blue=0;
	colorMode=1;
        geschw=10;
       matrix1.begin();
       matrix1.setTextSize(1);
       matrix1.fillScreen(0);
       matrix1.setCursor(1, 1);
                  matrix1.setTextColor(matrix1.Color333(2,3,0));
                  matrix1.print(str11);
                  matrix1.setCursor(2, 9);
                  matrix1.print(str12);
                  matrix1.setCursor(20, 1);
                  matrix1.setTextColor(matrix1.Color333(1,1,3));
                  matrix1.print(geschw);
                  matrix1.setCursor(27, 9);
                  matrix1.setTextColor(matrix1.Color333(1,1,3));
                  matrix1.print(colorMode);
}
Rainbow::~Rainbow(){
   
}
void Rainbow::run(){
        if(controller->buttonPressed(controller->BUTTON_UP) && 
                    !controller->buttonHandled(controller->BUTTON_UP))
                    {
			controller->handleButton(controller->BUTTON_UP);
			geschw++;
                        if(geschw>50){geschw=1;}
                        
                        matrix1.setCursor(20, 1);
                        matrix1.fillRect(20, 1, 32, 8, matrix1.Color333(0, 0, 0));
                        matrix1.setTextColor(matrix1.Color333(1,1,4));
                        matrix1.print(geschw);
                    }
		if(controller->buttonPressed(controller->BUTTON_DOWN) && 
                    !controller->buttonHandled(controller->BUTTON_DOWN))
                    {
			controller->handleButton(controller->BUTTON_DOWN);
			geschw--;
                        if(geschw<1){geschw=50;}
                        
                        matrix1.setCursor(20, 1);
                        matrix1.fillRect(20, 1, 32, 8, matrix1.Color333(0, 0, 0));
                        matrix1.setTextColor(matrix1.Color333(1,1,4));
                        matrix1.print(geschw);
                        
                    }
        
        if(controller->buttonPressed(controller->BUTTON_A) && 
                    !controller->buttonHandled(controller->BUTTON_A))
                    {
			controller->handleButton(controller->BUTTON_A);
			TIMSK1 &= ~_BV(TOIE1); // Disable Timer1 interrupt
                        digitalWrite(OE, HIGH); // Disable LED output
                    }
		if(controller->buttonPressed(controller->BUTTON_B) && 
                    !controller->buttonHandled(controller->BUTTON_B))
                    {
			controller->handleButton(controller->BUTTON_B);
			TIMSK1 |= _BV(TOIE1); // Enable Timer1 interrupt
                    }
  
  
	if(controller->buttonPressed(controller->BUTTON_LEFT) && !controller->buttonHandled(controller->BUTTON_LEFT)){
		controller->handleButton(controller->BUTTON_LEFT);
		colorMode--;
		if(colorMode<1){
			colorMode=6;}
                  matrix1.setCursor(27, 9);
                  matrix1.fillRect(27, 9, 32, 16, matrix1.Color333(0, 0, 0));
                  matrix1.setTextColor(matrix1.Color333(1,1,4));
                  matrix1.print(colorMode);
		
	}
	if(controller->buttonPressed(controller->BUTTON_RIGHT) && !controller->buttonHandled(controller->BUTTON_RIGHT)){
		controller->handleButton(controller->BUTTON_RIGHT);
		colorMode++;
		if(colorMode>6){
			colorMode=1;}
                  matrix1.setCursor(27, 9);
                  matrix1.fillRect(27, 9, 32, 16, matrix1.Color333(0, 0, 0));
                  matrix1.setTextColor(matrix1.Color333(1,1,4));
                  matrix1.print(colorMode);
	
/*   
usw usw
*/
 Hier nächstes Spiel/ Unterprogramm, das Menü wird hier als "matrix2" definiert..:
	Code:
	#include "Tetris.h"
#include "pitches.h"
////***********************  MATRIX
#include "Adafruit_GFX.h" // Core graphics library
#include "RGBmatrixPanel.h" // Hardware-specific library
#define CLK 12  // MUST be on PORTB!
#define LAT A3
#define OE  9
#define A   A0
#define B   A1
#define C   A2
RGBmatrixPanel matrix2(A, B, C, CLK, LAT, OE, false);
char   str21[]   = "GAME";
char   str22[]   = "over";
char   str23[]   = "score";
char   str24[]   = "WIN";
char   str25[]   = "Name";
char   str26[]   = "BEST";
char   str27[]   = "RAINBOW";
char   str28 = EEPROM.read(4);
char   str29 = EEPROM.read(5);
char   str30 = EEPROM.read(6);
int    text2X   = matrix2.width(),
       text2Min = sizeof(str26) * -12;
long   hue2     = 0;
// **********************   MATRIX end
// Melodien:
// notes in the melody:
int melody2[] = {
  NOTE_G4, NOTE_A4,NOTE_C4, NOTE_A4, NOTE_C4, NOTE_G4};
int melody3[] = {
  NOTE_A4, NOTE_C4,NOTE_G4};
int melody5[] = {
  NOTE_E3, NOTE_DS3,NOTE_AS3, NOTE_E3, NOTE_DS3,NOTE_AS3 }; 
  
// note durations: 4 = quarter note, 8 = eighth note, etc.:
int noteDurations2[] = {
  32,32,32,16,16,8 };
  int noteDurations3[] = {
  32,32,32};
  int noteDurations5[] = {
  32,32,32,32,32,32 };
Tetris::Tetris(NESController *controller, Adafruit_WS2801 *strip):Game(controller, strip){
	
        
      //  myGLCD3.setColor(0, 0, 0);
      //  myGLCD3.fillRect(1, 110, 318, 224);  // Clear
      matrix2.begin();
  
  matrix2.setTextSize(1);
  matrix2.fillScreen(0);   //CLEAR
  
  
                    matrix2.fillRect(0, 1, 32, 3, matrix2.Color333(2, 0, 0));
                    matrix2.fillRect(0, 13, 32, 15, matrix2.Color333(2, 0, 0));
                    matrix2.setTextColor(matrix2.Color333(2, 5, 3));
                    matrix2.setCursor(1, 4);
                    matrix2.print("T");
                    matrix2.setTextColor(matrix2.Color333(0, 5, 0));
                    matrix2.setCursor(6, 6);
                    matrix2.print("e");matrix2.setTextColor(matrix2.Color333(2, 0, 3));
                    matrix2.setCursor(11, 4);
                    matrix2.print("t");matrix2.setTextColor(matrix2.Color333(0, 5, 3));
                    matrix2.setCursor(17, 6);
                    matrix2.print("r");matrix2.setTextColor(matrix2.Color333(2, 5, 0));
                    matrix2.setCursor(22, 6);
                    matrix2.print("i");matrix2.setTextColor(matrix2.Color333(0, 0, 3));
                    matrix2.setCursor(26, 4);
                    matrix2.print("s");
                    delay(2000);
                    matrix2.fillScreen(0);
                  matrix2.setCursor(6, 0);
                  matrix2.setTextColor(matrix2.Color333(7,5,0));
                  matrix2.print(str26);
                  matrix2.setCursor(2, 8);
                  matrix2.setTextColor(matrix2.Color333(4,5,7));
                  matrix2.print(highScore);
                  delay(2000);
                    
 
        
        
	highScore = ((unsigned long)EEPROM.read(0) << 24)+
                    ((unsigned long)EEPROM.read(1) << 16)+
                    ((unsigned long)EEPROM.read(2) << 8)+
                    ((unsigned long)EEPROM.read(3));
	highInitials[0] = EEPROM.read(4);
	highInitials[1] = EEPROM.read(5);
	highInitials[2] = EEPROM.read(6);
	curPiece=0;
	curRotation=0;
	lastDropTime=0;
	clearingRows=false;
	animateClearRowTimer=0;
	initials[0]='A';
	initials[1]='A';
	initials[2]='A';
	initialsPos=0;
	newGame();
/*	//Reset high score
	EEPROM.write(0,0);
	EEPROM.write(1,0);
	EEPROM.write(2,0);
	EEPROM.write(3,1);
	EEPROM.write(4,'A');
	EEPROM.write(5,'A');
	EEPROM.write(6,'A');  */
}
Tetris::~Tetris(){
}
void Tetris::newGame(){
	randomSeed(analogRead(0));
	
	score=0;
	curLevel=0;
	lines=0;
	gameOver=0;
	gameOverAnimation=0;
	for (int i = 0; i < boardWidth; i++) {
		for (int j = 0; j < boardHeight; j++) {
			 board[i][j].setColor(0x0);
		}
	}
	setPiece();
}
void Tetris::run(){
	if(controller->buttonPressed(controller->BUTTON_SELECT) 
            && !controller->buttonHandled(controller->BUTTON_SELECT))
            {
		controller->handleButton(controller->BUTTON_SELECT);
		newGame();
                }
	if(gameOver){
            if(gameOverAnimation<200){
                if(board[gameOverAnimation%boardWidth]
                        [gameOverAnimation/boardWidth].getColor()==0)
                        {
                        board[gameOverAnimation%boardWidth]
                        [gameOverAnimation/boardWidth].setColor
                        (random(0,255)*255*255+random(0,255)*255+random(0,255));
			}
			gameOverAnimation++;
                                    }               
        if(score>highScore){
            if(initialsPos>2)
            {
            saveHighScore();
            }
            else{
            if(controller->buttonPressed(controller->BUTTON_DOWN) &&
                !controller->buttonHandled(controller->BUTTON_DOWN))
                    {
                    controller->handleButton(controller->BUTTON_DOWN);
                    if(initials[initialsPos]>'A')
                    {
                    initials[initialsPos]--;
                    }
                    else {
                    initials[initialsPos]='Z';
                    }
                }
            if(controller->buttonPressed(controller->BUTTON_UP) && 
                !controller->buttonHandled(controller->BUTTON_UP))
                    {
                    controller->handleButton(controller->BUTTON_UP);
                    if(initials[initialsPos]<'Z')
                    {
                    initials[initialsPos]++;
                    }else {
                    initials[initialsPos]='A';
                    }
                }
            if(controller->buttonPressed(controller->BUTTON_A) && 
                !controller->buttonHandled(controller->BUTTON_A))
                    {
                    controller->handleButton(controller->BUTTON_A);
                    initialsPos++;
                    }
                    
               // LCD-Menue
                    //lcd->write(157+initialsPos)
                   //lcd->print(initials[initialsPos])
                   //lcd->write(157+initialsPos)
                   
               // TFT-Menue 
                    /*  myGLCD3.setColor(0, 0, 0);
                    myGLCD3.fillRect(100+(initialsPos*20), 60, 120+(initialsPos*20), 100);  // Clear
		    myGLCD3.setColor(0,0,255);
                    myGLCD3.setFont(arial_bold);
                    myGLCD3.print(initials, 100+(initialsPos*20), 60);*/ 
                    
               // Matrix-LED-Menue
                    matrix2.fillRect(5+(initialsPos*8), 8, 13+(initialsPos*8), 16, matrix2.Color333(0, 0, 0));
                    matrix2.setCursor(5+(initialsPos*8), 8);
                                matrix2.setTextColor(matrix2.Color333(1,5,0));
                                matrix2.print(initials[initialsPos]);
                               // matrix2.setCursor(12+initialsPos, 5);
                   
 /*
 etc....
 etc....
 etc....
 */
 
 
 
 
    gameOver=true;
                if(score<=highScore){
                  
                 /* myGLCD3.setColor(0, 0, 0);
                  myGLCD3.fillRect(1, 110, 318, 224);  // Clear
                  myGLCD3.setColor(245,150,50);
                  myGLCD3.setFont(arial_bold);
                  myGLCD3.print("GAME OVER", CENTER, 60); 
                  myGLCD3.setColor(255,255,0);
                  myGLCD3.printNumI(score, CENTER, 120);*/
                   matrix2.fillScreen(0);
                  matrix2.setCursor(2, 0);
                  matrix2.setTextColor(matrix2.Color333(7,5,0));
                  matrix2.print(str21);
                  matrix2.setCursor(2, 8);
                  matrix2.setTextColor(matrix2.Color333(7,5,0));
                  matrix2.print(str22);
                  delay(3000);
                  matrix2.fillScreen(0);
                  matrix2.setCursor(2, 0);
                  matrix2.setTextColor(matrix2.Color333(1,5,7));
                  matrix2.print(str23);
                  matrix2.setCursor(2, 8);
                  matrix2.setTextColor(matrix2.Color333(1,5,0));
                  matrix2.print(score);
                  
                  
                    
                    }
                else{
                  
                 /* myGLCD3.setColor(0, 0, 0);
                  myGLCD3.fillRect(1, 110, 318, 224);  // Clear
                  myGLCD3.setColor(245,150,50);
                  myGLCD3.setFont(arial_bold);
                  myGLCD3.print("RECORD", CENTER, 60); 
                  myGLCD3.setColor(255,255,0);
                  myGLCD3.print("Name: ", 14, 120);*/
                   matrix2.fillScreen(0);
                  matrix2.setCursor(6, 1);
                  matrix2.setTextColor(matrix2.Color333(7,5,0));
                  matrix2.print(str24);
                  matrix2.setCursor(2, 8);
                  matrix2.setTextColor(matrix2.Color333(4,5,7));
                  matrix2.print(score);
                  delay(3000);
                  matrix2.fillScreen(0);
                  matrix2.setCursor(5, 0);
                  matrix2.setTextColor(matrix2.Color333(1,5,7));
                  matrix2.print(str25);
                  matrix2.setCursor(2, 10);
                  matrix2.setTextColor(matrix2.Color333(1,5,0));
                  
                  
                  
                    
                    }
					initialsPos=0;
					initials[0] = 'A';
					initials[1] = 'A';
					initials[2] = 'A';
	for (int thisNote = 0; thisNote < 6; thisNote++) {
     int noteDuration5 = 3000/noteDurations5[thisNote];
      tone(8, melody5[thisNote],noteDuration5);
     int pauseBetweenNotes = noteDuration5 * 1.70;
      delay(pauseBetweenNotes);
      noTone(8);     }
                }
                
            board[pixelX][pixelY].setColor(pieceColors[curPiece]);
                }
        }
		if(!clearRows()){
			setPiece();
                  int Note_A3;
                  tone(8, Note_A3, 8);
                  int pauseBetweenNotes = 8 * 1.70;
                  delay(pauseBetweenNotes);
                  noTone(8);
		}
	}
}
void Tetris::setPiece(){
	if(!gameOver){
		curPos.setPosition(4,0);
		lastDropTime = millis();
		random(7);
		curPiece=random(7);
		curRotation=0;
		updateDisplay();
	}
}
void Tetris::increaseScore(unsigned long amount){
	score+=amount;
	updateDisplay();
}
void Tetris::resume(){
	
	updateDisplay();
}
void Tetris::updateDisplay(){
  
   matrix2.fillScreen(0);
                  matrix2.setCursor(1, 0);
                  matrix2.setTextColor(matrix2.Color333(7,5,0));
                  matrix2.print(str23);
                  matrix2.setCursor(0, 8);
                  matrix2.fillRect(0, 8, 32, 16, matrix2.Color333(0, 0, 0));
                  matrix2.setTextColor(matrix2.Color333(1,1,7));
                  matrix2.print(score);
 
  //matrix2.swapBuffers(false);
  
  
  // etc etc etc
 Gehe ich vom Hauptmenü in die einzelnen Untermenüs funktioniert die LED-Matrix, gehe ich aber zurück aus dem Spiel ins Hauptmenü (main.ino) ist meine Matrix nicht mehr ansprechbar, es wird quasi von "matrix2" nicht auf "matrix" zurück geschaltet (mit einfachen Worten).
Es handelt sich bei diesem Problem nur um das Menü mit der LED-Matrix von adafruit, nicht um die WS2811 Matrix, diese Funktioniert perfekt.
Werde evtl für besseres Verständnis ein Video bei Youtube hochladen....
						
					
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