Simon-Says/Firmware/Simon_Says/Simon_Says.ino

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/*
Started: 6-19-2007
Spark Fun Electronics
Nathan Seidle
Simon Says is a memory game. Start the game by pressing one of the four buttons. When a button lights up,
press the button, repeating the sequence. The sequence will get longer and longer. The game is won after
13 rounds.
This code is public domain but you buy me a beer if you use this and we meet someday (Beerware license).
Simon Says game originally written in C for the PIC16F88.
Ported for the ATmega168, then ATmega328, then Arduino 1.0.
Fixes and cleanup by Joshua Neal <joshua[at]trochotron.com>
Generates random sequence, plays music, and displays button lights.
Simon tones from Wikipedia
- A (red, upper left) - 440Hz - 2.272ms - 1.136ms pulse
- a (green, upper right, an octave higher than A) - 880Hz - 1.136ms,
0.568ms pulse
- D (blue, lower left, a perfect fourth higher than the upper left)
587.33Hz - 1.702ms - 0.851ms pulse
- G (yellow, lower right, a perfect fourth higher than the lower left) -
784Hz - 1.276ms - 0.638ms pulse
The tones are close, but probably off a bit, but they sound all right.
The old version of SparkFun simon used an ATmega8. An ATmega8 ships
with a default internal 1MHz oscillator. You will need to set the
internal fuses to operate at the correct external 16MHz oscillator.
Original Fuses:
avrdude -p atmega8 -P lpt1 -c stk200 -U lfuse:w:0xE1:m -U hfuse:w:0xD9:m
Command to set to fuses to use external 16MHz:
avrdude -p atmega8 -P lpt1 -c stk200 -U lfuse:w:0xEE:m -U hfuse:w:0xC9:m
The current version of Simon uses the ATmega328. The external osciallator
was removed to reduce component count. This version of simon relies on the
internal default 1MHz osciallator. Do not set the external fuses.
*/
#include "hardware_versions.h"
// Define game parameters
#define ROUNDS_TO_WIN 13 //Number of rounds to succesfully remember before you win. 13 is do-able.
#define ENTRY_TIME_LIMIT 3000 //Amount of time to press a button before game times out. 3000ms = 3 sec
#define MODE_MEMORY 0
#define MODE_BATTLE 1
#define MODE_BEEGEES 2
// Game state variables
byte gameMode = MODE_MEMORY; //By default, let's play the memory game
byte gameBoard[32]; //Contains the combination of buttons as we advance
byte gameRound = 0; //Counts the number of succesful rounds the player has made it through
void setup()
{
//Setup hardware inputs/outputs. These pins are defined in the hardware_versions header file
//Enable pull ups on inputs
pinMode(BUTTON_RED, INPUT_PULLUP);
pinMode(BUTTON_GREEN, INPUT_PULLUP);
pinMode(BUTTON_BLUE, INPUT_PULLUP);
pinMode(BUTTON_YELLOW, INPUT_PULLUP);
pinMode(LED_RED, OUTPUT);
pinMode(LED_GREEN, OUTPUT);
pinMode(LED_BLUE, OUTPUT);
pinMode(LED_YELLOW, OUTPUT);
pinMode(BUZZER1, OUTPUT);
pinMode(BUZZER2, OUTPUT);
//Mode checking
gameMode = MODE_MEMORY; // By default, we're going to play the memory game
// Check to see if the lower right button is pressed
if (checkButton() == CHOICE_YELLOW) play_beegees();
// Check to see if upper right button is pressed
if (checkButton() == CHOICE_GREEN)
{
gameMode = MODE_BATTLE; //Put game into battle mode
//Turn on the upper right (green) LED
setLEDs(CHOICE_GREEN);
toner(CHOICE_GREEN, 150);
setLEDs(CHOICE_RED | CHOICE_BLUE | CHOICE_YELLOW); // Turn on the other LEDs until you release button
while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button
//Now do nothing. Battle mode will be serviced in the main routine
}
play_winner(); // After setup is complete, say hello to the world
}
void loop()
{
attractMode(); // Blink lights while waiting for user to press a button
// Indicate the start of game play
setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE | CHOICE_YELLOW); // Turn all LEDs on
delay(1000);
setLEDs(CHOICE_OFF); // Turn off LEDs
delay(250);
if (gameMode == MODE_MEMORY)
{
// Play memory game and handle result
if (play_memory() == true)
play_winner(); // Player won, play winner tones
else
play_loser(); // Player lost, play loser tones
}
if (gameMode == MODE_BATTLE)
{
play_battle(); // Play game until someone loses
play_loser(); // Player lost, play loser tones
}
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//The following functions are related to game play only
// Play the regular memory game
// Returns 0 if player loses, or 1 if player wins
boolean play_memory(void)
{
randomSeed(millis()); // Seed the random generator with random amount of millis()
gameRound = 0; // Reset the game to the beginning
while (gameRound < ROUNDS_TO_WIN)
{
add_to_moves(); // Add a button to the current moves, then play them back
playMoves(); // Play back the current game board
// Then require the player to repeat the sequence.
for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
{
byte choice = wait_for_button(); // See what button the user presses
if (choice == 0) return false; // If wait timed out, player loses
if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses
}
delay(1000); // Player was correct, delay before playing moves
}
return true; // Player made it through all the rounds to win!
}
// Play the special 2 player battle mode
// A player begins by pressing a button then handing it to the other player
// That player repeats the button and adds one, then passes back.
// This function returns when someone loses
boolean play_battle(void)
{
gameRound = 0; // Reset the game frame back to one frame
while (1) // Loop until someone fails
{
byte newButton = wait_for_button(); // Wait for user to input next move
gameBoard[gameRound++] = newButton; // Add this new button to the game array
// Then require the player to repeat the sequence.
for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
{
byte choice = wait_for_button();
if (choice == 0) return false; // If wait timed out, player loses.
if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses.
}
delay(100); // Give the user an extra 100ms to hand the game to the other player
}
return true; // We should never get here
}
// Plays the current contents of the game moves
void playMoves(void)
{
for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
{
toner(gameBoard[currentMove], 150);
// Wait some amount of time between button playback
// Shorten this to make game harder
delay(150); // 150 works well. 75 gets fast.
}
}
// Adds a new random button to the game sequence, by sampling the timer
void add_to_moves(void)
{
byte newButton = random(0, 4); //min (included), max (exluded)
// We have to convert this number, 0 to 3, to CHOICEs
if(newButton == 0) newButton = CHOICE_RED;
else if(newButton == 1) newButton = CHOICE_GREEN;
else if(newButton == 2) newButton = CHOICE_BLUE;
else if(newButton == 3) newButton = CHOICE_YELLOW;
gameBoard[gameRound++] = newButton; // Add this new button to the game array
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//The following functions control the hardware
// Lights a given LEDs
// Pass in a byte that is made up from CHOICE_RED, CHOICE_YELLOW, etc
void setLEDs(byte leds)
{
if ((leds & CHOICE_RED) != 0)
digitalWrite(LED_RED, HIGH);
else
digitalWrite(LED_RED, LOW);
if ((leds & CHOICE_GREEN) != 0)
digitalWrite(LED_GREEN, HIGH);
else
digitalWrite(LED_GREEN, LOW);
if ((leds & CHOICE_BLUE) != 0)
digitalWrite(LED_BLUE, HIGH);
else
digitalWrite(LED_BLUE, LOW);
if ((leds & CHOICE_YELLOW) != 0)
digitalWrite(LED_YELLOW, HIGH);
else
digitalWrite(LED_YELLOW, LOW);
}
// Wait for a button to be pressed.
// Returns one of LED colors (LED_RED, etc.) if successful, 0 if timed out
byte wait_for_button(void)
{
long startTime = millis(); // Remember the time we started the this loop
while ( (millis() - startTime) < ENTRY_TIME_LIMIT) // Loop until too much time has passed
{
byte button = checkButton();
if (button != CHOICE_NONE)
{
toner(button, 150); // Play the button the user just pressed
while(checkButton() != CHOICE_NONE) ; // Now let's wait for user to release button
delay(10); // This helps with debouncing and accidental double taps
return button;
}
}
return CHOICE_NONE; // If we get here, we've timed out!
}
// Returns a '1' bit in the position corresponding to CHOICE_RED, CHOICE_GREEN, etc.
byte checkButton(void)
{
if (digitalRead(BUTTON_RED) == 0) return(CHOICE_RED);
else if (digitalRead(BUTTON_GREEN) == 0) return(CHOICE_GREEN);
else if (digitalRead(BUTTON_BLUE) == 0) return(CHOICE_BLUE);
else if (digitalRead(BUTTON_YELLOW) == 0) return(CHOICE_YELLOW);
return(CHOICE_NONE); // If no button is pressed, return none
}
// Light an LED and play tone
// Red, upper left: 440Hz - 2.272ms - 1.136ms pulse
// Green, upper right: 880Hz - 1.136ms - 0.568ms pulse
// Blue, lower left: 587.33Hz - 1.702ms - 0.851ms pulse
// Yellow, lower right: 784Hz - 1.276ms - 0.638ms pulse
void toner(byte which, int buzz_length_ms)
{
setLEDs(which); //Turn on a given LED
//Play the sound associated with the given LED
switch(which)
{
case CHOICE_RED:
buzz_sound(buzz_length_ms, 1136);
break;
case CHOICE_GREEN:
buzz_sound(buzz_length_ms, 568);
break;
case CHOICE_BLUE:
buzz_sound(buzz_length_ms, 851);
break;
case CHOICE_YELLOW:
buzz_sound(buzz_length_ms, 638);
break;
}
setLEDs(CHOICE_OFF); // Turn off all LEDs
}
// Toggle buzzer every buzz_delay_us, for a duration of buzz_length_ms.
void buzz_sound(int buzz_length_ms, int buzz_delay_us)
{
// Convert total play time from milliseconds to microseconds
long buzz_length_us = buzz_length_ms * (long)1000;
// Loop until the remaining play time is less than a single buzz_delay_us
while (buzz_length_us > (buzz_delay_us * 2))
{
buzz_length_us -= buzz_delay_us * 2; //Decrease the remaining play time
// Toggle the buzzer at various speeds
digitalWrite(BUZZER1, LOW);
digitalWrite(BUZZER2, HIGH);
delayMicroseconds(buzz_delay_us);
digitalWrite(BUZZER1, HIGH);
digitalWrite(BUZZER2, LOW);
delayMicroseconds(buzz_delay_us);
}
}
// Play the winner sound and lights
void play_winner(void)
{
setLEDs(CHOICE_GREEN | CHOICE_BLUE);
winner_sound();
setLEDs(CHOICE_RED | CHOICE_YELLOW);
winner_sound();
setLEDs(CHOICE_GREEN | CHOICE_BLUE);
winner_sound();
setLEDs(CHOICE_RED | CHOICE_YELLOW);
winner_sound();
}
// Play the winner sound
// This is just a unique (annoying) sound we came up with, there is no magic to it
void winner_sound(void)
{
// Toggle the buzzer at various speeds
for (byte x = 250 ; x > 70 ; x--)
{
for (byte y = 0 ; y < 3 ; y++)
{
digitalWrite(BUZZER2, HIGH);
digitalWrite(BUZZER1, LOW);
delayMicroseconds(x);
digitalWrite(BUZZER2, LOW);
digitalWrite(BUZZER1, HIGH);
delayMicroseconds(x);
}
}
}
// Play the loser sound/lights
void play_loser(void)
{
setLEDs(CHOICE_RED | CHOICE_GREEN);
buzz_sound(255, 1500);
setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
buzz_sound(255, 1500);
setLEDs(CHOICE_RED | CHOICE_GREEN);
buzz_sound(255, 1500);
setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
buzz_sound(255, 1500);
}
// Show an "attract mode" display while waiting for user to press button.
void attractMode(void)
{
while(1)
{
setLEDs(CHOICE_RED);
delay(100);
if (checkButton() != CHOICE_NONE) return;
setLEDs(CHOICE_BLUE);
delay(100);
if (checkButton() != CHOICE_NONE) return;
setLEDs(CHOICE_GREEN);
delay(100);
if (checkButton() != CHOICE_NONE) return;
setLEDs(CHOICE_YELLOW);
delay(100);
if (checkButton() != CHOICE_NONE) return;
}
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//The following functions are related to Beegees Easter Egg only
int LEDnumber = 0; // Keeps track of which LED we are on during the beegees loop
int count = 20; // for keeping rhythm straight in the beegees loop
// Do nothing but play bad beegees music
// This function is activated when user holds bottom right button during power up
void play_beegees()
{
//Turn on the bottom right (yellow) LED
setLEDs(CHOICE_YELLOW);
toner(CHOICE_YELLOW, 150);
setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE); // Turn on the other LEDs until you release button
while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button
setLEDs(CHOICE_NONE); // Turn off LEDs
delay(1000); // Wait a second before playing song
while(checkButton() == CHOICE_NONE) //Play song until you press a button
{
buzz(3);
delay(400);
buzz(4);
rest(1);
delay(600);
buzz(5);
rest(1);
rest(1);
delay(400);
buzz(3);
rest(1);
rest(1);
rest(1);
buzz(2);
rest(1);
buzz(1);
buzz(2);
buzz(3);
rest(1);
buzz(1);
buzz(2);
rest(1);
buzz(3);
rest(1);
rest(1);
buzz(1);
rest(1);
buzz(2);
rest(1);
buzz(3);
rest(1);
buzz(4);
rest(1);
buzz(5);
rest(1);
delay(700);
}
}
//
void buzz(int tone){
//Declare an integer, "freq", for frequency of the note to be played.
int freq;
//5 different tones to select. Each tone is a different frequency.
if(tone == 1) freq = 2000;
if(tone == 2) freq = 1800;
if(tone == 3) freq = 1500;
if(tone == 4) freq = 1350;
if(tone == 5) freq = 1110;
//freq = (freq/2);
// Because frequency is determined by the wavelength (the time HIGH and the time LOW),
// you need to have "count" in order to keep a note the same length in time.
// "count" is the number of times this function will repeat the HIGH/LOW pattern - to create the sound of the note.
count = 40;
// In order to keep all 5 notes the same length in time, you must compare them to the longest note (tonic) - aka the "1" note.
count = count * (2000/freq);
// Change to the next LED
changeLED();
// this next for loop actually makes the buzzer pin move.
// it uses the "count" variable to know how many times to play the frequency.
// -this keeps the timing correct.
for(int i = 0 ; i < count ; i++)
{
digitalWrite(BUZZER1, HIGH);
digitalWrite(BUZZER2, LOW);
delayMicroseconds(freq);
digitalWrite(BUZZER1, LOW);
digitalWrite(BUZZER2, HIGH);
delayMicroseconds(freq);
}
delay(60);
}
//
void rest(int tone){
int freq;
if(tone == 1) freq = 2000;
if(tone == 2) freq = 1800;
if(tone == 3) freq = 1500;
if(tone == 4) freq = 1350;
if(tone == 5) freq = 1110;
//freq = (freq/2);
count = 40;
count = count * (2000/freq);
//change_led();
for(int i = 0 ; i < count ; i++)
{
digitalWrite(BUZZER1, LOW);
delayMicroseconds(freq);
digitalWrite(BUZZER1, LOW);
delayMicroseconds(freq);
}
delay(75);
}
// Each time this function is called the board moves to the next LED
void changeLED(void)
{
setLEDs(1 << LEDnumber); // Change the LED
LEDnumber++; // Goto the next LED
if(LEDnumber > 3) LEDnumber = 0; // Wrap the counter if needed
}