2012-12-26 14:58:15 -07:00
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/*
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Started: 6-19-2007
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Spark Fun Electronics
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Nathan Seidle
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2012-12-26 16:14:22 -07:00
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2012-12-26 14:58:15 -07:00
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Simon Says is a memory game. Start the game by pressing one of the four buttons. When a button lights up,
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press the button, repeating the sequence. The sequence will get longer and longer. The game is won after
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13 rounds.
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2012-12-26 16:14:22 -07:00
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2012-12-26 14:58:15 -07:00
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This code is public domain but you buy me a beer if you use this and we meet someday (Beerware license).
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Simon Says game originally written in C for the PIC16F88.
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Ported for the ATmega168, then ATmega328, then Arduino 1.0.
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Fixes and cleanup by Joshua Neal <joshua[at]trochotron.com>
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Generates random sequence, plays music, and displays button lights.
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Simon tones from Wikipedia
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- A (red, upper left) - 440Hz - 2.272ms - 1.136ms pulse
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- a (green, upper right, an octave higher than A) - 880Hz - 1.136ms,
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0.568ms pulse
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- D (blue, lower left, a perfect fourth higher than the upper left)
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587.33Hz - 1.702ms - 0.851ms pulse
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- G (yellow, lower right, a perfect fourth higher than the lower left) -
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784Hz - 1.276ms - 0.638ms pulse
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2012-12-26 14:58:15 -07:00
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The tones are close, but probably off a bit, but they sound all right.
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2012-12-26 16:14:22 -07:00
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2012-12-26 14:58:15 -07:00
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The old version of SparkFun simon used an ATmega8. An ATmega8 ships
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with a default internal 1MHz oscillator. You will need to set the
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internal fuses to operate at the correct external 16MHz oscillator.
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Original Fuses:
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avrdude -p atmega8 -P lpt1 -c stk200 -U lfuse:w:0xE1:m -U hfuse:w:0xD9:m
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Command to set to fuses to use external 16MHz:
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avrdude -p atmega8 -P lpt1 -c stk200 -U lfuse:w:0xEE:m -U hfuse:w:0xC9:m
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The current version of Simon uses the ATmega328. The external osciallator
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was removed to reduce component count. This version of simon relies on the
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internal default 1MHz osciallator. Do not set the external fuses.
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2012-12-26 16:14:22 -07:00
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*/
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2011-03-24 16:05:35 -06:00
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2012-12-26 16:14:22 -07:00
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#include "hardware_versions.h"
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#include "pitches.h" // Used for the MODE_BEEGEES, for playing the melody on the buzzer!
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// Define game parameters
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#define ROUNDS_TO_WIN 13 //Number of rounds to succesfully remember before you win. 13 is do-able.
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#define ENTRY_TIME_LIMIT 3000 //Amount of time to press a button before game times out. 3000ms = 3 sec
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#define MODE_MEMORY 0
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#define MODE_BATTLE 1
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#define MODE_BEEGEES 2
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// Game state variables
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byte gameMode = MODE_MEMORY; //By default, let's play the memory game
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byte gameBoard[32]; //Contains the combination of buttons as we advance
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byte gameRound = 0; //Counts the number of succesful rounds the player has made it through
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void setup()
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{
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//Setup hardware inputs/outputs. These pins are defined in the hardware_versions header file
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//Enable pull ups on inputs
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pinMode(BUTTON_RED, INPUT_PULLUP);
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pinMode(BUTTON_GREEN, INPUT_PULLUP);
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pinMode(BUTTON_BLUE, INPUT_PULLUP);
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pinMode(BUTTON_YELLOW, INPUT_PULLUP);
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pinMode(LED_RED, OUTPUT);
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pinMode(LED_GREEN, OUTPUT);
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pinMode(LED_BLUE, OUTPUT);
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pinMode(LED_YELLOW, OUTPUT);
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pinMode(BUZZER1, OUTPUT);
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pinMode(BUZZER2, OUTPUT);
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//Mode checking
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gameMode = MODE_MEMORY; // By default, we're going to play the memory game
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// Check to see if the lower right button is pressed
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if (checkButton() == CHOICE_YELLOW) play_beegees();
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// Check to see if upper right button is pressed
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if (checkButton() == CHOICE_GREEN)
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{
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gameMode = MODE_BATTLE; //Put game into battle mode
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//Turn on the upper right (green) LED
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setLEDs(CHOICE_GREEN);
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toner(CHOICE_GREEN, 150);
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setLEDs(CHOICE_RED | CHOICE_BLUE | CHOICE_YELLOW); // Turn on the other LEDs until you release button
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while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button
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//Now do nothing. Battle mode will be serviced in the main routine
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}
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play_winner(); // After setup is complete, say hello to the world
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}
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void loop()
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{
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attractMode(); // Blink lights while waiting for user to press a button
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// Indicate the start of game play
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setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE | CHOICE_YELLOW); // Turn all LEDs on
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delay(1000);
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setLEDs(CHOICE_OFF); // Turn off LEDs
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delay(250);
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if (gameMode == MODE_MEMORY)
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{
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// Play memory game and handle result
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if (play_memory() == true)
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play_winner(); // Player won, play winner tones
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else
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play_loser(); // Player lost, play loser tones
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}
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if (gameMode == MODE_BATTLE)
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{
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play_battle(); // Play game until someone loses
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play_loser(); // Player lost, play loser tones
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}
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}
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2012-12-29 10:43:19 -07:00
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//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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//The following functions are related to game play only
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// Play the regular memory game
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// Returns 0 if player loses, or 1 if player wins
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boolean play_memory(void)
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{
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randomSeed(millis()); // Seed the random generator with random amount of millis()
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gameRound = 0; // Reset the game to the beginning
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while (gameRound < ROUNDS_TO_WIN)
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{
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add_to_moves(); // Add a button to the current moves, then play them back
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playMoves(); // Play back the current game board
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2012-12-29 10:43:19 -07:00
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// Then require the player to repeat the sequence.
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for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
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{
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byte choice = wait_for_button(); // See what button the user presses
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if (choice == 0) return false; // If wait timed out, player loses
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if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses
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}
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delay(1000); // Player was correct, delay before playing moves
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}
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return true; // Player made it through all the rounds to win!
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}
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// Play the special 2 player battle mode
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// A player begins by pressing a button then handing it to the other player
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// That player repeats the button and adds one, then passes back.
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// This function returns when someone loses
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boolean play_battle(void)
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{
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gameRound = 0; // Reset the game frame back to one frame
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while (1) // Loop until someone fails
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{
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byte newButton = wait_for_button(); // Wait for user to input next move
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gameBoard[gameRound++] = newButton; // Add this new button to the game array
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// Then require the player to repeat the sequence.
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for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
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{
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byte choice = wait_for_button();
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if (choice == 0) return false; // If wait timed out, player loses.
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if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses.
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}
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delay(100); // Give the user an extra 100ms to hand the game to the other player
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}
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return true; // We should never get here
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}
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2012-12-26 16:14:22 -07:00
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// Plays the current contents of the game moves
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void playMoves(void)
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{
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for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
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{
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toner(gameBoard[currentMove], 150);
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2012-12-29 10:43:19 -07:00
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// Wait some amount of time between button playback
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// Shorten this to make game harder
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delay(150); // 150 works well. 75 gets fast.
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}
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}
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2012-12-26 16:14:22 -07:00
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// Adds a new random button to the game sequence, by sampling the timer
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void add_to_moves(void)
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{
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byte newButton = random(0, 4); //min (included), max (exluded)
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// We have to convert this number, 0 to 3, to CHOICEs
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if(newButton == 0) newButton = CHOICE_RED;
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else if(newButton == 1) newButton = CHOICE_GREEN;
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else if(newButton == 2) newButton = CHOICE_BLUE;
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else if(newButton == 3) newButton = CHOICE_YELLOW;
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gameBoard[gameRound++] = newButton; // Add this new button to the game array
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}
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//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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//The following functions control the hardware
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// Lights a given LEDs
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// Pass in a byte that is made up from CHOICE_RED, CHOICE_YELLOW, etc
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void setLEDs(byte leds)
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{
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if ((leds & CHOICE_RED) != 0)
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digitalWrite(LED_RED, HIGH);
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else
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digitalWrite(LED_RED, LOW);
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2012-12-28 21:49:19 -07:00
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if ((leds & CHOICE_GREEN) != 0)
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digitalWrite(LED_GREEN, HIGH);
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else
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digitalWrite(LED_GREEN, LOW);
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if ((leds & CHOICE_BLUE) != 0)
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digitalWrite(LED_BLUE, HIGH);
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else
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digitalWrite(LED_BLUE, LOW);
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if ((leds & CHOICE_YELLOW) != 0)
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digitalWrite(LED_YELLOW, HIGH);
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else
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digitalWrite(LED_YELLOW, LOW);
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}
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// Wait for a button to be pressed.
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// Returns one of LED colors (LED_RED, etc.) if successful, 0 if timed out
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byte wait_for_button(void)
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{
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long startTime = millis(); // Remember the time we started the this loop
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2012-12-29 10:43:19 -07:00
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while ( (millis() - startTime) < ENTRY_TIME_LIMIT) // Loop until too much time has passed
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{
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byte button = checkButton();
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if (button != CHOICE_NONE)
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{
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toner(button, 150); // Play the button the user just pressed
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while(checkButton() != CHOICE_NONE) ; // Now let's wait for user to release button
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|
|
|
|
delay(10); // This helps with debouncing and accidental double taps
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
return button;
|
|
|
|
}
|
2011-03-24 16:05:35 -06:00
|
|
|
|
|
|
|
}
|
2012-12-28 21:49:19 -07:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
return CHOICE_NONE; // If we get here, we've timed out!
|
2011-03-24 16:05:35 -06:00
|
|
|
}
|
|
|
|
|
2012-12-28 21:49:19 -07:00
|
|
|
// Returns a '1' bit in the position corresponding to CHOICE_RED, CHOICE_GREEN, etc.
|
|
|
|
byte checkButton(void)
|
2011-03-24 16:05:35 -06:00
|
|
|
{
|
2012-12-29 10:43:19 -07:00
|
|
|
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
|
2011-03-24 16:05:35 -06:00
|
|
|
}
|
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
// 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)
|
2011-03-24 16:05:35 -06:00
|
|
|
{
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(which); //Turn on a given LED
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
//Play the sound associated with the given LED
|
|
|
|
switch(which)
|
|
|
|
{
|
|
|
|
case CHOICE_RED:
|
2011-03-24 16:05:35 -06:00
|
|
|
buzz_sound(buzz_length_ms, 1136);
|
|
|
|
break;
|
2012-12-29 10:43:19 -07:00
|
|
|
case CHOICE_GREEN:
|
2011-03-24 16:05:35 -06:00
|
|
|
buzz_sound(buzz_length_ms, 568);
|
|
|
|
break;
|
2012-12-29 10:43:19 -07:00
|
|
|
case CHOICE_BLUE:
|
2011-03-24 16:05:35 -06:00
|
|
|
buzz_sound(buzz_length_ms, 851);
|
|
|
|
break;
|
2012-12-29 10:43:19 -07:00
|
|
|
case CHOICE_YELLOW:
|
2011-03-24 16:05:35 -06:00
|
|
|
buzz_sound(buzz_length_ms, 638);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_OFF); // Turn off all LEDs
|
2011-03-24 16:05:35 -06:00
|
|
|
}
|
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
// Toggle buzzer every buzz_delay_us, for a duration of buzz_length_ms.
|
|
|
|
void buzz_sound(int buzz_length_ms, int buzz_delay_us)
|
2011-03-24 16:05:35 -06:00
|
|
|
{
|
2012-12-29 10:43:19 -07:00
|
|
|
// Convert total play time from milliseconds to microseconds
|
|
|
|
long buzz_length_us = buzz_length_ms * (long)1000;
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
// 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
|
2012-12-28 21:49:19 -07:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
// 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);
|
2011-03-24 16:05:35 -06:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-12-26 16:14:22 -07:00
|
|
|
// Play the winner sound and lights
|
2012-12-26 14:58:15 -07:00
|
|
|
void play_winner(void)
|
2011-03-24 16:05:35 -06:00
|
|
|
{
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_GREEN | CHOICE_BLUE);
|
2011-03-24 16:05:35 -06:00
|
|
|
winner_sound();
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_RED | CHOICE_YELLOW);
|
2011-03-24 16:05:35 -06:00
|
|
|
winner_sound();
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_GREEN | CHOICE_BLUE);
|
2011-03-24 16:05:35 -06:00
|
|
|
winner_sound();
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_RED | CHOICE_YELLOW);
|
2011-03-24 16:05:35 -06:00
|
|
|
winner_sound();
|
|
|
|
}
|
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
// 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)
|
2011-03-24 16:05:35 -06:00
|
|
|
{
|
2012-12-29 10:43:19 -07:00
|
|
|
// Toggle the buzzer at various speeds
|
|
|
|
for (byte x = 250 ; x > 70 ; x--)
|
2012-12-28 21:49:19 -07:00
|
|
|
{
|
2012-12-29 10:43:19 -07:00
|
|
|
for (byte y = 0 ; y < 3 ; y++)
|
|
|
|
{
|
|
|
|
digitalWrite(BUZZER2, HIGH);
|
|
|
|
digitalWrite(BUZZER1, LOW);
|
|
|
|
delayMicroseconds(x);
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
digitalWrite(BUZZER2, LOW);
|
|
|
|
digitalWrite(BUZZER1, HIGH);
|
|
|
|
delayMicroseconds(x);
|
|
|
|
}
|
2011-03-24 16:05:35 -06:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
// Play the loser sound/lights
|
|
|
|
void play_loser(void)
|
2011-03-24 16:05:35 -06:00
|
|
|
{
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_RED | CHOICE_GREEN);
|
|
|
|
buzz_sound(255, 1500);
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
|
|
|
|
buzz_sound(255, 1500);
|
2012-12-26 16:14:22 -07:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_RED | CHOICE_GREEN);
|
|
|
|
buzz_sound(255, 1500);
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
|
|
|
|
buzz_sound(255, 1500);
|
2011-03-24 16:05:35 -06:00
|
|
|
}
|
|
|
|
|
2012-12-26 16:14:22 -07:00
|
|
|
// Show an "attract mode" display while waiting for user to press button.
|
2012-12-28 21:49:19 -07:00
|
|
|
void attractMode(void)
|
2011-03-24 16:05:35 -06:00
|
|
|
{
|
2012-12-28 21:49:19 -07:00
|
|
|
while(1)
|
|
|
|
{
|
|
|
|
setLEDs(CHOICE_RED);
|
|
|
|
delay(100);
|
|
|
|
if (checkButton() != CHOICE_NONE) return;
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-28 21:49:19 -07:00
|
|
|
setLEDs(CHOICE_BLUE);
|
|
|
|
delay(100);
|
|
|
|
if (checkButton() != CHOICE_NONE) return;
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-28 21:49:19 -07:00
|
|
|
setLEDs(CHOICE_GREEN);
|
|
|
|
delay(100);
|
|
|
|
if (checkButton() != CHOICE_NONE) return;
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-28 21:49:19 -07:00
|
|
|
setLEDs(CHOICE_YELLOW);
|
|
|
|
delay(100);
|
|
|
|
if (checkButton() != CHOICE_NONE) return;
|
2011-03-24 16:05:35 -06:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
2013-02-18 14:45:24 -07:00
|
|
|
// The following functions are related to Beegees Easter Egg only
|
2012-12-26 14:58:15 -07:00
|
|
|
|
2013-02-18 14:45:24 -07:00
|
|
|
// Notes in the melody. Each note is about an 1/8th note, "0"s are rests.
|
|
|
|
int melody[] = {
|
|
|
|
NOTE_G4, NOTE_A4, 0, NOTE_C5, 0, 0, NOTE_G4, 0, 0, 0,
|
|
|
|
NOTE_E4, 0, NOTE_D4, NOTE_E4, NOTE_G4, 0,
|
|
|
|
NOTE_D4, NOTE_E4, 0, NOTE_G4, 0, 0,
|
|
|
|
NOTE_D4, 0, NOTE_E4, 0, NOTE_G4, 0, NOTE_A4, 0, NOTE_C5, 0};
|
|
|
|
|
|
|
|
int noteDuration = 115; // This essentially sets the tempo, 115 is just about right for a disco groove :)
|
2012-12-29 10:43:19 -07:00
|
|
|
int LEDnumber = 0; // Keeps track of which LED we are on during the beegees loop
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
// Do nothing but play bad beegees music
|
|
|
|
// This function is activated when user holds bottom right button during power up
|
|
|
|
void play_beegees()
|
2011-03-24 16:05:35 -06:00
|
|
|
{
|
2012-12-29 10:43:19 -07:00
|
|
|
//Turn on the bottom right (yellow) LED
|
|
|
|
setLEDs(CHOICE_YELLOW);
|
|
|
|
toner(CHOICE_YELLOW, 150);
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE); // Turn on the other LEDs until you release button
|
2012-12-26 16:14:22 -07:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(CHOICE_NONE); // Turn off LEDs
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
delay(1000); // Wait a second before playing song
|
2013-02-18 14:45:24 -07:00
|
|
|
|
|
|
|
digitalWrite(BUZZER1, LOW); // setup the "BUZZER1" side of the buzzer to stay low, while we play the tone on the other pin.
|
2011-03-24 16:05:35 -06:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
while(checkButton() == CHOICE_NONE) //Play song until you press a button
|
|
|
|
{
|
2013-02-18 14:45:24 -07:00
|
|
|
// iterate over the notes of the melody:
|
|
|
|
for (int thisNote = 0; thisNote < 32; thisNote++) {
|
|
|
|
changeLED();
|
|
|
|
tone(BUZZER2, melody[thisNote],noteDuration);
|
|
|
|
// to distinguish the notes, set a minimum time between them.
|
|
|
|
// the note's duration + 30% seems to work well:
|
|
|
|
int pauseBetweenNotes = noteDuration * 1.30;
|
|
|
|
delay(pauseBetweenNotes);
|
|
|
|
// stop the tone playing:
|
|
|
|
noTone(BUZZER2);
|
|
|
|
}
|
2012-12-26 16:14:22 -07:00
|
|
|
}
|
2012-12-26 14:58:15 -07:00
|
|
|
}
|
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
// Each time this function is called the board moves to the next LED
|
|
|
|
void changeLED(void)
|
2012-12-26 16:14:22 -07:00
|
|
|
{
|
2012-12-29 10:43:19 -07:00
|
|
|
setLEDs(1 << LEDnumber); // Change the LED
|
2012-12-28 21:49:19 -07:00
|
|
|
|
2012-12-29 10:43:19 -07:00
|
|
|
LEDnumber++; // Goto the next LED
|
|
|
|
if(LEDnumber > 3) LEDnumber = 0; // Wrap the counter if needed
|
2012-12-26 14:58:15 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2013-02-15 16:27:11 -07:00
|
|
|
|