Improved button checking. Completed port to Arduino v1.0.

Button checking is now faster, more responsive, and should handle heavy,
slow button presses as well. Now works fully under Arduino v1.0 and have
removed the majority of the older C specific code.
This commit is contained in:
Nathan Seidle 2012-12-29 10:43:19 -07:00
parent a9b242e9b6
commit 078011212b
2 changed files with 351 additions and 480 deletions

View File

@ -44,167 +44,189 @@
#include "hardware_versions.h"
// Define game parameters
#define MOVES_TO_WIN 13 //Number of rounds to succesfully remember before you win. 13 is do-able.
#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
int gameMode = MODE_MEMORY; //By default, let's play the memory game
// Game state variables
uint8_t moves[32];
uint8_t nmoves = 0;
//Timer 2 overflow ISR
/*ISR (SIG_OVERFLOW2)
{
// Prescalar of 1024, Clock = 16MHz, 15,625 clicks per second, 64us per click
// Preload timer 2 for 125 clicks. Should be 8ms per ISR call
TCNT2 = 131; //256 - 125 = 131
}*/
int 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()
{
init_gpio();
//Setup hardware inputs/outputs. These pins are defined in the hardware_versions header file
randomSeed(analogRead(0)); //Seed the random generator with noise on pin A0
//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);
/*
//Set Timer 0 Registers to Default Setting to over-ride the timer initialization made in the init() function of the \
//Arduino Wiring library (Wiring.c in the hardware/core/arduino folder)
TCCR0A = 0;
TIMSK0 = 0;
// Init timer 0 for delay_us timing (1,000,000 / 1 = 1,000,000)
//TCCR0B = (1<<CS00); // Set Prescaler to 1. CS00=1
TCCR0B = (1<<CS01); // Set Prescaler to 1. CS00=1
pinMode(LED_RED, OUTPUT);
pinMode(LED_GREEN, OUTPUT);
pinMode(LED_BLUE, OUTPUT);
pinMode(LED_YELLOW, OUTPUT);
// Init timer 2
ASSR = 0;
// Set Prescaler to 1024. CS22=1, CS21=1, CS20=1
TCCR2B = (1<<CS22)|(1<<CS21)|(1<<CS20);
TIMSK2 = (1<<TOIE2); // Enable Timer 2 Interrupt
pinMode(BUZZER1, OUTPUT);
pinMode(BUZZER2, OUTPUT);
cli(); //We don't use any interrupt functionality. Let's turn it off so Arduino doesn't screw around with it!
*/
Serial.begin(9600);
Serial.println("Welcome to Simon Says!");
/*
//Mode checking
// Check to see if the lower right button is pressed
if (checkButton() == CHOICE_YELLOW)
{
gameMode = MODE_BEEGEES;
//Turn on the yellow LED
setLEDs(CHOICE_YELLOW);
while(checkButton() != CHOICE_NONE) ; //Wait for user to stop pressing button
delay(100);
while(checkButton() == CHOICE_NONE)
{
//buzz(5);
//delay(750);
//if (checkButton() == CHOICE_NONE)
//{
//while (1)
playBeegees();
//}
}
}
gameMode = MODE_MEMORY; // By default, we're going to play the memory game
// Check to see if LOWER RIGHT BUTTON is pressed
// 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;
gameMode = MODE_BATTLE; //Put game into battle mode
//Turn on the green LED
//Turn on the upper right (green) LED
setLEDs(CHOICE_GREEN);
while(checkButton() != CHOICE_NONE) ; //Wait for user to stop pressing button
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
/*delay(100);
while(1)
{
buzz(5);
delay(750);
if (checkButton() == CHOICE_NONE){
battle = 1;
break;
}
}
*/
//}
play_winner();
}
play_winner(); // After setup is complete, say hello to the world
}
void loop()
{
// Wait for user to start game
attractMode();
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);
setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE | CHOICE_YELLOW); // Turn all LEDs on
delay(1000);
setLEDs(CHOICE_OFF);
setLEDs(CHOICE_OFF); // Turn off LEDs
delay(250);
// Play game and handle result
if (game_mode() != 0)
if (gameMode == MODE_MEMORY)
{
// Player won, play winner tones
play_winner();
}
else
// 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)
{
// Player lost, play loser tones
play_loser();
play_battle(); // Play game until someone loses
play_loser(); // Player lost, play loser tones
}
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//The following functions are related to game play only
//General short delays, using internal timer do a fairly accurate 1us
#ifdef CHIP_ATMEGA168
void delay_us(uint16_t delay)
// Play the regular memory game
// Returns 0 if player loses, or 1 if player wins
boolean play_memory(void)
{
while (delay > 256)
{
TIFR0 = (1<<TOV0); // Clear any interrupt flags on Timer0
TCNT0 = 0;
while ( (TIFR0 & (1<<TOV0)) == 0);
randomSeed(millis()); // Seed the random generator with random amount of millis()
delay -= 256;
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
}
TIFR0 = (1<<TOV0); // Clear any interrupt flags on Timer0
return true; // Player made it through all the rounds to win!
}
// 256 - 125 = 131 : Preload timer 0 for x clicks. Should be 1us per click
TCNT0 = 256 - delay;
while ((TIFR0 & (1<<TOV0)) == 0) {
// Do nothing
// 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.
}
}
#endif
//Lights a given LEDs
//Pass in a byte that is made up from CHOICE_RED, CHOICE_YELLOW, etc
// 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
@ -221,96 +243,120 @@ void setLEDs(byte leds)
digitalWrite(LED_YELLOW, LOW);
}
#ifdef BOARD_REV_6_25_08
void init_gpio(void)
// 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)
{
// 1 = output, 0 = input
DDRB = 0b11111111;
DDRC = 0b00001001; // LEDs and Buttons
DDRD = 0b00111110; // LEDs, buttons, buzzer, TX/RX
long startTime = millis(); // Remember the time we started the this loop
PORTC = 0b00100110; // Enable pull-ups on buttons 0, 2, 3
PORTD = 0b01000000; // Enable pull-up on button 1
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!
}
#endif // End BOARD_REV_6_25_08
#ifdef BOARD_REV_4_9_2009
void init_gpio(void)
{
// 1 = output, 0 = input
DDRB = 0b11111100; // Button 2,3 on PB0,1
DDRD = 0b00111110; // LEDs, buttons, buzzer, TX/RX
PORTB = 0b00000011; // Enable pull-ups on buttons 2, 3
PORTD = 0b11000000; // Enable pull-up on button 0, 1
}
#endif // End BOARD_REV_4_9_2009
#ifdef BOARD_REV_PTH
void init_gpio(void)
{
//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);
}
#endif // End BOARD_REV_PTH
// Returns a '1' bit in the position corresponding to CHOICE_RED, CHOICE_GREEN, etc.
byte checkButton(void)
{
byte buttonPressed = CHOICE_NONE;
if (digitalRead(BUTTON_RED) == 0) buttonPressed |= CHOICE_RED;
if (digitalRead(BUTTON_GREEN) == 0) buttonPressed |= CHOICE_GREEN;
if (digitalRead(BUTTON_BLUE) == 0) buttonPressed |= CHOICE_BLUE;
if (digitalRead(BUTTON_YELLOW) == 0) buttonPressed |= CHOICE_YELLOW;
return buttonPressed;
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
}
// Play the loser sound/lights
void play_loser(void)
// 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(CHOICE_RED|CHOICE_GREEN);
buzz_sound(255, 1500);
setLEDs(which); //Turn on a given LED
setLEDs(CHOICE_BLUE|CHOICE_YELLOW);
buzz_sound(255, 1500);
//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_RED|CHOICE_GREEN);
buzz_sound(255, 1500);
setLEDs(CHOICE_OFF); // Turn off all LEDs
}
setLEDs(CHOICE_BLUE|CHOICE_YELLOW);
buzz_sound(255, 1500);
// 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)
{
byte x, y;
// Toggle the buzzer at various speeds
for (x = 250 ; x > 70 ; x--) {
for (y = 0 ; y < 3 ; y++) {
//sbi(BUZZER2_PORT, BUZZER2);
//cbi(BUZZER1_PORT, BUZZER1);
for (byte x = 250 ; x > 70 ; x--)
{
for (byte y = 0 ; y < 3 ; y++)
{
digitalWrite(BUZZER2, HIGH);
digitalWrite(BUZZER1, LOW);
delayMicroseconds(x);
//cbi(BUZZER2_PORT, BUZZER2);
//sbi(BUZZER1_PORT, BUZZER1);
digitalWrite(BUZZER2, LOW);
digitalWrite(BUZZER1, HIGH);
delayMicroseconds(x);
@ -318,111 +364,20 @@ void winner_sound(void)
}
}
// Play the winner sound and lights
void play_winner(void)
// Play the loser sound/lights
void play_loser(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();
}
setLEDs(CHOICE_RED | CHOICE_GREEN);
buzz_sound(255, 1500);
// Plays the current contents of the game moves
void play_moves(void)
{
byte currentMove;
setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
buzz_sound(255, 1500);
for (currentMove = 0 ; currentMove < nmoves ; currentMove++)
{
toner(moves[currentMove], 150);
delay(150);
}
}
setLEDs(CHOICE_RED | CHOICE_GREEN);
buzz_sound(255, 1500);
// Adds a new random button to the game sequence, by sampling the timer
void add_to_moves(void)
{
byte newButton = random(0, 3);
moves[nmoves++] = newButton; //Add this new button to the game array
}
// Adds a user defined button to the game sequence, by waiting for their input
void add_to_moves_battle(void)
{
uint8_t new_button;
// wait for user to input next move
new_button = wait_for_button();
toner(new_button, 150);
moves[nmoves++] = new_button;
}
// Toggle buzzer every buzz_delay_us, for a duration of buzz_length_ms.
//Given a length and a
void buzz_sound(uint16_t buzz_length_ms, uint16_t buzz_delay_us)
{
uint32_t buzz_length_us;
buzz_length_us = buzz_length_ms * (uint32_t)1000;
while (buzz_length_us > buzz_delay_us*2) {
buzz_length_us -= buzz_delay_us*2;
// Toggle the buzzer at various speeds
//cbi(BUZZER1_PORT, BUZZER1);
//sbi(BUZZER2_PORT, BUZZER2);
digitalWrite(BUZZER1, LOW);
digitalWrite(BUZZER2, HIGH);
// delay_us(buzz_delay_us);
delayMicroseconds(buzz_delay_us);
//sbi(BUZZER1_PORT, BUZZER1);
//cbi(BUZZER2_PORT, BUZZER2);
digitalWrite(BUZZER1, HIGH);
digitalWrite(BUZZER2, LOW);
delayMicroseconds(buzz_delay_us);
}
}
/*
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(uint8_t which, uint16_t buzz_length_ms)
{
setLEDs(which);
switch (which) {
case CHOICE_RED:
// buzz_sound(buzz_length_ms, 1136);
tone(BUZZER1, 440, buzz_length_ms);
break;
case CHOICE_GREEN:
// buzz_sound(buzz_length_ms, 568);
tone(BUZZER1, 880, buzz_length_ms);
break;
case CHOICE_BLUE:
// buzz_sound(buzz_length_ms, 851);
tone(BUZZER1, 587, buzz_length_ms);
break;
case CHOICE_YELLOW:
// buzz_sound(buzz_length_ms, 638);
tone(BUZZER1, 784, buzz_length_ms);
break;
}
// Turn off all LEDs
setLEDs(CHOICE_OFF);
setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
buzz_sound(255, 1500);
}
// Show an "attract mode" display while waiting for user to press button.
@ -448,138 +403,67 @@ void attractMode(void)
}
}
// Wait for a button to be pressed.
// Returns one of led colors (LED_RED, etc.) if successful, 0 if timed out
uint8_t wait_for_button(void)
{
uint16_t time_limit = ENTRY_TIME_LIMIT;
uint8_t released = 0;
uint8_t old_button;
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//The following functions are related to Beegees Easter Egg only
while (time_limit > 0) {
uint8_t button;
// Implement a small bit of debouncing
old_button = button;
button = checkButton();
// Make sure we've seen the previous button released before accepting new buttons
if (button == CHOICE_NONE)
released = 1;
if (button == old_button && released == 1) {
// Make sure just one button is pressed
if (button == CHOICE_RED ||
button == CHOICE_BLUE ||
button == CHOICE_GREEN ||
button == CHOICE_YELLOW) {
return button;
}
}
delay(1);
time_limit--;
}
return 0; //Timed out
}
// Play the game. Returns 0 if player loses, or 1 if player wins.
int game_mode(void)
{
nmoves = 0;
int moves_to_win_var = MOVES_TO_WIN; // If in normal mode, then allow the user to win after a #define varialb up top (default is 13).
if(gameMode == MODE_BATTLE) moves_to_win_var = 1000; // If in battle mode, allow the users to go up to 1000 moves! Like anyone could possibly do that :)
while (nmoves < moves_to_win_var)
{
// Add a button to the current moves, then play them back
if(gameMode == MODE_BATTLE)
add_to_moves_battle(); // If in battle mode, then listen for user input to choose the next step
else
add_to_moves();
if(gameMode == MODE_BATTLE)
; // If in battle mode, then don't play back the pattern, it's up the the users to remember it - then add on a move.
else
play_moves();
// Then require the player to repeat the sequence.
for (byte currentMove = 0 ; currentMove < nmoves ; currentMove++) {
byte choice = wait_for_button();
// If wait timed out, player loses.
if (choice == 0)
return 0;
toner(choice, 150);
// If the choice is incorect, player loses.
if (choice != moves[currentMove]) {
return 0;
}
}
// Player was correct, delay before playing moves
if(gameMode == MODE_BATTLE)
{
//reduced wait time, because we want to allow the battle to go very fast!
//plus, if you use the delay(1000), then it may miss capturing the users next input.
delay(100);
}
else
delay(1000);
}
// Player wins!
return 1;
}
//These ints are for the begees loop funtion to work
int counter = 0; // for cycling through the LEDs during the beegees loop
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
//
//playBeegees() does nothing but play bad beegees music
void playBeegees()
// Do nothing but play bad beegees music
// This function is activated when user holds bottom right button during power up
void play_beegees()
{
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);
//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);
}
}
//
@ -589,21 +473,11 @@ void buzz(int tone){
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;
}
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);
@ -616,7 +490,7 @@ void buzz(int tone){
// 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);
// this next function simply changes the next LED to turn on.
// Change to the next LED
changeLED();
// this next for loop actually makes the buzzer pin move.
@ -632,27 +506,19 @@ void buzz(int tone){
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;
}
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;
@ -666,14 +532,18 @@ void rest(int tone){
digitalWrite(BUZZER1, LOW);
delayMicroseconds(freq);
}
delay(75);
}
//
void changeLED()
// Each time this function is called the board moves to the next LED
void changeLED(void)
{
setLEDs(1 << counter);
setLEDs(1 << LEDnumber); // Change the LED
counter += 1;
if(counter > 3) counter = 0;
LEDnumber++; // Goto the next LED
if(LEDnumber > 3) LEDnumber = 0; // Wrap the counter if needed
}

View File

@ -19,9 +19,9 @@
//#define BOARD_REV_4_9_2009
#define BOARD_REV_PTH
#ifdef BOARD_REV_PTH
#define CHIP_ATMEGA168
#ifdef BOARD_REV_PTH
// LED pin definitions, these are Arduino pins, not ATmega pins
#define LED_RED 10
@ -29,41 +29,21 @@
#define LED_BLUE 13
#define LED_YELLOW 5
//#define LED_RED_PORT PORTB
//#define LED_GREEN_PORT PORTD
//#define LED_BLUE_PORT PORTB
//#define LED_YELLOW_PORT PORTD
// Button pin definitions
#define BUTTON_RED 9
#define BUTTON_GREEN 2
#define BUTTON_BLUE 12
#define BUTTON_YELLOW 6
//#define BUTTON_RED_PORT PINB
//#define BUTTON_GREEN_PORT PIND
//#define BUTTON_BLUE_PORT PINB
//#define BUTTON_YELLOW_PORT PIND
// Buzzer pin definitions
#define BUZZER1 4
#define BUZZER2 7
//#define BUZZER1_PORT PORTD
//#define BUZZER2_PORT PORTD
#endif // End definition for BOARD_REV_PTH
#ifdef BOARD_REV_6_25_08
#define CHIP_ATMEGA168
#define LED_RED (1 << 0)
#define LED_GREEN (1 << 1)
#define LED_BLUE (1 << 2)
#define LED_YELLOW (1 << 3)
/* LED pin definitions */
// LED pin definitions
#define LED_RED_PIN 3
#define LED_RED_PORT PORTC
#define LED_GREEN_PIN 2
@ -73,7 +53,7 @@
#define LED_YELLOW_PIN 5
#define LED_YELLOW_PORT PORTD
/* Button pin definitions */
// Button pin definitions
#define BUTTON_RED_PIN 2
#define BUTTON_RED_PORT PINC
#define BUTTON_GREEN_PIN 5
@ -83,24 +63,18 @@
#define BUTTON_YELLOW_PIN 6
#define BUTTON_YELLOW_PORT PIND
/* Buzzer pin definitions */
// Buzzer pin definitions
#define BUZZER1 3
#define BUZZER1_PORT PORTD
#define BUZZER2 4
#define BUZZER2_PORT PORTD
#endif /* BOARD_REV_6_25_08 */
#endif // End define for BOARD_REV_6_25_08
#ifdef BOARD_REV_4_9_2009
#define LED_RED (1 << 0)
#define LED_GREEN (1 << 1)
#define LED_BLUE (1 << 2)
#define LED_YELLOW (1 << 3)
#define CHIP_ATMEGA168
/* LED pin definitions */
// LED pin definitions
#define LED_BLUE_PIN 5
#define LED_BLUE_PORT PORTB
#define LED_YELLOW_PIN 5
@ -110,7 +84,7 @@
#define LED_GREEN_PIN 2
#define LED_GREEN_PORT PORTD
/* Button pin definitions */
// Button pin definitions
#define BUTTON_RED_PIN 0
#define BUTTON_RED_PORT PINB
#define BUTTON_GREEN_PIN 1
@ -120,11 +94,38 @@
#define BUTTON_YELLOW_PIN 6
#define BUTTON_YELLOW_PORT PIND
/* Buzzer pin definitions */
// Buzzer pin definitions
#define BUZZER1 3
#define BUZZER1_PORT PORTD
#define BUZZER2 4
#define BUZZER2_PORT PORTD
#endif /* BOARD_REV_4_9_2009 */
#endif // End define for BOARD_REV_4_9_2009
//The following functions are specific to different versions of the board
#ifdef BOARD_REV_6_25_08
void init_gpio(void)
{
// 1 = output, 0 = input
DDRB = 0b11111111;
DDRC = 0b00001001; // LEDs and Buttons
DDRD = 0b00111110; // LEDs, buttons, buzzer, TX/RX
PORTC = 0b00100110; // Enable pull-ups on buttons 0, 2, 3
PORTD = 0b01000000; // Enable pull-up on button 1
}
#endif // End BOARD_REV_6_25_08
#ifdef BOARD_REV_4_9_2009
void init_gpio(void)
{
// 1 = output, 0 = input
DDRB = 0b11111100; // Button 2,3 on PB0,1
DDRD = 0b00111110; // LEDs, buttons, buzzer, TX/RX
PORTB = 0b00000011; // Enable pull-ups on buttons 2, 3
PORTD = 0b11000000; // Enable pull-up on button 0, 1
}
#endif // End BOARD_REV_4_9_2009