mirror of https://github.com/nealey/Simon-Says
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:
parent
a9b242e9b6
commit
078011212b
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@ -44,157 +44,179 @@
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#include "hardware_versions.h"
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// Define game parameters
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#define MOVES_TO_WIN 13 //Number of rounds to succesfully remember before you win. 13 is do-able.
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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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int gameMode = MODE_MEMORY; //By default, let's play the memory game
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// Game state variables
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uint8_t moves[32];
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uint8_t nmoves = 0;
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//Timer 2 overflow ISR
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/*ISR (SIG_OVERFLOW2)
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{
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// Prescalar of 1024, Clock = 16MHz, 15,625 clicks per second, 64us per click
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// Preload timer 2 for 125 clicks. Should be 8ms per ISR call
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TCNT2 = 131; //256 - 125 = 131
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}*/
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int 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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init_gpio();
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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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randomSeed(analogRead(0)); //Seed the random generator with noise on pin A0
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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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/*
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//Set Timer 0 Registers to Default Setting to over-ride the timer initialization made in the init() function of the \
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//Arduino Wiring library (Wiring.c in the hardware/core/arduino folder)
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TCCR0A = 0;
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TIMSK0 = 0;
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// Init timer 0 for delay_us timing (1,000,000 / 1 = 1,000,000)
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//TCCR0B = (1<<CS00); // Set Prescaler to 1. CS00=1
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TCCR0B = (1<<CS01); // Set Prescaler to 1. CS00=1
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pinMode(BUZZER1, OUTPUT);
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pinMode(BUZZER2, OUTPUT);
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// Init timer 2
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ASSR = 0;
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// Set Prescaler to 1024. CS22=1, CS21=1, CS20=1
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TCCR2B = (1<<CS22)|(1<<CS21)|(1<<CS20);
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TIMSK2 = (1<<TOIE2); // Enable Timer 2 Interrupt
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cli(); //We don't use any interrupt functionality. Let's turn it off so Arduino doesn't screw around with it!
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*/
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Serial.begin(9600);
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Serial.println("Welcome to Simon Says!");
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/*
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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)
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{
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gameMode = MODE_BEEGEES;
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if (checkButton() == CHOICE_YELLOW) play_beegees();
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//Turn on the yellow LED
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setLEDs(CHOICE_YELLOW);
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while(checkButton() != CHOICE_NONE) ; //Wait for user to stop pressing button
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delay(100);
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while(checkButton() == CHOICE_NONE)
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{
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//buzz(5);
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//delay(750);
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//if (checkButton() == CHOICE_NONE)
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//{
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//while (1)
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playBeegees();
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//}
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}
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}
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// Check to see if LOWER RIGHT BUTTON is pressed
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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;
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gameMode = MODE_BATTLE; //Put game into battle mode
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//Turn on the green LED
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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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/*delay(100);
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while(1)
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{
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buzz(5);
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delay(750);
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if (checkButton() == CHOICE_NONE){
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battle = 1;
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break;
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}
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}
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*/
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//}
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play_winner();
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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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// Wait for user to start game
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attractMode();
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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);
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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);
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setLEDs(CHOICE_OFF); // Turn off LEDs
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delay(250);
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// Play game and handle result
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if (game_mode() != 0)
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if (gameMode == MODE_MEMORY)
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{
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// Player won, play winner tones
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play_winner();
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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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// Player lost, play loser tones
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play_loser();
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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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//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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//The following functions are related to game play only
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//General short delays, using internal timer do a fairly accurate 1us
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#ifdef CHIP_ATMEGA168
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void delay_us(uint16_t delay)
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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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while (delay > 256)
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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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TIFR0 = (1<<TOV0); // Clear any interrupt flags on Timer0
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TCNT0 = 0;
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while ( (TIFR0 & (1<<TOV0)) == 0);
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add_to_moves(); // Add a button to the current moves, then play them back
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delay -= 256;
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playMoves(); // Play back the current game board
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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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TIFR0 = (1<<TOV0); // Clear any interrupt flags on Timer0
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delay(1000); // Player was correct, delay before playing moves
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}
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// 256 - 125 = 131 : Preload timer 0 for x clicks. Should be 1us per click
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TCNT0 = 256 - delay;
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while ((TIFR0 & (1<<TOV0)) == 0) {
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// Do nothing
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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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// 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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// 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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#endif
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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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digitalWrite(LED_YELLOW, LOW);
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}
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#ifdef BOARD_REV_6_25_08
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void init_gpio(void)
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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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// 1 = output, 0 = input
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DDRB = 0b11111111;
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DDRC = 0b00001001; // LEDs and Buttons
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DDRD = 0b00111110; // LEDs, buttons, buzzer, TX/RX
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long startTime = millis(); // Remember the time we started the this loop
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PORTC = 0b00100110; // Enable pull-ups on buttons 0, 2, 3
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PORTD = 0b01000000; // Enable pull-up on button 1
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}
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#endif // End BOARD_REV_6_25_08
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#ifdef BOARD_REV_4_9_2009
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void init_gpio(void)
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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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// 1 = output, 0 = input
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DDRB = 0b11111100; // Button 2,3 on PB0,1
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DDRD = 0b00111110; // LEDs, buttons, buzzer, TX/RX
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byte button = checkButton();
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PORTB = 0b00000011; // Enable pull-ups on buttons 2, 3
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PORTD = 0b11000000; // Enable pull-up on button 0, 1
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}
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#endif // End BOARD_REV_4_9_2009
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#ifdef BOARD_REV_PTH
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void init_gpio(void)
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if (button != CHOICE_NONE)
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{
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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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toner(button, 150); // Play the button the user just pressed
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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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while(checkButton() != CHOICE_NONE) ; // Now let's wait for user to release button
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pinMode(BUZZER1, OUTPUT);
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pinMode(BUZZER2, OUTPUT);
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delay(10); // This helps with debouncing and accidental double taps
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return button;
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}
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}
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return CHOICE_NONE; // If we get here, we've timed out!
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}
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#endif // End BOARD_REV_PTH
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// Returns a '1' bit in the position corresponding to CHOICE_RED, CHOICE_GREEN, etc.
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byte checkButton(void)
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{
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byte buttonPressed = CHOICE_NONE;
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if (digitalRead(BUTTON_RED) == 0) return(CHOICE_RED);
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else if (digitalRead(BUTTON_GREEN) == 0) return(CHOICE_GREEN);
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else if (digitalRead(BUTTON_BLUE) == 0) return(CHOICE_BLUE);
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else if (digitalRead(BUTTON_YELLOW) == 0) return(CHOICE_YELLOW);
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if (digitalRead(BUTTON_RED) == 0) buttonPressed |= CHOICE_RED;
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if (digitalRead(BUTTON_GREEN) == 0) buttonPressed |= CHOICE_GREEN;
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if (digitalRead(BUTTON_BLUE) == 0) buttonPressed |= CHOICE_BLUE;
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if (digitalRead(BUTTON_YELLOW) == 0) buttonPressed |= CHOICE_YELLOW;
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return buttonPressed;
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return(CHOICE_NONE); // If no button is pressed, return none
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}
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// Play the loser sound/lights
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void play_loser(void)
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// Light an LED and play tone
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// Red, upper left: 440Hz - 2.272ms - 1.136ms pulse
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// Green, upper right: 880Hz - 1.136ms - 0.568ms pulse
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// Blue, lower left: 587.33Hz - 1.702ms - 0.851ms pulse
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// Yellow, lower right: 784Hz - 1.276ms - 0.638ms pulse
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void toner(byte which, int buzz_length_ms)
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{
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setLEDs(CHOICE_RED|CHOICE_GREEN);
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buzz_sound(255, 1500);
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setLEDs(which); //Turn on a given LED
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setLEDs(CHOICE_BLUE|CHOICE_YELLOW);
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buzz_sound(255, 1500);
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setLEDs(CHOICE_RED|CHOICE_GREEN);
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buzz_sound(255, 1500);
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setLEDs(CHOICE_BLUE|CHOICE_YELLOW);
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buzz_sound(255, 1500);
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//Play the sound associated with the given LED
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switch(which)
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{
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case CHOICE_RED:
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buzz_sound(buzz_length_ms, 1136);
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break;
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case CHOICE_GREEN:
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buzz_sound(buzz_length_ms, 568);
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break;
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case CHOICE_BLUE:
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buzz_sound(buzz_length_ms, 851);
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break;
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case CHOICE_YELLOW:
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buzz_sound(buzz_length_ms, 638);
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break;
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}
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// Play the winner sound
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void winner_sound(void)
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setLEDs(CHOICE_OFF); // Turn off all LEDs
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}
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// Toggle buzzer every buzz_delay_us, for a duration of buzz_length_ms.
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void buzz_sound(int buzz_length_ms, int buzz_delay_us)
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{
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byte x, y;
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// Convert total play time from milliseconds to microseconds
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long buzz_length_us = buzz_length_ms * (long)1000;
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// Loop until the remaining play time is less than a single buzz_delay_us
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while (buzz_length_us > (buzz_delay_us * 2))
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{
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buzz_length_us -= buzz_delay_us * 2; //Decrease the remaining play time
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// Toggle the buzzer at various speeds
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for (x = 250 ; x > 70 ; x--) {
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for (y = 0 ; y < 3 ; y++) {
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//sbi(BUZZER2_PORT, BUZZER2);
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//cbi(BUZZER1_PORT, BUZZER1);
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digitalWrite(BUZZER2, HIGH);
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digitalWrite(BUZZER1, LOW);
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delayMicroseconds(x);
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digitalWrite(BUZZER2, HIGH);
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delayMicroseconds(buzz_delay_us);
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//cbi(BUZZER2_PORT, BUZZER2);
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//sbi(BUZZER1_PORT, BUZZER1);
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digitalWrite(BUZZER2, LOW);
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digitalWrite(BUZZER1, HIGH);
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delayMicroseconds(x);
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}
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digitalWrite(BUZZER2, LOW);
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delayMicroseconds(buzz_delay_us);
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}
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}
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@ -331,98 +344,40 @@ void play_winner(void)
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winner_sound();
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}
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// Plays the current contents of the game moves
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void play_moves(void)
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// Play the winner sound
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// This is just a unique (annoying) sound we came up with, there is no magic to it
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void winner_sound(void)
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{
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byte currentMove;
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for (currentMove = 0 ; currentMove < nmoves ; currentMove++)
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{
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toner(moves[currentMove], 150);
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delay(150);
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}
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}
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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, 3);
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moves[nmoves++] = newButton; //Add this new button to the game array
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}
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||||
|
||||
// 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)
|
||||
for (byte x = 250 ; x > 70 ; x--)
|
||||
{
|
||||
setLEDs(which);
|
||||
switch (which) {
|
||||
case CHOICE_RED:
|
||||
// buzz_sound(buzz_length_ms, 1136);
|
||||
tone(BUZZER1, 440, buzz_length_ms);
|
||||
break;
|
||||
for (byte y = 0 ; y < 3 ; y++)
|
||||
{
|
||||
digitalWrite(BUZZER2, HIGH);
|
||||
digitalWrite(BUZZER1, LOW);
|
||||
delayMicroseconds(x);
|
||||
|
||||
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;
|
||||
digitalWrite(BUZZER2, LOW);
|
||||
digitalWrite(BUZZER1, HIGH);
|
||||
delayMicroseconds(x);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Turn off all LEDs
|
||||
setLEDs(CHOICE_OFF);
|
||||
// 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.
|
||||
|
@ -448,101 +403,29 @@ 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()
|
||||
{
|
||||
//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);
|
||||
|
@ -581,6 +464,7 @@ void playBeegees()
|
|||
rest(1);
|
||||
delay(700);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
void buzz(int tone){
|
||||
|
@ -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
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue