mirror of https://github.com/nealey/Simon-Says
Lots of porting to Arduino functions and standards.
This commit is contained in:
parent
172c744f28
commit
a9b242e9b6
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@ -44,32 +44,135 @@
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#include "hardware_versions.h"
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// Define game parameters
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#define MOVES_TO_WIN 13
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#define TIME_LIMIT 3000 //3000ms = 3 sec
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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 ENTRY_TIME_LIMIT 3000 //Amount of time to press a button before game times out. 3000ms = 3 sec
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#define sbi(port_name, pin_number) (port_name |= 1<<pin_number)
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#define cbi(port_name, pin_number) ((port_name) &= (uint8_t)~(1 << pin_number))
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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 battle = 0;
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///These ints are for the begees loop funtion to work
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int counter = 0; // for cycling through the LEDs during the beegees loop
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int count = 20; // for keeping rhythm straight in the beegees loop
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//////////////
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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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/*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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TCNT2 = 131; //256 - 125 = 131
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}*/
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void setup()
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{
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init_gpio();
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randomSeed(analogRead(0)); //Seed the random generator with noise on pin A0
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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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// 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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// 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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//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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if (checkButton() == CHOICE_GREEN)
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{
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gameMode = MODE_BATTLE;
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//Turn on the green LED
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setLEDs(CHOICE_GREEN);
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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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}
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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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// Indicate the start of game play
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setLEDs(CHOICE_RED|CHOICE_GREEN|CHOICE_BLUE|CHOICE_YELLOW);
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delay(1000);
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setLEDs(CHOICE_OFF);
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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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{
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// Player won, play winner tones
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play_winner();
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}
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else
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{
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// Player lost, play loser tones
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play_loser();
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}
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}
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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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@ -93,41 +196,29 @@ void delay_us(uint16_t delay)
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}
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#endif
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//General short delays
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void delay_ms(uint16_t x)
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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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while (x-- > 0) {
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delay_us(1000);
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}
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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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//Light the given set of LEDs
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void set_leds(uint8_t leds)
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{
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if ((leds & LED_RED) != 0) {
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sbi(LED_RED_PORT, LED_RED_PIN);
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}
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else {
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cbi(LED_RED_PORT, LED_RED_PIN);
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}
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if ((leds & LED_GREEN) != 0) {
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sbi(LED_GREEN_PORT, LED_GREEN_PIN);
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}
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else {
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cbi(LED_GREEN_PORT, LED_GREEN_PIN);
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}
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if ((leds & LED_BLUE) != 0) {
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sbi(LED_BLUE_PORT, LED_BLUE_PIN);
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}
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else {
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cbi(LED_BLUE_PORT, LED_BLUE_PIN);
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}
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if ((leds & LED_YELLOW) != 0) {
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sbi(LED_YELLOW_PORT, LED_YELLOW_PIN);
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}
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else {
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cbi(LED_YELLOW_PORT, LED_YELLOW_PIN);
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}
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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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@ -154,93 +245,75 @@ void init_gpio(void)
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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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#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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{
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// 1 = output, 0 = input
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DDRB = 0b11101101; // LEDs and Buttons
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DDRC = 0b11111111; // LEDs and Buttons
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DDRD = 0b10111011; // LEDs, buttons, buzzer, TX/RX
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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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PORTB = 0b00010010; // Enable pull-ups on buttons 1, 4
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//PORTC = 0b00100110; // Enable pull-ups on buttons 0, 2, 3
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PORTD = 0b01000100; // Enable pull-up on button 1
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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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}
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#endif
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#endif // End BOARD_REV_PTH
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void ioinit(void)
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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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init_gpio();
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byte buttonPressed = CHOICE_NONE;
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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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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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// 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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// Returns a '1' bit in the position corresponding to LED_RED, etc.
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uint8_t check_button(void)
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{
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uint8_t button_pressed = 0;
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if ((BUTTON_RED_PORT & (1 << BUTTON_RED_PIN)) == 0)
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button_pressed |= LED_RED;
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if ((BUTTON_GREEN_PORT & (1 << BUTTON_GREEN_PIN)) == 0)
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button_pressed |= LED_GREEN;
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if ((BUTTON_BLUE_PORT & (1 << BUTTON_BLUE_PIN)) == 0)
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button_pressed |= LED_BLUE;
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if ((BUTTON_YELLOW_PORT & (1 << BUTTON_YELLOW_PIN)) == 0)
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button_pressed |= LED_YELLOW;
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return button_pressed;
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return buttonPressed;
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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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{
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set_leds(LED_RED|LED_GREEN);
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setLEDs(CHOICE_RED|CHOICE_GREEN);
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buzz_sound(255, 1500);
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set_leds(LED_BLUE|LED_YELLOW);
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setLEDs(CHOICE_BLUE|CHOICE_YELLOW);
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buzz_sound(255, 1500);
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set_leds(LED_RED|LED_GREEN);
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setLEDs(CHOICE_RED|CHOICE_GREEN);
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buzz_sound(255, 1500);
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set_leds(LED_BLUE|LED_YELLOW);
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setLEDs(CHOICE_BLUE|CHOICE_YELLOW);
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buzz_sound(255, 1500);
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}
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// Play the winner sound
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void winner_sound(void)
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{
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uint8_t x, y;
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byte x, y;
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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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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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delay_us(x);
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cbi(BUZZER2_PORT, BUZZER2);
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sbi(BUZZER1_PORT, BUZZER1);
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delay_us(x);
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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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}
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}
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// Play the winner sound and lights
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void play_winner(void)
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{
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set_leds(LED_GREEN|LED_BLUE);
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setLEDs(CHOICE_GREEN|CHOICE_BLUE);
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winner_sound();
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set_leds(LED_RED|LED_YELLOW);
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setLEDs(CHOICE_RED|CHOICE_YELLOW);
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winner_sound();
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set_leds(LED_GREEN|LED_BLUE);
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setLEDs(CHOICE_GREEN|CHOICE_BLUE);
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winner_sound();
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set_leds(LED_RED|LED_YELLOW);
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setLEDs(CHOICE_RED|CHOICE_YELLOW);
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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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{
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uint8_t move;
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byte currentMove;
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for (move = 0; move < nmoves; move++) {
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toner(moves[move], 150);
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delay_ms(150);
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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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uint8_t new_button;
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// Use the lower 2 bits of the timer for the random value
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new_button = 1 << (TCNT2 & 0x3);
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moves[nmoves++] = new_button;
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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
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@ -294,6 +364,7 @@ void add_to_moves_battle(void)
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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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//Given a length and a
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void buzz_sound(uint16_t buzz_length_ms, uint16_t buzz_delay_us)
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{
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uint32_t buzz_length_us;
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@ -303,13 +374,18 @@ void buzz_sound(uint16_t buzz_length_ms, uint16_t buzz_delay_us)
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buzz_length_us -= buzz_delay_us*2;
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// Toggle the buzzer at various speeds
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cbi(BUZZER1_PORT, BUZZER1);
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sbi(BUZZER2_PORT, BUZZER2);
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delay_us(buzz_delay_us);
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//cbi(BUZZER1_PORT, BUZZER1);
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//sbi(BUZZER2_PORT, BUZZER2);
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digitalWrite(BUZZER1, LOW);
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digitalWrite(BUZZER2, HIGH);
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// delay_us(buzz_delay_us);
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delayMicroseconds(buzz_delay_us);
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sbi(BUZZER1_PORT, BUZZER1);
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cbi(BUZZER2_PORT, BUZZER2);
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delay_us(buzz_delay_us);
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//sbi(BUZZER1_PORT, BUZZER1);
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//cbi(BUZZER2_PORT, BUZZER2);
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digitalWrite(BUZZER1, HIGH);
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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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@ -322,52 +398,53 @@ void buzz_sound(uint16_t buzz_length_ms, uint16_t buzz_delay_us)
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*/
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void toner(uint8_t which, uint16_t buzz_length_ms)
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{
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set_leds(which);
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setLEDs(which);
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switch (which) {
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case LED_RED:
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buzz_sound(buzz_length_ms, 1136);
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case CHOICE_RED:
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// buzz_sound(buzz_length_ms, 1136);
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tone(BUZZER1, 440, buzz_length_ms);
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break;
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case LED_GREEN:
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buzz_sound(buzz_length_ms, 568);
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case CHOICE_GREEN:
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// buzz_sound(buzz_length_ms, 568);
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tone(BUZZER1, 880, buzz_length_ms);
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break;
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case LED_BLUE:
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buzz_sound(buzz_length_ms, 851);
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case CHOICE_BLUE:
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// buzz_sound(buzz_length_ms, 851);
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tone(BUZZER1, 587, buzz_length_ms);
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break;
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case LED_YELLOW:
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buzz_sound(buzz_length_ms, 638);
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case CHOICE_YELLOW:
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// buzz_sound(buzz_length_ms, 638);
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tone(BUZZER1, 784, buzz_length_ms);
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break;
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}
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// Turn off all LEDs
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set_leds(0);
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setLEDs(CHOICE_OFF);
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}
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// Show an "attract mode" display while waiting for user to press button.
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void attract_mode(void)
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void attractMode(void)
|
||||
{
|
||||
while (1) {
|
||||
set_leds(LED_RED);
|
||||
delay_ms(100);
|
||||
if (check_button() != 0x00)
|
||||
return;
|
||||
while(1)
|
||||
{
|
||||
setLEDs(CHOICE_RED);
|
||||
delay(100);
|
||||
if (checkButton() != CHOICE_NONE) return;
|
||||
|
||||
set_leds(LED_BLUE);
|
||||
delay_ms(100);
|
||||
if (check_button() != 0x00)
|
||||
return;
|
||||
setLEDs(CHOICE_BLUE);
|
||||
delay(100);
|
||||
if (checkButton() != CHOICE_NONE) return;
|
||||
|
||||
set_leds(LED_GREEN);
|
||||
delay_ms(100);
|
||||
if (check_button() != 0x00)
|
||||
return;
|
||||
setLEDs(CHOICE_GREEN);
|
||||
delay(100);
|
||||
if (checkButton() != CHOICE_NONE) return;
|
||||
|
||||
set_leds(LED_YELLOW);
|
||||
delay_ms(100);
|
||||
if (check_button() != 0x00)
|
||||
return;
|
||||
setLEDs(CHOICE_YELLOW);
|
||||
delay(100);
|
||||
if (checkButton() != CHOICE_NONE) return;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -375,7 +452,7 @@ void attract_mode(void)
|
|||
// Returns one of led colors (LED_RED, etc.) if successful, 0 if timed out
|
||||
uint8_t wait_for_button(void)
|
||||
{
|
||||
uint16_t time_limit = TIME_LIMIT;
|
||||
uint16_t time_limit = ENTRY_TIME_LIMIT;
|
||||
uint8_t released = 0;
|
||||
uint8_t old_button;
|
||||
|
||||
|
@ -384,22 +461,22 @@ uint8_t wait_for_button(void)
|
|||
|
||||
// Implement a small bit of debouncing
|
||||
old_button = button;
|
||||
button = check_button();
|
||||
button = checkButton();
|
||||
|
||||
// Make sure we've seen the previous button released before accepting new buttons
|
||||
if (button == 0)
|
||||
if (button == CHOICE_NONE)
|
||||
released = 1;
|
||||
if (button == old_button && released == 1) {
|
||||
// Make sure just one button is pressed
|
||||
if (button == LED_RED ||
|
||||
button == LED_BLUE ||
|
||||
button == LED_GREEN ||
|
||||
button == LED_YELLOW) {
|
||||
if (button == CHOICE_RED ||
|
||||
button == CHOICE_BLUE ||
|
||||
button == CHOICE_GREEN ||
|
||||
button == CHOICE_YELLOW) {
|
||||
return button;
|
||||
}
|
||||
}
|
||||
|
||||
delay_ms(1);
|
||||
delay(1);
|
||||
|
||||
time_limit--;
|
||||
}
|
||||
|
@ -412,26 +489,24 @@ 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(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 :)
|
||||
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)
|
||||
{
|
||||
uint8_t move;
|
||||
|
||||
// Add a button to the current moves, then play them back
|
||||
if(battle)
|
||||
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(battle)
|
||||
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 (move = 0; move < nmoves; move++) {
|
||||
uint8_t choice = wait_for_button();
|
||||
for (byte currentMove = 0 ; currentMove < nmoves ; currentMove++) {
|
||||
byte choice = wait_for_button();
|
||||
|
||||
// If wait timed out, player loses.
|
||||
if (choice == 0)
|
||||
|
@ -440,88 +515,34 @@ int game_mode(void)
|
|||
toner(choice, 150);
|
||||
|
||||
// If the choice is incorect, player loses.
|
||||
if (choice != moves[move]) {
|
||||
if (choice != moves[currentMove]) {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Player was correct, delay before playing moves
|
||||
if(battle)
|
||||
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_ms(100);
|
||||
delay(100);
|
||||
}
|
||||
else
|
||||
delay_ms(1000);
|
||||
delay(1000);
|
||||
}
|
||||
|
||||
// Player wins!
|
||||
return 1;
|
||||
}
|
||||
|
||||
void setup()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void loop()
|
||||
{
|
||||
|
||||
// Setup IO pins and defaults
|
||||
ioinit();
|
||||
|
||||
// Check to see if LOWER LEFT BUTTON is pressed
|
||||
if (check_button() == LED_YELLOW){
|
||||
while(1){
|
||||
buzz(5);
|
||||
delay_ms(750);
|
||||
if (check_button() == 0x00){
|
||||
while (1) beegees_loop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check to see if LOWER RIGHT BUTTON is pressed
|
||||
if (check_button() == LED_GREEN){
|
||||
while(1){
|
||||
buzz(5);
|
||||
delay_ms(750);
|
||||
if (check_button() == 0x00){
|
||||
battle = 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
play_winner();
|
||||
|
||||
// Main loop
|
||||
while (1) {
|
||||
// Wait for user to start game
|
||||
attract_mode();
|
||||
|
||||
// Indicate the start of game play
|
||||
set_leds(LED_RED|LED_GREEN|LED_BLUE|LED_YELLOW);
|
||||
delay_ms(1000);
|
||||
set_leds(0);
|
||||
delay_ms(250);
|
||||
|
||||
// Play game and handle result
|
||||
if (game_mode() != 0) {
|
||||
// Player won, play winner tones
|
||||
play_winner();
|
||||
}
|
||||
else {
|
||||
// Player lost, play loser tones
|
||||
play_loser();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//These ints are for the begees loop funtion to work
|
||||
int counter = 0; // for cycling through the LEDs during the beegees loop
|
||||
int count = 20; // for keeping rhythm straight in the beegees loop
|
||||
//
|
||||
void beegees_loop()
|
||||
|
||||
//playBeegees() does nothing but play bad beegees music
|
||||
void playBeegees()
|
||||
{
|
||||
buzz(3);
|
||||
delay(400);
|
||||
|
@ -593,18 +614,20 @@ void buzz(int tone){
|
|||
count = 40;
|
||||
|
||||
// In order to keep all 5 notes the same length in time, you must compare them to the longest note (tonic) - aka the "1" note.
|
||||
count = count*(2000/freq);
|
||||
count = count * (2000/freq);
|
||||
|
||||
// this next function simply changes the next LED to turn on.
|
||||
change_led();
|
||||
changeLED();
|
||||
|
||||
// this next for loop actually makes the buzzer pin move.
|
||||
// it uses the "count" variable to know how many times to play the frequency.
|
||||
// -this keeps the timing correct.
|
||||
for(int i = 0; i < count; i++){
|
||||
for(int i = 0 ; i < count ; i++)
|
||||
{
|
||||
digitalWrite(BUZZER1, HIGH);
|
||||
digitalWrite(BUZZER2, LOW);
|
||||
delayMicroseconds(freq);
|
||||
|
||||
digitalWrite(BUZZER1, LOW);
|
||||
digitalWrite(BUZZER2, HIGH);
|
||||
delayMicroseconds(freq);
|
||||
|
@ -631,8 +654,9 @@ void rest(int tone){
|
|||
freq = 1110;
|
||||
}
|
||||
//freq = (freq/2);
|
||||
|
||||
count = 40;
|
||||
count = count*(2000/freq);
|
||||
count = count * (2000/freq);
|
||||
//change_led();
|
||||
|
||||
for(int i = 0 ; i < count ; i++)
|
||||
|
@ -646,15 +670,10 @@ void rest(int tone){
|
|||
}
|
||||
|
||||
//
|
||||
void change_led()
|
||||
void changeLED()
|
||||
{
|
||||
if(counter > 3)
|
||||
{
|
||||
counter = 0;
|
||||
}
|
||||
set_leds(1 << counter);
|
||||
setLEDs(1 << counter);
|
||||
|
||||
counter += 1;
|
||||
if(counter > 3) counter = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -6,6 +6,14 @@
|
|||
file attempts to map and support all the different hardware versions.
|
||||
*/
|
||||
|
||||
#define CHOICE_OFF 0 //Used to control LEDs
|
||||
#define CHOICE_NONE 0 //Used to check buttons
|
||||
#define CHOICE_RED (1 << 0)
|
||||
#define CHOICE_GREEN (1 << 1)
|
||||
#define CHOICE_BLUE (1 << 2)
|
||||
#define CHOICE_YELLOW (1 << 3)
|
||||
|
||||
|
||||
// Uncomment one of the following, corresponding to the board you have.
|
||||
//#define BOARD_REV_6_25_08
|
||||
//#define BOARD_REV_4_9_2009
|
||||
|
@ -15,38 +23,36 @@
|
|||
|
||||
#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, these are Arduino pins, not ATmega pins
|
||||
#define LED_RED 10
|
||||
#define LED_GREEN 3
|
||||
#define LED_BLUE 13
|
||||
#define LED_YELLOW 5
|
||||
|
||||
/* LED pin definitions */
|
||||
#define LED_RED_PIN 2
|
||||
#define LED_RED_PORT PORTB
|
||||
#define LED_GREEN_PIN 3
|
||||
#define LED_GREEN_PORT PORTD
|
||||
#define LED_BLUE_PIN 5
|
||||
#define LED_BLUE_PORT PORTB
|
||||
#define LED_YELLOW_PIN 5
|
||||
#define LED_YELLOW_PORT PORTD
|
||||
//#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_PIN 1
|
||||
#define BUTTON_RED_PORT PINB
|
||||
#define BUTTON_GREEN_PIN 2
|
||||
#define BUTTON_GREEN_PORT PIND
|
||||
#define BUTTON_BLUE_PIN 4
|
||||
#define BUTTON_BLUE_PORT PINB
|
||||
#define BUTTON_YELLOW_PIN 6
|
||||
#define BUTTON_YELLOW_PORT PIND
|
||||
// Button pin definitions
|
||||
#define BUTTON_RED 9
|
||||
#define BUTTON_GREEN 2
|
||||
#define BUTTON_BLUE 12
|
||||
#define BUTTON_YELLOW 6
|
||||
|
||||
/* Buzzer pin definitions */
|
||||
#define BUZZER1 4
|
||||
#define BUZZER1_PORT PORTD
|
||||
#define BUZZER2 7
|
||||
#define BUZZER2_PORT PORTD
|
||||
//#define BUTTON_RED_PORT PINB
|
||||
//#define BUTTON_GREEN_PORT PIND
|
||||
//#define BUTTON_BLUE_PORT PINB
|
||||
//#define BUTTON_YELLOW_PORT PIND
|
||||
|
||||
#endif /* BOARD_REV_PTH */
|
||||
// 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
|
||||
|
||||
|
|
Loading…
Reference in New Issue