mirror of https://github.com/nealey/Simon-Says
All white space changes. Moved hardware versions to header file.
I corrected all the /* style comments to // comments to fit with SparkFun style guides. Now works using the Arduino auto-format function.
This commit is contained in:
parent
1c89338d1b
commit
b26205e706
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@ -2,11 +2,11 @@
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Started: 6-19-2007
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Spark Fun Electronics
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Nathan Seidle
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Simon Says is a memory game. Start the game by pressing one of the four buttons. When a button lights up,
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press the button, repeating the sequence. The sequence will get longer and longer. The game is won after
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13 rounds.
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This code is public domain but you buy me a beer if you use this and we meet someday (Beerware license).
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Simon Says game originally written in C for the PIC16F88.
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@ -18,14 +18,14 @@
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Simon tones from Wikipedia
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- A (red, upper left) - 440Hz - 2.272ms - 1.136ms pulse
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- a (green, upper right, an octave higher than A) - 880Hz - 1.136ms,
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0.568ms pulse
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0.568ms pulse
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- D (blue, lower left, a perfect fourth higher than the upper left)
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587.33Hz - 1.702ms - 0.851ms pulse
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587.33Hz - 1.702ms - 0.851ms pulse
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- G (yellow, lower right, a perfect fourth higher than the lower left) -
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784Hz - 1.276ms - 0.638ms pulse
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784Hz - 1.276ms - 0.638ms pulse
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The tones are close, but probably off a bit, but they sound all right.
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The old version of SparkFun simon used an ATmega8. An ATmega8 ships
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with a default internal 1MHz oscillator. You will need to set the
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internal fuses to operate at the correct external 16MHz oscillator.
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@ -39,148 +39,16 @@
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The current version of Simon uses the ATmega328. The external osciallator
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was removed to reduce component count. This version of simon relies on the
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internal default 1MHz osciallator. Do not set the external fuses.
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*/
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*/
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#include <avr/io.h>
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#include <avr/interrupt.h>
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/* Uncomment one of the following, corresponding to the board you have. */
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//#define BOARD_REV_6_25_08
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// #define BOARD_REV_4_9_2009
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#define BOARD_REV_PTH
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#ifdef BOARD_REV_PTH
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#define CHIP_ATMEGA168
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#define LED_RED (1 << 0)
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#define LED_GREEN (1 << 1)
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#define LED_BLUE (1 << 2)
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#define LED_YELLOW (1 << 3)
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/* LED pin definitions */
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#define LED_RED_PIN 2
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#define LED_RED_PORT PORTB
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#define LED_GREEN_PIN 3
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#define LED_GREEN_PORT PORTD
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#define LED_BLUE_PIN 5
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#define LED_BLUE_PORT PORTB
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#define LED_YELLOW_PIN 5
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#define LED_YELLOW_PORT PORTD
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/* Button pin definitions */
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#define BUTTON_RED_PIN 1
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#define BUTTON_RED_PORT PINB
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#define BUTTON_GREEN_PIN 2
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#define BUTTON_GREEN_PORT PIND
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#define BUTTON_BLUE_PIN 4
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#define BUTTON_BLUE_PORT PINB
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#define BUTTON_YELLOW_PIN 6
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#define BUTTON_YELLOW_PORT PIND
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/* Buzzer pin definitions */
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#define BUZZER1 4
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#define BUZZER1_PORT PORTD
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#define BUZZER2 7
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#define BUZZER2_PORT PORTD
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#endif /* BOARD_REV_PTH */
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#ifdef BOARD_REV_6_25_08
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#define CHIP_ATMEGA168
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#define LED_RED (1 << 0)
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#define LED_GREEN (1 << 1)
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#define LED_BLUE (1 << 2)
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#define LED_YELLOW (1 << 3)
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/* LED pin definitions */
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#define LED_RED_PIN 3
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#define LED_RED_PORT PORTC
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#define LED_GREEN_PIN 2
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#define LED_GREEN_PORT PORTD
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#define LED_BLUE_PIN 0
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#define LED_BLUE_PORT PORTC
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#define LED_YELLOW_PIN 5
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#define LED_YELLOW_PORT PORTD
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/* Button pin definitions */
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#define BUTTON_RED_PIN 2
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#define BUTTON_RED_PORT PINC
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#define BUTTON_GREEN_PIN 5
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#define BUTTON_GREEN_PORT PINC
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#define BUTTON_BLUE_PIN 1
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#define BUTTON_BLUE_PORT PINC
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#define BUTTON_YELLOW_PIN 6
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#define BUTTON_YELLOW_PORT PIND
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/* Buzzer pin definitions */
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#define BUZZER1 3
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#define BUZZER1_PORT PORTD
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#define BUZZER2 4
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#define BUZZER2_PORT PORTD
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#endif /* BOARD_REV_6_25_08 */
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#ifdef BOARD_REV_4_9_2009
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#define LED_RED (1 << 0)
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#define LED_GREEN (1 << 1)
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#define LED_BLUE (1 << 2)
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#define LED_YELLOW (1 << 3)
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#define CHIP_ATMEGA168
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/* LED pin definitions */
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#define LED_BLUE_PIN 5
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#define LED_BLUE_PORT PORTB
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#define LED_YELLOW_PIN 5
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#define LED_YELLOW_PORT PORTD
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#define LED_RED_PIN 2
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#define LED_RED_PORT PORTB
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#define LED_GREEN_PIN 2
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#define LED_GREEN_PORT PORTD
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/* Button pin definitions */
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#define BUTTON_RED_PIN 0
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#define BUTTON_RED_PORT PINB
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#define BUTTON_GREEN_PIN 1
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#define BUTTON_GREEN_PORT PINB
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#define BUTTON_BLUE_PIN 7
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#define BUTTON_BLUE_PORT PIND
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#define BUTTON_YELLOW_PIN 6
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#define BUTTON_YELLOW_PORT PIND
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/* Buzzer pin definitions */
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#define BUZZER1 3
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#define BUZZER1_PORT PORTD
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#define BUZZER2 4
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#define BUZZER2_PORT PORTD
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#endif /* BOARD_REV_4_9_2009 */
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/* Define game parameters */
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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 TIME_LIMIT 3000 //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) \
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((port_name) &= (uint8_t)~(1 << pin_number))
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/* Declarations for static functions */
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void delay_us(uint16_t delay);
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void delay_ms(uint16_t delay);
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uint8_t check_button(void);
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void set_leds(uint8_t leds);
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void buzz_sound(uint16_t buzz_length_ms, uint16_t buzz_delay);
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void toner(uint8_t tone, uint16_t buzz_length_ms);
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void add_to_moves(void);
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void play_moves(void);
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void play_loser(void);
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void play_winner(void);
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void ioinit(void);
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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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int battle = 0;
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int count = 20; // for keeping rhythm straight in the beegees loop
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//////////////
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/* Game state */
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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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/*
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* Prescalar of 1024
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* Clock = 16MHz
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* 15,625 clicks per second
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* 64us per click
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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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// 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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/* General short delays, using internal timer do a fairly accurate 1us */
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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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{
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while (delay > 256)
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{
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TIFR0 = (1<<TOV0); /* Clear any interrupt flags on Timer0 */
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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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delay -= 256;
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}
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TIFR0 = (1<<TOV0); /* Clear any interrupt flags on Timer0 */
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/*
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* 256 - 125 = 131 : Preload timer 0 for x clicks.
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* Should be 1us per click
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*/
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TIFR0 = (1<<TOV0); // Clear any interrupt flags on Timer0
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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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// Do nothing
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}
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}
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#endif
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/* General short delays */
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void
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delay_ms(uint16_t x)
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//General short delays
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void delay_ms(uint16_t x)
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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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/* Light the given set of LEDs */
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void
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set_leds(uint8_t leds)
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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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#ifdef BOARD_REV_6_25_08
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void
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init_gpio(void)
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void init_gpio(void)
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{
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/* 1 = output, 0 = input */
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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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DDRC = 0b00001001; // LEDs and Buttons
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DDRD = 0b00111110; // LEDs, buttons, buzzer, TX/RX
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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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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 /* BOARD_REV_6_25_08 */
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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
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init_gpio(void)
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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 = 0b11111100; /* button 2,3 on PB0,1 */
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DDRD = 0b00111110; /* LEDs, buttons, buzzer, TX/RX */
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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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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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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 /* 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
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init_gpio(void)
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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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// 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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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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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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}
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#endif
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void
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ioinit(void)
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void ioinit(void)
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{
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init_gpio();
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//Set Timer 0 Registers to Default Setting to over-ride the timer initialization made in the init() function of the Arduino Wiring libary (Wiring.c in the hardware/core/arduino folder)
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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 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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// 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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// 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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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
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check_button(void)
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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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|
@ -351,9 +208,8 @@ check_button(void)
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return button_pressed;
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}
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/* Play the loser sound/lights */
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void
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play_loser(void)
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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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buzz_sound(255, 1500);
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@ -368,13 +224,12 @@ play_loser(void)
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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
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winner_sound(void)
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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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/* Toggle the buzzer at various speeds */
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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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|
@ -390,7 +245,7 @@ winner_sound(void)
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}
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}
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/* Play the winner sound and lights */
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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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|
@ -403,7 +258,7 @@ 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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// 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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|
@ -414,31 +269,31 @@ void play_moves(void)
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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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// 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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// 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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}
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/* Adds a user defined button to the game sequence, by waiting for their input */
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// Adds a user defined button to the game sequence, by waiting for their input
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void add_to_moves_battle(void)
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{
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uint8_t new_button;
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/* wait for user to input next move */
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// wait for user to input next move
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new_button = wait_for_button();
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toner(new_button, 150);
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moves[nmoves++] = new_button;
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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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// Toggle buzzer every buzz_delay_us, for a duration of buzz_length_ms.
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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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|
@ -447,7 +302,7 @@ void buzz_sound(uint16_t buzz_length_ms, uint16_t buzz_delay_us)
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|||
while (buzz_length_us > buzz_delay_us*2) {
|
||||
buzz_length_us -= buzz_delay_us*2;
|
||||
|
||||
/* toggle the buzzer at various speeds */
|
||||
// Toggle the buzzer at various speeds
|
||||
cbi(BUZZER1_PORT, BUZZER1);
|
||||
sbi(BUZZER2_PORT, BUZZER2);
|
||||
delay_us(buzz_delay_us);
|
||||
|
@ -459,12 +314,11 @@ void buzz_sound(uint16_t buzz_length_ms, uint16_t 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
|
||||
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)
|
||||
{
|
||||
|
@ -487,11 +341,11 @@ void toner(uint8_t which, uint16_t buzz_length_ms)
|
|||
break;
|
||||
}
|
||||
|
||||
/* Turn off all LEDs */
|
||||
// Turn off all LEDs
|
||||
set_leds(0);
|
||||
}
|
||||
|
||||
/* Show an "attract mode" display while waiting for user to press button. */
|
||||
// Show an "attract mode" display while waiting for user to press button.
|
||||
void attract_mode(void)
|
||||
{
|
||||
while (1) {
|
||||
|
@ -517,9 +371,8 @@ void attract_mode(void)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
/* Wait for a button to be pressed. Returns one of led colors (LED_RED, etc.)
|
||||
* if successful, 0 if timed out */
|
||||
// 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 = TIME_LIMIT;
|
||||
|
@ -529,18 +382,15 @@ uint8_t wait_for_button(void)
|
|||
while (time_limit > 0) {
|
||||
uint8_t button;
|
||||
|
||||
/* Implement a small bit of debouncing */
|
||||
// Implement a small bit of debouncing
|
||||
old_button = button;
|
||||
button = check_button();
|
||||
|
||||
/*
|
||||
* Make sure we've seen the previous button
|
||||
* released before accepting new buttons
|
||||
*/
|
||||
// Make sure we've seen the previous button released before accepting new buttons
|
||||
if (button == 0)
|
||||
released = 1;
|
||||
if (button == old_button && released == 1) {
|
||||
/* Make sure just one button is pressed */
|
||||
// Make sure just one button is pressed
|
||||
if (button == LED_RED ||
|
||||
button == LED_BLUE ||
|
||||
button == LED_GREEN ||
|
||||
|
@ -553,49 +403,60 @@ uint8_t wait_for_button(void)
|
|||
|
||||
time_limit--;
|
||||
}
|
||||
return 0; /* Timed out */
|
||||
return 0; //Timed out
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* Play the game. Returns 0 if player loses, or 1 if player wins. */
|
||||
// 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(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) {
|
||||
|
||||
while (nmoves < moves_to_win_var)
|
||||
{
|
||||
uint8_t move;
|
||||
|
||||
/* Add a button to the current moves, then play them back */
|
||||
if(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 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();
|
||||
// Add a button to the current moves, then play them back
|
||||
if(battle)
|
||||
add_to_moves_battle(); // If in battle mode, then listen for user input to choose the next step
|
||||
else
|
||||
add_to_moves();
|
||||
|
||||
/* Then require the player to repeat the sequence. */
|
||||
if(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();
|
||||
|
||||
/* If wait timed out, player loses. */
|
||||
// If wait timed out, player loses.
|
||||
if (choice == 0)
|
||||
return 0;
|
||||
|
||||
toner(choice, 150);
|
||||
|
||||
/* If the choice is incorect, player loses. */
|
||||
// If the choice is incorect, player loses.
|
||||
if (choice != moves[move]) {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* Player was correct, delay before playing moves */
|
||||
if(battle) delay_ms(100); // 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.
|
||||
else delay_ms(1000);
|
||||
// Player was correct, delay before playing moves
|
||||
if(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);
|
||||
}
|
||||
else
|
||||
delay_ms(1000);
|
||||
}
|
||||
|
||||
/* player wins */
|
||||
// Player wins!
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -607,193 +468,193 @@ void setup()
|
|||
void loop()
|
||||
{
|
||||
|
||||
/* Setup IO pins and defaults */
|
||||
// Setup IO pins and defaults
|
||||
ioinit();
|
||||
|
||||
/* Check to see if LOWER LEFT BUTTON is pressed */
|
||||
|
||||
// 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();
|
||||
}
|
||||
if (check_button() == 0x00){
|
||||
while (1) beegees_loop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Check to see if LOWER RIGHT BUTTON is pressed */
|
||||
}
|
||||
|
||||
// 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){
|
||||
if (check_button() == 0x00){
|
||||
battle = 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
play_winner();
|
||||
|
||||
/* Main loop */
|
||||
// Main loop
|
||||
while (1) {
|
||||
/* Wait for user to start game */
|
||||
// Wait for user to start game
|
||||
attract_mode();
|
||||
|
||||
/* Indicate the start of game play */
|
||||
// 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 */
|
||||
// Play game and handle result
|
||||
if (game_mode() != 0) {
|
||||
/* Player won, play winner tones */
|
||||
// Player won, play winner tones
|
||||
play_winner();
|
||||
}
|
||||
else {
|
||||
/* Player lost, play loser tones */
|
||||
// Player lost, play loser tones
|
||||
play_loser();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////
|
||||
void beegees_loop(){
|
||||
buzz(3);
|
||||
delay(400);
|
||||
buzz(4);
|
||||
rest(1);
|
||||
delay(600);
|
||||
buzz(5);
|
||||
rest(1);
|
||||
rest(1);
|
||||
delay(400);
|
||||
buzz(3);
|
||||
rest(1);
|
||||
rest(1);
|
||||
rest(1);
|
||||
buzz(2);
|
||||
rest(1);
|
||||
buzz(1);
|
||||
buzz(2);
|
||||
buzz(3);
|
||||
rest(1);
|
||||
buzz(1);
|
||||
buzz(2);
|
||||
rest(1);
|
||||
buzz(3);
|
||||
rest(1);
|
||||
rest(1);
|
||||
buzz(1);
|
||||
rest(1);
|
||||
buzz(2);
|
||||
rest(1);
|
||||
buzz(3);
|
||||
rest(1);
|
||||
buzz(4);
|
||||
rest(1);
|
||||
buzz(5);
|
||||
rest(1);
|
||||
delay(700);
|
||||
//
|
||||
void beegees_loop()
|
||||
{
|
||||
buzz(3);
|
||||
delay(400);
|
||||
buzz(4);
|
||||
rest(1);
|
||||
delay(600);
|
||||
buzz(5);
|
||||
rest(1);
|
||||
rest(1);
|
||||
delay(400);
|
||||
buzz(3);
|
||||
rest(1);
|
||||
rest(1);
|
||||
rest(1);
|
||||
buzz(2);
|
||||
rest(1);
|
||||
buzz(1);
|
||||
buzz(2);
|
||||
buzz(3);
|
||||
rest(1);
|
||||
buzz(1);
|
||||
buzz(2);
|
||||
rest(1);
|
||||
buzz(3);
|
||||
rest(1);
|
||||
rest(1);
|
||||
buzz(1);
|
||||
rest(1);
|
||||
buzz(2);
|
||||
rest(1);
|
||||
buzz(3);
|
||||
rest(1);
|
||||
buzz(4);
|
||||
rest(1);
|
||||
buzz(5);
|
||||
rest(1);
|
||||
delay(700);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
void buzz(int tone){
|
||||
|
||||
///declare an integer, "freq", for frequency of the note to be played.
|
||||
|
||||
//Declare an integer, "freq", for frequency of the note to be played.
|
||||
int freq;
|
||||
|
||||
///5 different tones to select. Each tone is a different frequency.
|
||||
|
||||
//5 different tones to select. Each tone is a different frequency.
|
||||
if(tone == 1){
|
||||
freq = 2000;
|
||||
freq = 2000;
|
||||
}
|
||||
if(tone == 2){
|
||||
freq = 1800;
|
||||
freq = 1800;
|
||||
}
|
||||
if(tone == 3){
|
||||
freq = 1500;
|
||||
freq = 1500;
|
||||
}
|
||||
if(tone == 4){
|
||||
freq = 1350;
|
||||
freq = 1350;
|
||||
}
|
||||
if(tone == 5){
|
||||
freq = 1110;
|
||||
freq = 1110;
|
||||
}
|
||||
|
||||
|
||||
//freq = (freq/2);
|
||||
|
||||
/// Because frequency is determined by the wavelength (the time HIGH and the time LOW),
|
||||
/// you need to have "count" in order to keep a note the same length in time.
|
||||
/// "count" is the number of times this function will repeat the HIGH/LOW pattern - to create the sound of the note.
|
||||
|
||||
|
||||
// Because frequency is determined by the wavelength (the time HIGH and the time LOW),
|
||||
// you need to have "count" in order to keep a note the same length in time.
|
||||
// "count" is the number of times this function will repeat the HIGH/LOW pattern - to create the sound of the note.
|
||||
|
||||
count = 40;
|
||||
|
||||
/// In order to keep all 5 notes the same length in time, you must compare them to the longest note (tonic) - aka the "1" note.
|
||||
|
||||
// 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.
|
||||
|
||||
// this next function simply changes the next LED to turn on.
|
||||
change_led();
|
||||
|
||||
/// 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.
|
||||
|
||||
// this next for loop actually makes the buzzer pin move.
|
||||
// it uses the "count" variable to know how many times to play the frequency.
|
||||
// -this keeps the timing correct.
|
||||
for(int i = 0; i < count; i++){
|
||||
digitalWrite(BUZZER1, HIGH);
|
||||
digitalWrite(BUZZER2, LOW);
|
||||
delayMicroseconds(freq);
|
||||
digitalWrite(BUZZER1, LOW);
|
||||
digitalWrite(BUZZER2, HIGH);
|
||||
delayMicroseconds(freq);
|
||||
digitalWrite(BUZZER1, HIGH);
|
||||
digitalWrite(BUZZER2, LOW);
|
||||
delayMicroseconds(freq);
|
||||
digitalWrite(BUZZER1, LOW);
|
||||
digitalWrite(BUZZER2, HIGH);
|
||||
delayMicroseconds(freq);
|
||||
}
|
||||
delay(60);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////
|
||||
void rest(int tone){
|
||||
//
|
||||
void rest(int tone){
|
||||
int freq;
|
||||
if(tone == 1){
|
||||
if(tone == 1){
|
||||
freq = 2000;
|
||||
}
|
||||
if(tone == 2){
|
||||
}
|
||||
if(tone == 2){
|
||||
freq = 1800;
|
||||
}
|
||||
if(tone == 3){
|
||||
}
|
||||
if(tone == 3){
|
||||
freq = 1500;
|
||||
}
|
||||
if(tone == 4){
|
||||
}
|
||||
if(tone == 4){
|
||||
freq = 1350;
|
||||
}
|
||||
if(tone == 5){
|
||||
}
|
||||
if(tone == 5){
|
||||
freq = 1110;
|
||||
}
|
||||
//freq = (freq/2);
|
||||
count = 40;
|
||||
count = count*(2000/freq);
|
||||
//change_led();
|
||||
for(int i = 0; i < count; i++){
|
||||
digitalWrite(BUZZER1, LOW);
|
||||
delayMicroseconds(freq);
|
||||
digitalWrite(BUZZER1, LOW);
|
||||
delayMicroseconds(freq);
|
||||
}
|
||||
}
|
||||
//freq = (freq/2);
|
||||
count = 40;
|
||||
count = count*(2000/freq);
|
||||
//change_led();
|
||||
|
||||
for(int i = 0 ; i < count ; i++)
|
||||
{
|
||||
digitalWrite(BUZZER1, LOW);
|
||||
delayMicroseconds(freq);
|
||||
digitalWrite(BUZZER1, LOW);
|
||||
delayMicroseconds(freq);
|
||||
}
|
||||
delay(75);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////
|
||||
void change_led(){
|
||||
if(counter > 3){
|
||||
counter = 0;
|
||||
}
|
||||
set_leds(1 << counter);
|
||||
counter += 1;
|
||||
//
|
||||
void change_led()
|
||||
{
|
||||
if(counter > 3)
|
||||
{
|
||||
counter = 0;
|
||||
}
|
||||
set_leds(1 << counter);
|
||||
counter += 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -0,0 +1,124 @@
|
|||
/*
|
||||
Started: 12-26-2012
|
||||
Spark Fun Electronics
|
||||
|
||||
The SparkFun Simon Says game has been through dozens of revisions over the years. This header
|
||||
file attempts to map and support all the different hardware versions.
|
||||
*/
|
||||
|
||||
// Uncomment one of the following, corresponding to the board you have.
|
||||
//#define BOARD_REV_6_25_08
|
||||
//#define BOARD_REV_4_9_2009
|
||||
#define BOARD_REV_PTH
|
||||
|
||||
#ifdef BOARD_REV_PTH
|
||||
|
||||
#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 */
|
||||
#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
|
||||
|
||||
/* 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
|
||||
|
||||
/* Buzzer pin definitions */
|
||||
#define BUZZER1 4
|
||||
#define BUZZER1_PORT PORTD
|
||||
#define BUZZER2 7
|
||||
#define BUZZER2_PORT PORTD
|
||||
|
||||
#endif /* 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 */
|
||||
#define LED_RED_PIN 3
|
||||
#define LED_RED_PORT PORTC
|
||||
#define LED_GREEN_PIN 2
|
||||
#define LED_GREEN_PORT PORTD
|
||||
#define LED_BLUE_PIN 0
|
||||
#define LED_BLUE_PORT PORTC
|
||||
#define LED_YELLOW_PIN 5
|
||||
#define LED_YELLOW_PORT PORTD
|
||||
|
||||
/* Button pin definitions */
|
||||
#define BUTTON_RED_PIN 2
|
||||
#define BUTTON_RED_PORT PINC
|
||||
#define BUTTON_GREEN_PIN 5
|
||||
#define BUTTON_GREEN_PORT PINC
|
||||
#define BUTTON_BLUE_PIN 1
|
||||
#define BUTTON_BLUE_PORT PINC
|
||||
#define BUTTON_YELLOW_PIN 6
|
||||
#define BUTTON_YELLOW_PORT PIND
|
||||
|
||||
/* Buzzer pin definitions */
|
||||
#define BUZZER1 3
|
||||
#define BUZZER1_PORT PORTD
|
||||
#define BUZZER2 4
|
||||
#define BUZZER2_PORT PORTD
|
||||
|
||||
#endif /* 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 */
|
||||
#define LED_BLUE_PIN 5
|
||||
#define LED_BLUE_PORT PORTB
|
||||
#define LED_YELLOW_PIN 5
|
||||
#define LED_YELLOW_PORT PORTD
|
||||
#define LED_RED_PIN 2
|
||||
#define LED_RED_PORT PORTB
|
||||
#define LED_GREEN_PIN 2
|
||||
#define LED_GREEN_PORT PORTD
|
||||
|
||||
/* Button pin definitions */
|
||||
#define BUTTON_RED_PIN 0
|
||||
#define BUTTON_RED_PORT PINB
|
||||
#define BUTTON_GREEN_PIN 1
|
||||
#define BUTTON_GREEN_PORT PINB
|
||||
#define BUTTON_BLUE_PIN 7
|
||||
#define BUTTON_BLUE_PORT PIND
|
||||
#define BUTTON_YELLOW_PIN 6
|
||||
#define BUTTON_YELLOW_PORT PIND
|
||||
|
||||
/* Buzzer pin definitions */
|
||||
#define BUZZER1 3
|
||||
#define BUZZER1_PORT PORTD
|
||||
#define BUZZER2 4
|
||||
#define BUZZER2_PORT PORTD
|
||||
|
||||
#endif /* BOARD_REV_4_9_2009 */
|
||||
|
Loading…
Reference in New Issue