Simon-Says/Firmware/Simon_Says/Simon_Says.ino

661 lines
15 KiB
C++

/*
Started: 6-19-2007
Spark Fun Electronics
Nathan Seidle
Simon Says is a memory game. Start the game by pressing one of the four buttons. When a button lights up,
press the button, repeating the sequence. The sequence will get longer and longer. The game is won after
13 rounds.
This code is public domain but you buy me a beer if you use this and we meet someday (Beerware license).
Simon Says game originally written in C for the PIC16F88.
Ported for the ATmega168, then ATmega328, then Arduino 1.0.
Fixes and cleanup by Joshua Neal <joshua[at]trochotron.com>
Generates random sequence, plays music, and displays button lights.
Simon tones from Wikipedia
- A (red, upper left) - 440Hz - 2.272ms - 1.136ms pulse
- a (green, upper right, an octave higher than A) - 880Hz - 1.136ms,
0.568ms pulse
- D (blue, lower left, a perfect fourth higher than the upper left)
587.33Hz - 1.702ms - 0.851ms pulse
- G (yellow, lower right, a perfect fourth higher than the lower left) -
784Hz - 1.276ms - 0.638ms pulse
The tones are close, but probably off a bit, but they sound all right.
The old version of SparkFun simon used an ATmega8. An ATmega8 ships
with a default internal 1MHz oscillator. You will need to set the
internal fuses to operate at the correct external 16MHz oscillator.
Original Fuses:
avrdude -p atmega8 -P lpt1 -c stk200 -U lfuse:w:0xE1:m -U hfuse:w:0xD9:m
Command to set to fuses to use external 16MHz:
avrdude -p atmega8 -P lpt1 -c stk200 -U lfuse:w:0xEE:m -U hfuse:w:0xC9:m
The current version of Simon uses the ATmega328. The external osciallator
was removed to reduce component count. This version of simon relies on the
internal default 1MHz osciallator. Do not set the external fuses.
*/
#include "hardware_versions.h"
// Define game parameters
#define MOVES_TO_WIN 13
#define TIME_LIMIT 3000 //3000ms = 3 sec
#define sbi(port_name, pin_number) (port_name |= 1<<pin_number)
#define cbi(port_name, pin_number) ((port_name) &= (uint8_t)~(1 << pin_number))
int battle = 0;
///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
//////////////
// Game state variables
uint8_t moves[32];
uint8_t nmoves = 0;
//Timer 2 overflow ISR
ISR (SIG_OVERFLOW2)
{
// Prescalar of 1024, Clock = 16MHz, 15,625 clicks per second, 64us per click
// Preload timer 2 for 125 clicks. Should be 8ms per ISR call
TCNT2 = 131; //256 - 125 = 131
}
//General short delays, using internal timer do a fairly accurate 1us
#ifdef CHIP_ATMEGA168
void delay_us(uint16_t delay)
{
while (delay > 256)
{
TIFR0 = (1<<TOV0); // Clear any interrupt flags on Timer0
TCNT0 = 0;
while ( (TIFR0 & (1<<TOV0)) == 0);
delay -= 256;
}
TIFR0 = (1<<TOV0); // Clear any interrupt flags on Timer0
// 256 - 125 = 131 : Preload timer 0 for x clicks. Should be 1us per click
TCNT0 = 256 - delay;
while ((TIFR0 & (1<<TOV0)) == 0) {
// Do nothing
}
}
#endif
//General short delays
void delay_ms(uint16_t x)
{
while (x-- > 0) {
delay_us(1000);
}
}
//Light the given set of LEDs
void set_leds(uint8_t leds)
{
if ((leds & LED_RED) != 0) {
sbi(LED_RED_PORT, LED_RED_PIN);
}
else {
cbi(LED_RED_PORT, LED_RED_PIN);
}
if ((leds & LED_GREEN) != 0) {
sbi(LED_GREEN_PORT, LED_GREEN_PIN);
}
else {
cbi(LED_GREEN_PORT, LED_GREEN_PIN);
}
if ((leds & LED_BLUE) != 0) {
sbi(LED_BLUE_PORT, LED_BLUE_PIN);
}
else {
cbi(LED_BLUE_PORT, LED_BLUE_PIN);
}
if ((leds & LED_YELLOW) != 0) {
sbi(LED_YELLOW_PORT, LED_YELLOW_PIN);
}
else {
cbi(LED_YELLOW_PORT, LED_YELLOW_PIN);
}
}
#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
#ifdef BOARD_REV_PTH
void init_gpio(void)
{
// 1 = output, 0 = input
DDRB = 0b11101101; // LEDs and Buttons
DDRC = 0b11111111; // LEDs and Buttons
DDRD = 0b10111011; // LEDs, buttons, buzzer, TX/RX
PORTB = 0b00010010; // Enable pull-ups on buttons 1, 4
//PORTC = 0b00100110; // Enable pull-ups on buttons 0, 2, 3
PORTD = 0b01000100; // Enable pull-up on button 1
}
#endif
void ioinit(void)
{
init_gpio();
//Set Timer 0 Registers to Default Setting to over-ride the timer initialization made in the init() function of the \
//Arduino Wiring library (Wiring.c in the hardware/core/arduino folder)
TCCR0A = 0;
TIMSK0 = 0;
// Init timer 0 for delay_us timing (1,000,000 / 1 = 1,000,000)
//TCCR0B = (1<<CS00); // Set Prescaler to 1. CS00=1
TCCR0B = (1<<CS01); // Set Prescaler to 1. CS00=1
// Init timer 2
ASSR = 0;
// Set Prescaler to 1024. CS22=1, CS21=1, CS20=1
TCCR2B = (1<<CS22)|(1<<CS21)|(1<<CS20);
TIMSK2 = (1<<TOIE2); // Enable Timer 2 Interrupt
cli(); //We don't use any interrupt functionality. Let's turn it off so Arduino doesn't screw around with it!
}
// Returns a '1' bit in the position corresponding to LED_RED, etc.
uint8_t check_button(void)
{
uint8_t button_pressed = 0;
if ((BUTTON_RED_PORT & (1 << BUTTON_RED_PIN)) == 0)
button_pressed |= LED_RED;
if ((BUTTON_GREEN_PORT & (1 << BUTTON_GREEN_PIN)) == 0)
button_pressed |= LED_GREEN;
if ((BUTTON_BLUE_PORT & (1 << BUTTON_BLUE_PIN)) == 0)
button_pressed |= LED_BLUE;
if ((BUTTON_YELLOW_PORT & (1 << BUTTON_YELLOW_PIN)) == 0)
button_pressed |= LED_YELLOW;
return button_pressed;
}
// Play the loser sound/lights
void play_loser(void)
{
set_leds(LED_RED|LED_GREEN);
buzz_sound(255, 1500);
set_leds(LED_BLUE|LED_YELLOW);
buzz_sound(255, 1500);
set_leds(LED_RED|LED_GREEN);
buzz_sound(255, 1500);
set_leds(LED_BLUE|LED_YELLOW);
buzz_sound(255, 1500);
}
// Play the winner sound
void winner_sound(void)
{
uint8_t x, y;
// Toggle the buzzer at various speeds
for (x = 250; x > 70; x--) {
for (y = 0; y < 3; y++) {
sbi(BUZZER2_PORT, BUZZER2);
cbi(BUZZER1_PORT, BUZZER1);
delay_us(x);
cbi(BUZZER2_PORT, BUZZER2);
sbi(BUZZER1_PORT, BUZZER1);
delay_us(x);
}
}
}
// Play the winner sound and lights
void play_winner(void)
{
set_leds(LED_GREEN|LED_BLUE);
winner_sound();
set_leds(LED_RED|LED_YELLOW);
winner_sound();
set_leds(LED_GREEN|LED_BLUE);
winner_sound();
set_leds(LED_RED|LED_YELLOW);
winner_sound();
}
// Plays the current contents of the game moves
void play_moves(void)
{
uint8_t move;
for (move = 0; move < nmoves; move++) {
toner(moves[move], 150);
delay_ms(150);
}
}
// Adds a new random button to the game sequence, by sampling the timer
void add_to_moves(void)
{
uint8_t new_button;
// Use the lower 2 bits of the timer for the random value
new_button = 1 << (TCNT2 & 0x3);
moves[nmoves++] = new_button;
}
// 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.
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);
delay_us(buzz_delay_us);
sbi(BUZZER1_PORT, BUZZER1);
cbi(BUZZER2_PORT, BUZZER2);
delay_us(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)
{
set_leds(which);
switch (which) {
case LED_RED:
buzz_sound(buzz_length_ms, 1136);
break;
case LED_GREEN:
buzz_sound(buzz_length_ms, 568);
break;
case LED_BLUE:
buzz_sound(buzz_length_ms, 851);
break;
case LED_YELLOW:
buzz_sound(buzz_length_ms, 638);
break;
}
// Turn off all LEDs
set_leds(0);
}
// Show an "attract mode" display while waiting for user to press button.
void attract_mode(void)
{
while (1) {
set_leds(LED_RED);
delay_ms(100);
if (check_button() != 0x00)
return;
set_leds(LED_BLUE);
delay_ms(100);
if (check_button() != 0x00)
return;
set_leds(LED_GREEN);
delay_ms(100);
if (check_button() != 0x00)
return;
set_leds(LED_YELLOW);
delay_ms(100);
if (check_button() != 0x00)
return;
}
}
// 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;
uint8_t released = 0;
uint8_t old_button;
while (time_limit > 0) {
uint8_t button;
// 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
if (button == 0)
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) {
return button;
}
}
delay_ms(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(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)
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();
// 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 (choice == 0)
return 0;
toner(choice, 150);
// If the choice is incorect, player loses.
if (choice != moves[move]) {
return 0;
}
}
// 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!
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();
}
}
}
//
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.
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;
}
//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.
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);
// 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.
for(int i = 0; i < count; i++){
digitalWrite(BUZZER1, HIGH);
digitalWrite(BUZZER2, LOW);
delayMicroseconds(freq);
digitalWrite(BUZZER1, LOW);
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;
}
//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;
}