mirror of https://github.com/nealey/Simon-Says
661 lines
15 KiB
C++
661 lines
15 KiB
C++
/*
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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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Ported for the ATmega168, then ATmega328, then Arduino 1.0.
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Fixes and cleanup by Joshua Neal <joshua[at]trochotron.com>
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Generates random sequence, plays music, and displays button lights.
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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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- 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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- 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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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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Original Fuses:
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avrdude -p atmega8 -P lpt1 -c stk200 -U lfuse:w:0xE1:m -U hfuse:w:0xD9:m
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Command to set to fuses to use external 16MHz:
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avrdude -p atmega8 -P lpt1 -c stk200 -U lfuse:w:0xEE:m -U hfuse:w:0xC9:m
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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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#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 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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///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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// Game state variables
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uint8_t moves[32];
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uint8_t nmoves = 0;
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//Timer 2 overflow ISR
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ISR (SIG_OVERFLOW2)
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{
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// Prescalar of 1024, Clock = 16MHz, 15,625 clicks per second, 64us per click
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// Preload timer 2 for 125 clicks. Should be 8ms per ISR call
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TCNT2 = 131; //256 - 125 = 131
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}
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//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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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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// 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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}
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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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{
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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 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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}
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#ifdef BOARD_REV_6_25_08
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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 = 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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PORTC = 0b00100110; // Enable pull-ups on buttons 0, 2, 3
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PORTD = 0b01000000; // Enable pull-up on button 1
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}
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#endif // End BOARD_REV_6_25_08
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#ifdef BOARD_REV_4_9_2009
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void init_gpio(void)
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{
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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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}
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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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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 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 \
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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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// 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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}
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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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set_leds(LED_BLUE|LED_YELLOW);
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buzz_sound(255, 1500);
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set_leds(LED_RED|LED_GREEN);
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buzz_sound(255, 1500);
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set_leds(LED_BLUE|LED_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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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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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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}
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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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winner_sound();
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set_leds(LED_RED|LED_YELLOW);
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winner_sound();
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set_leds(LED_GREEN|LED_BLUE);
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winner_sound();
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set_leds(LED_RED|LED_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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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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}
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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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}
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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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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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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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buzz_length_us = buzz_length_ms * (uint32_t)1000;
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while (buzz_length_us > buzz_delay_us*2) {
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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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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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}
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}
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/*
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Light an LED and play tone
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red, upper left: 440Hz - 2.272ms - 1.136ms pulse
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green, upper right: 880Hz - 1.136ms - 0.568ms pulse
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blue, lower left: 587.33Hz - 1.702ms - 0.851ms pulse
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yellow, lower right: 784Hz - 1.276ms - 0.638ms pulse
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*/
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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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switch (which) {
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case LED_RED:
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buzz_sound(buzz_length_ms, 1136);
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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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break;
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case LED_BLUE:
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buzz_sound(buzz_length_ms, 851);
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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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break;
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}
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// Turn off all LEDs
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set_leds(0);
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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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{
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while (1) {
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set_leds(LED_RED);
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delay_ms(100);
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if (check_button() != 0x00)
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return;
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set_leds(LED_BLUE);
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delay_ms(100);
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if (check_button() != 0x00)
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return;
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set_leds(LED_GREEN);
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delay_ms(100);
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if (check_button() != 0x00)
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return;
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set_leds(LED_YELLOW);
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delay_ms(100);
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if (check_button() != 0x00)
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return;
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}
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}
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// Wait for a button to be pressed.
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// Returns one of led colors (LED_RED, etc.) if successful, 0 if timed out
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uint8_t wait_for_button(void)
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{
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uint16_t time_limit = TIME_LIMIT;
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uint8_t released = 0;
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uint8_t old_button;
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while (time_limit > 0) {
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uint8_t button;
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// Implement a small bit of debouncing
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old_button = button;
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button = check_button();
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// Make sure we've seen the previous button released before accepting new buttons
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if (button == 0)
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released = 1;
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if (button == old_button && released == 1) {
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// Make sure just one button is pressed
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if (button == LED_RED ||
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button == LED_BLUE ||
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button == LED_GREEN ||
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button == LED_YELLOW) {
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return button;
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}
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}
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delay_ms(1);
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time_limit--;
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}
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return 0; //Timed out
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}
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// Play the game. Returns 0 if player loses, or 1 if player wins.
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int game_mode(void)
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{
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nmoves = 0;
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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).
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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 :)
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while (nmoves < moves_to_win_var)
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{
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uint8_t move;
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// Add a button to the current moves, then play them back
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if(battle)
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add_to_moves_battle(); // If in battle mode, then listen for user input to choose the next step
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else
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add_to_moves();
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if(battle)
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; // 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.
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else
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play_moves();
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// Then require the player to repeat the sequence.
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for (move = 0; move < nmoves; move++) {
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uint8_t choice = wait_for_button();
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// If wait timed out, player loses.
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if (choice == 0)
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return 0;
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toner(choice, 150);
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// If the choice is incorect, player loses.
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if (choice != moves[move]) {
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return 0;
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}
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}
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// Player was correct, delay before playing moves
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if(battle)
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{
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//reduced wait time, because we want to allow the battle to go very fast!
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//plus, if you use the delay(1000), then it may miss capturing the users next input.
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delay_ms(100);
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}
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else
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delay_ms(1000);
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}
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// Player wins!
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return 1;
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}
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void setup()
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{
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}
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void loop()
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{
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// Setup IO pins and defaults
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ioinit();
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// Check to see if LOWER LEFT BUTTON is pressed
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if (check_button() == LED_YELLOW){
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while(1){
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buzz(5);
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delay_ms(750);
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if (check_button() == 0x00){
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while (1) beegees_loop();
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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 (check_button() == LED_GREEN){
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while(1){
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buzz(5);
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delay_ms(750);
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if (check_button() == 0x00){
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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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play_winner();
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// Main loop
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while (1) {
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// Wait for user to start game
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attract_mode();
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// Indicate the start of game play
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set_leds(LED_RED|LED_GREEN|LED_BLUE|LED_YELLOW);
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delay_ms(1000);
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set_leds(0);
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delay_ms(250);
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// Play game and handle result
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if (game_mode() != 0) {
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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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// Player lost, play loser tones
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play_loser();
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}
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}
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}
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//
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void beegees_loop()
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{
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buzz(3);
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delay(400);
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buzz(4);
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rest(1);
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delay(600);
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buzz(5);
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rest(1);
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rest(1);
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delay(400);
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buzz(3);
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rest(1);
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rest(1);
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rest(1);
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buzz(2);
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rest(1);
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buzz(1);
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buzz(2);
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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;
|
|
}
|
|
|
|
|
|
|