/**
Simon Game for Arduino with Score display
Copyright (C) 2022, Uri Shaked
Released under the MIT License.
*/
#include "pitches.h"
/* Constants - define pin numbers for LEDs,
buttons and speaker, and also the game tones: */
const uint8_t ledPins[] = {9, 10, 11, 12, 6};
const uint8_t buttonPins[] = {2, 3, 4, 5};
#define SPEAKER_PIN 8
// These are connected to 74HC595 shift register (used to show game score):
const int LATCH_PIN = A1; // 74HC595 pin 12
const int DATA_PIN = A0; // 74HC595pin 14
const int CLOCK_PIN = A2; // 74HC595 pin 11
///*******************************************
const int E_DATA_PIN = A4; // 74HC595 pin 14
///*******************************************
#define MAX_GAME_LENGTH 100
const int gameTones[] = { NOTE_G3, NOTE_C4, NOTE_E4, NOTE_G5, NOTE_DS4};
/* Global variables - store the game state */
uint8_t gameSequence[MAX_GAME_LENGTH] = {0};
uint8_t gameIndex = 0;
/**
Set up the Arduino board and initialize Serial communication
*/
void setup() {
Serial.begin(9600);
for (byte i = 0; i < 5; i++) {
pinMode(ledPins[i], OUTPUT);
pinMode(buttonPins[i], INPUT_PULLUP);
}
pinMode(SPEAKER_PIN, OUTPUT);
pinMode(LATCH_PIN, OUTPUT);
pinMode(CLOCK_PIN, OUTPUT);
pinMode(DATA_PIN, OUTPUT);
///*******************************************
pinMode(E_DATA_PIN, OUTPUT);
///*******************************************
// The following line primes the random number generator.
// It assumes pin A3 is floating (disconnected):
randomSeed(analogRead(A3));
}
/* Digit table for the 7-segment display */
const uint8_t digitTable[] = {
0b11000000,
0b11111001,
0b10100100,
0b10110000,
0b10011001,
0b10010010,
0b10000010,
0b11111000,
0b10000000,
0b10010000,
};
const uint8_t DASH = 0b10111111;
///*******************************************
const uint8_t ERROR = 0b11000000;
struct Monitor_State monitor_state = { INITIAL, false, 0 };
struct Monitor_Inputs monitor_inputs = { 0, 0 };
void sendError(uint8_t low) {
digitalWrite(LATCH_PIN, LOW);
shiftOut(E_DATA_PIN, CLOCK_PIN, MSBFIRST, low);
digitalWrite(LATCH_PIN, HIGH);
}
void displayError() {
if(monitor_state.error == true){
sendError(ERROR);
}
}
///*******************************************
void sendScore(uint8_t high, uint8_t low) {
digitalWrite(LATCH_PIN, LOW);
shiftOut(DATA_PIN, CLOCK_PIN, MSBFIRST, low);
shiftOut(DATA_PIN, CLOCK_PIN, MSBFIRST, high);
digitalWrite(LATCH_PIN, HIGH);
}
void displayScore() {
//int high = gameIndex % 100 / 10;
//int low = gameIndex % 10;
///*******************************************
/**/
int high = monitor_state.state_duration % 100 / 10;
int low = monitor_state.state_duration % 10;
//delay(100);
//int low = monitor_state.state % 10;
//int low = monitor_state.error % 10;
//int low = monitor_inputs.BUTTON;
///*******************************************
sendScore(high ? digitTable[high] : 0xff, digitTable[low]);
}
/**
Lights the given LED and plays a suitable tone
*/
void lightLedAndPlayTone(byte ledIndex) {
///*******************************************
if(ledIndex != 4){
monitor_inputs.LED = 1; // LED is turned on
}
///*******************************************
digitalWrite(ledPins[ledIndex], HIGH);
tone(SPEAKER_PIN, gameTones[ledIndex]);
delay(300);
digitalWrite(ledPins[ledIndex], LOW);
noTone(SPEAKER_PIN);
}
/**
Plays the current sequence of notes that the user has to repeat
*/
void playSequence() {
//for (int i = 0; i < gameIndex; i++) {
byte currentLed = gameSequence[gameIndex];
///*******************************************
monitor_state = { INITIAL, false, 0 };
monitor_inputs.LED = 0;
///*******************************************
lightLedAndPlayTone(currentLed);
delay(50);
// }
}
/**
Waits until the user pressed one of the buttons,
and returns the index of that button
*/
byte readButtons() {
while (true) {
for (byte i = 0; i < 4; i++) {
byte buttonPin = buttonPins[i];
///*******************************************
bool button_read = (digitalRead(buttonPin) == LOW);
monitor_inputs.BUTTON = button_read;
Arduino(&monitor_state, &monitor_inputs);
displayScore();
delay(19);
if(monitor_state.error == true){
lightLedAndPlayTone(4);
delay(500);
monitor_state = { INITIAL, false, 0 };
return -1;
}
///*******************************************
if (button_read) {
return i;
}
}
delay(1);
}
}
/**
Play the game over sequence, and report the game score
*/
void gameOver() {
Serial.print("Game over! your score: ");
Serial.println(gameIndex - 1);
gameIndex = 0;
delay(200);
// Play a Wah-Wah-Wah-Wah sound
tone(SPEAKER_PIN, NOTE_DS5);
delay(300);
tone(SPEAKER_PIN, NOTE_D5);
delay(300);
tone(SPEAKER_PIN, NOTE_CS5);
delay(300);
for (byte i = 0; i < 10; i++) {
for (int pitch = -10; pitch <= 10; pitch++) {
tone(SPEAKER_PIN, NOTE_C5 + pitch);
delay(5);
}
}
noTone(SPEAKER_PIN);
sendScore(DASH, DASH);
delay(500);
}
/**
Get the user's input and compare it with the expected sequence.
*/
bool checkUserSequence() {
//for (int i = 0; i < gameIndex; i++) {
byte expectedButton = gameSequence[gameIndex];
byte actualButton = readButtons();
lightLedAndPlayTone(actualButton);
if (expectedButton != actualButton) {
return false;
}
//}
return true;
}
/**
Plays a hooray sound whenever the user finishes a level
*/
void playLevelUpSound() {
tone(SPEAKER_PIN, NOTE_E4);
delay(150);
tone(SPEAKER_PIN, NOTE_G4);
delay(150);
tone(SPEAKER_PIN, NOTE_E5);
delay(150);
tone(SPEAKER_PIN, NOTE_C5);
delay(150);
tone(SPEAKER_PIN, NOTE_D5);
delay(150);
tone(SPEAKER_PIN, NOTE_G5);
delay(150);
noTone(SPEAKER_PIN);
}
///*******************************************
void Arduino(struct Monitor_State* monitor_state, struct Monitor_Inputs* monitor_inputs)
{
enum States state = monitor_state->state;
bool error = monitor_state->error;
unsigned int state_duration = monitor_state->state_duration;
// Monitor inputs
bool LED = monitor_inputs->LED;
bool BUTTON = monitor_inputs->BUTTON;
switch (state) {
case INITIAL:
state_duration += 1;
if (!LED) {
state = INITIAL;
}
else if (LED && !BUTTON) {
state = WAIT;
state_duration = 0;
}
break;
case WAIT:
state_duration += 1;
if (!BUTTON && state_duration <= MAX_TIME) {
state = WAIT;
}
else if (LED && BUTTON && state_duration <= MAX_TIME) {
state = RESPONSE;
state_duration = 0;
}
else if (!BUTTON && state_duration > MAX_TIME) {
state = MAX_TIME_ERROR;
}
break;
case RESPONSE:
state_duration += 1;
if (!LED) {
state = INITIAL;
state_duration = 0;
}
break;
case MAX_TIME_ERROR:
error = true;
break;
default:
error = true;
break;
}
monitor_state->state = state;
monitor_state->error = error;
monitor_state->state_duration = state_duration;
}
///*******************************************
/**
The main game loop
*/
void loop() {
//displayScore();
// Add a random color to the end of the sequence
gameSequence[gameIndex] = random(0, 4);
gameIndex++;
if (gameIndex >= MAX_GAME_LENGTH) {
gameIndex = MAX_GAME_LENGTH - 1;
}
playSequence();
if (!checkUserSequence()) {
gameOver();
}
delay(300);
if (gameIndex > 0) {
playLevelUpSound();
delay(300);
}
}