/**
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};
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
// variables will change:
int buttonState = 0; // variable for reading the pushbutton status
boolean ledState = false;
int port=A3;
#define MAX_GAME_LENGTH 100
const int gameTones[] = { NOTE_G3, NOTE_C4, NOTE_E4, NOTE_G5};
/* Global variables - store the game state */
uint8_t gameSequence[MAX_GAME_LENGTH] = {0};
uint8_t gameIndex = 0;
/* 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;
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;
sendScore(high ? digitTable[high] : 0xff, digitTable[low]);
}
/**
Lights the given LED and plays a suitable tone
*/
void lightLedAndPlayTone(byte ledIndex) {
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[i];
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];
if (digitalRead(buttonPin) == LOW) {
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[i];
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 hello(void)
{
Serial.println("hello");
}
/**
Set up the Arduino board and initialize Serial communication
*/
void setup() {
Serial.begin(9600);
for (byte i = 0; i < 4; 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);
// The following line primes the random number generator.
// It assumes pin A3 is floating (disconnected):
randomSeed(analogRead(A3));
pinMode(LED_BUILTIN, OUTPUT);
//attachInterrupt(1,hello,CHANGE);
//analogReference(INTERNAL);
}
void playLevelUpSound()
{
tone(SPEAKER_PIN, NOTE_C3, 500);
delay(650);
tone(SPEAKER_PIN, NOTE_D3, 500);
delay(650);
tone(SPEAKER_PIN, NOTE_E3, 500);
delay(650);
tone(SPEAKER_PIN, NOTE_F3, 500);
delay(650);
tone(SPEAKER_PIN, NOTE_G3, 500);
delay(650);
tone(SPEAKER_PIN, NOTE_A3, 500);
delay(650);
tone(SPEAKER_PIN, NOTE_B3, 500);
delay(650);
noTone(SPEAKER_PIN);
}
/**
The main game loop
*/
void loop()
{
playLevelUpSound();
delay(2000);
/*
unsigned long PulseTime=pulseIn(2,HIGH,6000000);
Serial.println(PulseTime);
*/
/*
if (Serial.available()>0)
{
char ch=Serial.read();
Serial.print(ch);
}
int time=0;
// fade in from min to max in increments of 5 points:
for (int fadeValue = 0; fadeValue <= 255; fadeValue += 5) {
// sets the value (range from 0 to 255):
analogWrite(ledPins[1], fadeValue);
time=analogRead(port);
Serial.print("ADC value is ");
Serial.println(time);
delay(time);
// wait for 30 milliseconds to see the dimming effect
//delay(30);
}
*/
/*
// fade out from max to min in increments of 5 points:
for (int fadeValue = 255; fadeValue >= 0; fadeValue -= 5) {
// sets the value (range from 0 to 255):
analogWrite(ledPins[1], fadeValue);
time=analogRead(port);
Serial.print("ADC value is ");
Serial.println(time);
delay(time);
// wait for 30 milliseconds to see the dimming effect
//delay(30);
}
*/
/*
// read the state of the pushbutton value:
while(digitalRead(buttonPins[0]) == HIGH) {}
{
// check if the pushbutton is pressed. If it is, the buttonState is HIGH:
if(ledState == true)
{
digitalWrite(ledPins[0], LOW);
ledState=!ledState;
Serial.println("led off");
}
else
{
digitalWrite(ledPins[0], HIGH);
ledState=!ledState;
Serial.println("led on");
}
delay(500);
}
*/
/*
digitalWrite(LED_BUILTIN, HIGH); // turn the LED on (HIGH is the voltage level)
delay(1000); // wait for a second
digitalWrite(LED_BUILTIN, LOW); // turn the LED off by making the voltage LOW
delay(1000);
*/
/*
for (byte i = 0; i < 4; i++)
{
digitalWrite(ledPins[i], HIGH);
delay(1000);
digitalWrite(ledPins[i], LOW);
}
for (byte i = 4; i > 0; i--)
{
digitalWrite(ledPins[i], HIGH);
delay(1000);
digitalWrite(ledPins[i], LOW);
}
*/
}