/**
Simon Game for XIAO ESP32 C3 with Score display
Copyright (C) 2024, Uri Shaked
Released under the MIT License.
*/
#include <TM1637.h>
#include "pitches.h"
/* Define pin numbers for LEDs, buttons and speaker: */
const uint8_t buttonPins[] = {D0, D1, D2, D3};
const uint8_t ledPins[] = {D8, D7, D6, D5};
#define SPEAKER_PIN D10
// These are connected to TM1637 (used to show game score):
const int SCORE_CLK_PIN = D9;
const int SCORE_DIO_PIN = D4;
#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;
TM1637 tm(SCORE_CLK_PIN, SCORE_DIO_PIN);
/**
Set up the Arduino board and initialize Serial communication
*/
void setup() {
Serial.begin(9600);
Serial.println("Simon Says for XIAO ESP32-C3");
for (byte i = 0; i < 4; i++) {
pinMode(ledPins[i], OUTPUT);
pinMode(buttonPins[i], INPUT_PULLUP);
}
pinMode(SPEAKER_PIN, OUTPUT);
tm.init();
tm.set(BRIGHT_TYPICAL);
}
void displayScore() {
int high = gameIndex % 100 / 10;
int low = gameIndex % 10;
tm.display(0, 0x7f);
tm.display(1, 0x7f);
tm.display(2, high);
tm.display(3, 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(6);
}
}
noTone(SPEAKER_PIN);
tm.displayStr("----");
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);
}
/**
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);
}
}
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xiao-esp32-c3
xiao-esp32-c3