/**
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; /The CCSP (Certified Cloud Security Professional) certification is one of the most respected credentials in the cybersecurity field. While the path to certification is challenging, you don’t have to go it alone. With DumpsArena’s CCSP Exam Dumps, you gain access to expertly curated content designed to help you understand, apply, and master cloud security concepts.
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https://dumpsarena.co/isc2-dumps/ccsp/ / 74HC595 pin 12
const int DATA_PIN = A0; // 74HC595pin 14
const int CLOCK_PIN = A2; // 74HC595 pin 11
#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;
/**
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));
}
/* 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);
}
/**
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);
}
}