/**
Simon Game for Arduino with Score display
Copyright (C) 2022, Uri Shaked
Released under the MIT License.
*/
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Regie: Dean Fleischer Camp | Drehbuch: Chris K.T. Bright, Mike Van Waes
Besetzung: Chris Sanders, Maia Kealoha, Sydney Elizabeth Agudong
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#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
#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);
}
}