/*
Voltaat learn (http://learn.voltaat.com)
Link for full tutorial:
Tutorial: How to Build an Arduino-based Memory Game!
The purpose of this sketch is to make an Arduino-based Memory Game, as the four LEDs blink in a certain,
random pattern and the player has to imitate the same pattern to level up, and eventually win, the game.
If the player enters a pattern incorrectly, they lose the game and it starts a new pattern.
Connections from the Arduino to the breadboard:
• Arduino GND pin → Breadboard ground line
• Arduino 5V pin → Breadboard 5V line
Connections from the first push button:
• Right pin→ Breadboard 5v line
• Left pin→ Arduino pin 2
• Left pin→10KΩ resistor → Breadboard GND line
Connections from the second push button:
• Right pin→ Breadboard 5v line
• Left pin→ Arduino pin 4
• Left pin→10KΩ resistor → Breadboard GND line
Connections from the third push button:
• Right pin→ Breadboard 5v line
• Left pin→ Arduino pin 6
• Left pin→10KΩ resistor → Breadboard GND line
Connections from the fourth push button:
• Right pin→ Breadboard 5v line
• Left pin→ Arduino pin 8
• Left pin→10KΩ resistor → Breadboard GND line
Connections from the first LED :
• LED anode pin → Arduino pin 3
• LED cathode pin → 330 ohm resistor first pin → Breadboard ground line
Connections from the second LED :
• LED anode pin → Arduino pin 5
• LED cathode pin → 330 ohm resistor first pin → Breadboard ground line
Connections from the third LED :
• LED anode pin → Arduino pin 7
• LED cathode pin → 330 ohm resistor first pin → Breadboard ground line
Connections from the fourth LED :
• LED anode pin → Arduino pin 9
• LED cathode pin → 330 ohm resistor first pin → Breadboard ground line
Connections from the Arduino to the passive buzzer:
• buzzer GND pin (- pin) → Arduino pin 10
• buzzer VCC pin (+ pin) → Arduino pin 11
*/
#define NOTE_B0 31
#define NOTE_C1 33
#define NOTE_CS1 35
#define NOTE_D1 37
#define NOTE_DS1 39
#define NOTE_E1 41
#define NOTE_F1 44
#define NOTE_FS1 46
#define NOTE_G1 49
#define NOTE_GS1 52
#define NOTE_A1 55
#define NOTE_AS1 58
#define NOTE_B1 62
#define NOTE_C2 65
#define NOTE_CS2 69
#define NOTE_D2 73
#define NOTE_DS2 78
#define NOTE_E2 82
#define NOTE_F2 87
#define NOTE_FS2 93
#define NOTE_G2 98
#define NOTE_GS2 104
#define NOTE_A2 110
#define NOTE_AS2 117
#define NOTE_B2 123
#define NOTE_C3 131
#define NOTE_CS3 139
#define NOTE_D3 147
#define NOTE_DS3 156
#define NOTE_E3 165
#define NOTE_F3 175
#define NOTE_FS3 185
#define NOTE_G3 196
#define NOTE_GS3 208
#define NOTE_A3 220
#define NOTE_AS3 233
#define NOTE_B3 247
#define NOTE_C4 262
#define NOTE_CS4 277
#define NOTE_D4 294
#define NOTE_DS4 311
#define NOTE_E4 330
#define NOTE_F4 349
#define NOTE_FS4 370
#define NOTE_G4 392
#define NOTE_GS4 415
#define NOTE_A4 440
#define NOTE_AS4 466
#define NOTE_B4 494
#define NOTE_C5 523
#define NOTE_CS5 554
#define NOTE_D5 587
#define NOTE_DS5 622
#define NOTE_E5 659
#define NOTE_F5 698
#define NOTE_FS5 740
#define NOTE_G5 784
#define NOTE_GS5 831
#define NOTE_A5 880
#define NOTE_AS5 932
#define NOTE_B5 988
#define NOTE_C6 1047
#define NOTE_CS6 1109
#define NOTE_D6 1175
#define NOTE_DS6 1245
#define NOTE_E6 1319
#define NOTE_F6 1397
#define NOTE_FS6 1480
#define NOTE_G6 1568
#define NOTE_GS6 1661
#define NOTE_A6 1760
#define NOTE_AS6 1865
#define NOTE_B6 1976
#define NOTE_C7 2093
#define NOTE_CS7 2217
#define NOTE_D7 2349
#define NOTE_DS7 2489
#define NOTE_E7 2637
#define NOTE_F7 2794
#define NOTE_FS7 2960
#define NOTE_G7 3136
#define NOTE_GS7 3322
#define NOTE_A7 3520
#define NOTE_AS7 3729
#define NOTE_B7 3951
#define NOTE_C8 4186
#define NOTE_CS8 4435
#define NOTE_D8 4699
#define NOTE_DS8 4978
#define CHOICE_OFF 0 //Used to control LEDs
#define CHOICE_NONE 0 //Used to check buttons
#define CHOICE_RED (1 << 0)
#define CHOICE_GREEN (1 << 1)
#define CHOICE_BLUE (1 << 2)
#define CHOICE_YELLOW (1 << 3)
#define BUTTON_BLUE 2
#define LED_BLUE 3
#define BUTTON_RED 4
#define LED_RED 5
#define BUTTON_YELLOW 6
#define LED_YELLOW 7
#define BUTTON_GREEN 8
#define LED_GREEN 9
// Buzzer pin definitions
#define BUZZER1 10
#define BUZZER2 11
// Define game parameters
#define ROUNDS_TO_WIN 13 //Number of rounds to succesfully remember before you win. 13 is do-able.
#define ENTRY_TIME_LIMIT 3000 //Amount of time to press a button before game times out. 3000ms = 3 sec
#define MODE_MEMORY 0
#define MODE_BATTLE 1
#define MODE_BEEGEES 2
// Game state variables
byte gameMode = MODE_MEMORY; //By default, let's play the memory game
byte gameBoard[32]; //Contains the combination of buttons as we advance
byte gameRound = 0; //Counts the number of succesful rounds the player has made it through
void setup()
{
//Setup hardware inputs/outputs. These pins are defined in the hardware_versions header file
//Enable pull ups on inputs
pinMode(BUTTON_RED, INPUT);
pinMode(BUTTON_GREEN, INPUT);
pinMode(BUTTON_BLUE, INPUT);
pinMode(BUTTON_YELLOW, INPUT);
pinMode(LED_RED, OUTPUT);
pinMode(LED_GREEN, OUTPUT);
pinMode(LED_BLUE, OUTPUT);
pinMode(LED_YELLOW, OUTPUT);
pinMode(BUZZER1, OUTPUT);
pinMode(BUZZER2, OUTPUT);
//Mode checking
gameMode = MODE_MEMORY; // By default, we're going to play the memory game
// Check to see if the lower right button is pressed
if (checkButton() == CHOICE_YELLOW) play_beegees();
// Check to see if upper right button is pressed
if (checkButton() == CHOICE_GREEN)
{
gameMode = MODE_BATTLE; //Put game into battle mode
//Turn on the upper right (green) LED
setLEDs(CHOICE_GREEN);
toner(CHOICE_GREEN, 150);
setLEDs(CHOICE_RED | CHOICE_BLUE | CHOICE_YELLOW); // Turn on the other LEDs until you release button
while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button
//Now do nothing. Battle mode will be serviced in the main routine
}
play_winner(); // After setup is complete, say hello to the world
}
void loop()
{
attractMode(); // Blink lights while waiting for user to press a button
// Indicate the start of game play
setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE | CHOICE_YELLOW); // Turn all LEDs on
delay(1000);
setLEDs(CHOICE_OFF); // Turn off LEDs
delay(250);
if (gameMode == MODE_MEMORY)
{
// Play memory game and handle result
if (play_memory() == true)
play_winner(); // Player won, play winner tones
else
play_loser(); // Player lost, play loser tones
}
if (gameMode == MODE_BATTLE)
{
play_battle(); // Play game until someone loses
play_loser(); // Player lost, play loser tones
}
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//The following functions are related to game play only
// Play the regular memory game
// Returns 0 if player loses, or 1 if player wins
boolean play_memory(void)
{
randomSeed(millis()); // Seed the random generator with random amount of millis()
gameRound = 0; // Reset the game to the beginning
while (gameRound < ROUNDS_TO_WIN)
{
add_to_moves(); // Add a button to the current moves, then play them back
playMoves(); // Play back the current game board
// Then require the player to repeat the sequence.
for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
{
byte choice = wait_for_button(); // See what button the user presses
if (choice == 0) return false; // If wait timed out, player loses
if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses
}
delay(1000); // Player was correct, delay before playing moves
}
return true; // Player made it through all the rounds to win!
}
// Play the special 2 player battle mode
// A player begins by pressing a button then handing it to the other player
// That player repeats the button and adds one, then passes back.
// This function returns when someone loses
boolean play_battle(void)
{
gameRound = 0; // Reset the game frame back to one frame
while (1) // Loop until someone fails
{
byte newButton = wait_for_button(); // Wait for user to input next move
gameBoard[gameRound++] = newButton; // Add this new button to the game array
// Then require the player to repeat the sequence.
for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
{
byte choice = wait_for_button();
if (choice == 0) return false; // If wait timed out, player loses.
if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses.
}
delay(100); // Give the user an extra 100ms to hand the game to the other player
}
return true; // We should never get here
}
// Plays the current contents of the game moves
void playMoves(void)
{
for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
{
toner(gameBoard[currentMove], 150);
// Wait some amount of time between button playback
// Shorten this to make game harder
delay(150); // 150 works well. 75 gets fast.
}
}
// Adds a new random button to the game sequence, by sampling the timer
void add_to_moves(void)
{
byte newButton = random(0, 4); //min (included), max (exluded)
// We have to convert this number, 0 to 3, to CHOICEs
if(newButton == 0) newButton = CHOICE_RED;
else if(newButton == 1) newButton = CHOICE_GREEN;
else if(newButton == 2) newButton = CHOICE_BLUE;
else if(newButton == 3) newButton = CHOICE_YELLOW;
gameBoard[gameRound++] = newButton; // Add this new button to the game array
}
//The following functions control the hardware
// Lights a given LEDs
// Pass in a byte that is made up from CHOICE_RED, CHOICE_YELLOW, etc
void setLEDs(byte leds)
{
if ((leds & CHOICE_RED) != 0)
digitalWrite(LED_RED, HIGH);
else
digitalWrite(LED_RED, LOW);
if ((leds & CHOICE_GREEN) != 0)
digitalWrite(LED_GREEN, HIGH);
else
digitalWrite(LED_GREEN, LOW);
if ((leds & CHOICE_BLUE) != 0)
digitalWrite(LED_BLUE, HIGH);
else
digitalWrite(LED_BLUE, LOW);
if ((leds & CHOICE_YELLOW) != 0)
digitalWrite(LED_YELLOW, HIGH);
else
digitalWrite(LED_YELLOW, LOW);
}
// Wait for a button to be pressed.
// Returns one of LED colors (LED_RED, etc.) if successful, 0 if timed out
byte wait_for_button(void)
{
long startTime = millis(); // Remember the time we started the this loop
while ( (millis() - startTime) < ENTRY_TIME_LIMIT) // Loop until too much time has passed
{
byte button = checkButton();
if (button != CHOICE_NONE)
{
toner(button, 150); // Play the button the user just pressed
while(checkButton() != CHOICE_NONE) ; // Now let's wait for user to release button
delay(10); // This helps with debouncing and accidental double taps
return button;
}
}
return CHOICE_NONE; // If we get here, we've timed out!
}
// Returns a '1' bit in the position corresponding to CHOICE_RED, CHOICE_GREEN, etc.
byte checkButton(void)
{
if (digitalRead(BUTTON_RED) == 1) return(CHOICE_RED);
else if (digitalRead(BUTTON_GREEN) == 1) return(CHOICE_GREEN);
else if (digitalRead(BUTTON_BLUE) == 1) return(CHOICE_BLUE);
else if (digitalRead(BUTTON_YELLOW) == 1) return(CHOICE_YELLOW);
return(CHOICE_NONE); // If no button is pressed, return none
}
// Light an LED and play tone
// Red, upper left: 440Hz - 2.272ms - 1.136ms pulse
// Green, upper right: 880Hz - 1.136ms - 0.568ms pulse
// Blue, lower left: 587.33Hz - 1.702ms - 0.851ms pulse
// Yellow, lower right: 784Hz - 1.276ms - 0.638ms pulse
void toner(byte which, int buzz_length_ms)
{
setLEDs(which); //Turn on a given LED
//Play the sound associated with the given LED
switch(which)
{
case CHOICE_RED:
buzz_sound(buzz_length_ms, 1136);
break;
case CHOICE_GREEN:
buzz_sound(buzz_length_ms, 568);
break;
case CHOICE_BLUE:
buzz_sound(buzz_length_ms, 851);
break;
case CHOICE_YELLOW:
buzz_sound(buzz_length_ms, 638);
break;
}
setLEDs(CHOICE_OFF); // Turn off all LEDs
}
// Toggle buzzer every buzz_delay_us, for a duration of buzz_length_ms.
void buzz_sound(int buzz_length_ms, int buzz_delay_us)
{
// Convert total play time from milliseconds to microseconds
long buzz_length_us = buzz_length_ms * (long)1000;
// Loop until the remaining play time is less than a single buzz_delay_us
while (buzz_length_us > (buzz_delay_us * 2))
{
buzz_length_us -= buzz_delay_us * 2; //Decrease the remaining play time
// Toggle the buzzer at various speeds
digitalWrite(BUZZER1, LOW);
digitalWrite(BUZZER2, HIGH);
delayMicroseconds(buzz_delay_us);
digitalWrite(BUZZER1, HIGH);
digitalWrite(BUZZER2, LOW);
delayMicroseconds(buzz_delay_us);
}
}
// Play the winner sound and lights
void play_winner(void)
{
setLEDs(CHOICE_GREEN | CHOICE_BLUE);
winner_sound();
setLEDs(CHOICE_RED | CHOICE_YELLOW);
winner_sound();
setLEDs(CHOICE_GREEN | CHOICE_BLUE);
winner_sound();
setLEDs(CHOICE_RED | CHOICE_YELLOW);
winner_sound();
}
// Play the winner sound
// This is just a unique (annoying) sound we came up with, there is no magic to it
void winner_sound(void)
{
// Toggle the buzzer at various speeds
for (byte x = 250 ; x > 70 ; x--)
{
for (byte y = 0 ; y < 3 ; y++)
{
digitalWrite(BUZZER2, HIGH);
digitalWrite(BUZZER1, LOW);
delayMicroseconds(x);
digitalWrite(BUZZER2, LOW);
digitalWrite(BUZZER1, HIGH);
delayMicroseconds(x);
}
}
}
// Play the loser sound/lights
void play_loser(void)
{
setLEDs(CHOICE_RED | CHOICE_GREEN);
buzz_sound(255, 1500);
setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
buzz_sound(255, 1500);
setLEDs(CHOICE_RED | CHOICE_GREEN);
buzz_sound(255, 1500);
setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
buzz_sound(255, 1500);
}
// Show an "attract mode" display while waiting for user to press button.
void attractMode(void)
{
while(1)
{
setLEDs(CHOICE_RED);
delay(100);
if (checkButton() != CHOICE_NONE) return;
setLEDs(CHOICE_BLUE);
delay(100);
if (checkButton() != CHOICE_NONE) return;
setLEDs(CHOICE_GREEN);
delay(100);
if (checkButton() != CHOICE_NONE) return;
setLEDs(CHOICE_YELLOW);
delay(100);
if (checkButton() != CHOICE_NONE) return;
}
}
// Notes in the melody. Each note is about an 1/8th note, "0"s are rests.
int melody[] = {
NOTE_G4, NOTE_A4, 0, NOTE_C5, 0, 0, NOTE_G4, 0, 0, 0,
NOTE_E4, 0, NOTE_D4, NOTE_E4, NOTE_G4, 0,
NOTE_D4, NOTE_E4, 0, NOTE_G4, 0, 0,
NOTE_D4, 0, NOTE_E4, 0, NOTE_G4, 0, NOTE_A4, 0, NOTE_C5, 0};
int noteDuration = 115; // This essentially sets the tempo, 115 is just about right for a disco groove :)
int LEDnumber = 0; // Keeps track of which LED we are on during the beegees loop
// Do nothing but play bad beegees music
// This function is activated when user holds bottom right button during power up
void play_beegees()
{
//Turn on the bottom right (yellow) LED
setLEDs(CHOICE_YELLOW);
toner(CHOICE_YELLOW, 150);
setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE); // Turn on the other LEDs until you release button
while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button
setLEDs(CHOICE_NONE); // Turn off LEDs
delay(1000); // Wait a second before playing song
digitalWrite(BUZZER1, LOW); // setup the "BUZZER1" side of the buzzer to stay low, while we play the tone on the other pin.
while(checkButton() == CHOICE_NONE) //Play song until you press a button
{
// iterate over the notes of the melody:
for (int thisNote = 0; thisNote < 32; thisNote++) {
changeLED();
tone(BUZZER2, melody[thisNote],noteDuration);
// to distinguish the notes, set a minimum time between them.
// the note's duration + 30% seems to work well:
int pauseBetweenNotes = noteDuration * 1.30;
delay(pauseBetweenNotes);
// stop the tone playing:
noTone(BUZZER2);
}
}
}
// Each time this function is called the board moves to the next LED
void changeLED(void)
{
setLEDs(1 << LEDnumber); // Change the LED
LEDnumber++; // Goto the next LED
if(LEDnumber > 3) LEDnumber = 0; // Wrap the counter if needed
}