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| 1 | const unsigned char BUTTON_PIN = 0; | |
| 2 | const unsigned char LED_PIN_1 = 11; | |
| 3 | const unsigned char LED_PIN_2 = 10; | |
| 4 | const unsigned char LED_PIN_3 = 9; | |
| 5 | const int BUTTON_VALUE_1 = 1015; | |
| 6 | const int BUTTON_VALUE_2 = 925; | |
| 7 | const int BUTTON_VALUE_3 = 845; | |
| 8 | ||
| 9 | // GLOBAL | |
| 10 | int currentReading; | |
| 11 | unsigned long currentTimer; | |
| 12 | ||
| 13 | // GAME VARS | |
| 14 | unsigned char gameCombination[100]; | |
| 15 | unsigned long gameTimer = 0; | |
| 16 | unsigned char gameState = 0; | |
| 17 | unsigned char gameLevel = 0; | |
| 18 | unsigned char gameAccel = 25; | |
| 19 | unsigned char gameStep = 0; | |
| 20 | unsigned char gameInputDelay = 150; | |
| 21 | int gameStateDelay = 1000; | |
| 22 | int gameMinDelay = 500; | |
| 23 | ||
| 24 | // LED Light | |
| 25 | class Light {
| |
| 26 | unsigned char pin; | |
| 27 | unsigned long timerCheck; // checks led timing | |
| 28 | ||
| 29 | unsigned char ledState; // led current state | |
| 30 | ||
| 31 | public: | |
| 32 | Light() = default; | |
| 33 | Light(unsigned char p) { // pin number
| |
| 34 | pin = p; | |
| 35 | ledState = 0; // off by default | |
| 36 | ||
| 37 | timerCheck = 0; | |
| 38 | ||
| 39 | pinMode(pin, OUTPUT); | |
| 40 | } | |
| 41 | ||
| 42 | unsigned char getPin() {
| |
| 43 | return pin; | |
| 44 | } | |
| 45 | ||
| 46 | void blink(unsigned long onTime) {
| |
| 47 | timerCheck = currentTimer + onTime; | |
| 48 | ledState = 1; | |
| 49 | digitalWrite(pin, HIGH); | |
| 50 | } | |
| 51 | ||
| 52 | void update() {
| |
| 53 | // Check if led is on and if its time to switch it off yet | |
| 54 | if (ledState == 1) {
| |
| 55 | if (timerCheck < currentTimer) {
| |
| 56 | digitalWrite(pin, LOW); | |
| 57 | ledState = 0; | |
| 58 | } | |
| 59 | } | |
| 60 | ||
| 61 | } | |
| 62 | }; | |
| 63 | ||
| 64 | // BUTTON | |
| 65 | class Button {
| |
| 66 | int triggerValue; // trigger value | |
| 67 | unsigned char triggerFlac; // trigger flactuation | |
| 68 | unsigned char inputDelay; // debounce delay | |
| 69 | ||
| 70 | unsigned char buttonPressed; // button state | |
| 71 | unsigned char debounce; | |
| 72 | ||
| 73 | public: | |
| 74 | ||
| 75 | Button() = default; | |
| 76 | Button(int tV) : triggerValue{tV} {
| |
| 77 | debounce = 0; | |
| 78 | buttonPressed = 0; | |
| 79 | ||
| 80 | triggerFlac = 40; | |
| 81 | inputDelay = 150; | |
| 82 | } | |
| 83 | ||
| 84 | unsigned char isPressed() {
| |
| 85 | return buttonPressed; | |
| 86 | } | |
| 87 | ||
| 88 | void update() {
| |
| 89 | ||
| 90 | // Check current reading | |
| 91 | if (currentReading > triggerValue - triggerFlac && currentReading < triggerValue + triggerFlac) {
| |
| 92 | debounce++; | |
| 93 | } else {
| |
| 94 | debounce = 0; | |
| 95 | buttonPressed = 0; | |
| 96 | } | |
| 97 | ||
| 98 | // The button state is changed if the reading is within | |
| 99 | // the trigger value boundaries for a certain amount of time | |
| 100 | if (debounce > inputDelay) {
| |
| 101 | buttonPressed = 1; | |
| 102 | } | |
| 103 | ||
| 104 | } | |
| 105 | }; | |
| 106 | ||
| 107 | // UTILS | |
| 108 | void _delay(int dl) {
| |
| 109 | gameTimer = currentTimer + dl; | |
| 110 | } | |
| 111 | ||
| 112 | ||
| 113 | ||
| 114 | // GAME LIGHTS | |
| 115 | Light gameLights[] = {
| |
| 116 | Light(LED_PIN_1), | |
| 117 | Light(LED_PIN_2), | |
| 118 | Light(LED_PIN_3) | |
| 119 | }; | |
| 120 | ||
| 121 | // GAME BUTTONS | |
| 122 | Button gameButtons[] = {
| |
| 123 | Button(BUTTON_VALUE_1), | |
| 124 | Button(BUTTON_VALUE_2), | |
| 125 | Button(BUTTON_VALUE_3) | |
| 126 | }; | |
| 127 | ||
| 128 | ||
| 129 | // SETUP | |
| 130 | void setup() {
| |
| 131 | ||
| 132 | pinMode(BUTTON_PIN, INPUT); | |
| 133 | ||
| 134 | // RANDOMIZER | |
| 135 | randomSeed(analogRead(5)); | |
| 136 | ||
| 137 | } | |
| 138 | ||
| 139 | // TODO: Refactor | |
| 140 | // this is currently wathing the last user input | |
| 141 | unsigned char lastUserInput; | |
| 142 | ||
| 143 | ||
| 144 | // LOOP | |
| 145 | void loop() {
| |
| 146 | ||
| 147 | currentReading = analogRead(BUTTON_PIN); | |
| 148 | currentTimer = millis(); | |
| 149 | ||
| 150 | if (gameTimer < currentTimer) {
| |
| 151 | ||
| 152 | // STATE :: Start game | |
| 153 | if (gameState == 0) {
| |
| 154 | - | // play intro |
| 154 | + | |
| 155 | - | if (gameStep < 3) {
|
| 155 | + | |
| 156 | gameState = 1; | |
| 157 | gameStep = 0; | |
| 158 | _delay(gameStateDelay); | |
| 159 | } | |
| 160 | ||
| 161 | // STATE :: Set combination | |
| 162 | if (gameState == 1) {
| |
| 163 | // add new random number to current combination | |
| 164 | gameCombination[gameLevel] = random(3); | |
| 165 | gameLevel = gameLevel + 1; | |
| 166 | gameStep = 0; // reset step | |
| 167 | if (gameStateDelay > gameMinDelay) {
| |
| 168 | gameStateDelay -= gameAccel; // decrease game intervals | |
| 169 | } | |
| 170 | _delay(gameStateDelay); | |
| 171 | gameState = 2; // ->> go to STATE 2 | |
| 172 | } | |
| 173 | ||
| 174 | // STATE :: Play current combination | |
| 175 | else if (gameState == 2) {
| |
| 176 | if (gameStep < gameLevel) {
| |
| 177 | gameLights[gameCombination[gameStep]].blink(150); | |
| 178 | gameStep = gameStep + 1; | |
| 179 | _delay(gameStateDelay); | |
| 180 | } | |
| 181 | else {
| |
| 182 | gameStep = 0; | |
| 183 | gameState = 3; // ->> go to STATE 3 | |
| 184 | _delay(gameInputDelay); | |
| 185 | } | |
| 186 | } | |
| 187 | ||
| 188 | // STATE :: User input | |
| 189 | else if (gameState == 3) {
| |
| 190 | if (gameStep < gameLevel) {
| |
| 191 | ||
| 192 | // cycle through all buttons | |
| 193 | for (unsigned char i = 0; i < 3; i++) {
| |
| 194 | gameButtons[i].update(); // update each button | |
| 195 | ||
| 196 | // BUTTON PRESSED | |
| 197 | if (gameButtons[i].isPressed() == 1) {
| |
| 198 | if (lastUserInput != i) {
| |
| 199 | lastUserInput = i; | |
| 200 | ||
| 201 | gameLights[i].blink(150); | |
| 202 | ||
| 203 | if (gameCombination[gameStep] == i) {
| |
| 204 | // correct press | |
| 205 | gameStep++; | |
| 206 | _delay(gameInputDelay); | |
| 207 | } | |
| 208 | else {
| |
| 209 | // wrong press | |
| 210 | gameLevel = gameStep; // used for blinking this led on game over | |
| 211 | gameStep = 0; | |
| 212 | gameState = 4; // ->> got to STATE 4 | |
| 213 | } | |
| 214 | } | |
| 215 | ||
| 216 | break; | |
| 217 | } | |
| 218 | else if (i == 2) { // Reached last button
| |
| 219 | // reset user input because none of the buttons are pressed | |
| 220 | lastUserInput = 255; | |
| 221 | } | |
| 222 | } | |
| 223 | } | |
| 224 | else { // reached last button - reset user input
| |
| 225 | gameState = 1; // ->> go to STATE 1 | |
| 226 | } | |
| 227 | } | |
| 228 | ||
| 229 | // STATE :: Game over | |
| 230 | else if (gameState == 4) {
| |
| 231 | // blink the correct light 10 times | |
| 232 | if (gameStep < 10) {
| |
| 233 | gameStep++; | |
| 234 | gameLights[gameCombination[gameLevel]].blink(100); | |
| 235 | _delay(gameStateDelay/5); | |
| 236 | } | |
| 237 | else {
| |
| 238 | gameState = 0; // ->> got to STATE 0 | |
| 239 | _delay(gameStateDelay); | |
| 240 | } | |
| 241 | } | |
| 242 | } | |
| 243 | ||
| 244 | ||
| 245 | for (unsigned char i = 0; i < 3; i++) {
| |
| 246 | gameLights[i].update(); | |
| 247 | } | |
| 248 | ||
| 249 | } |