/*Simon Says game. Now with sound effects. Originaly made by Robert Spann Code trimmed and sound effects added by digimike Buttons are to be set on there designated pins without pull down resistors and connected to ground rather then +5. */ #include Tone speakerpin; int starttune[] = {NOTE_C4, NOTE_F4, NOTE_C4, NOTE_F4, NOTE_C4, NOTE_F4, NOTE_C4, NOTE_F4, NOTE_G4, NOTE_F4, NOTE_E4, NOTE_F4, NOTE_G4}; int duration2[] = {100, 200, 100, 200, 100, 400, 100, 100, 100, 100, 200, 100, 500}; int note[] = {NOTE_C4, NOTE_C4, NOTE_G4, NOTE_C5, NOTE_G4, NOTE_C5}; int duration[] = {100, 100, 100, 300, 100, 300}; boolean button[] = {2, 3, 4, 5}; //The four button input pins boolean ledpin[] = {8, 9, 10, 11}; // LED pins int turn = 0; // turn counter int buttonstate = 0; // button state checker int randomArray[100]; //Intentionally long to store up to 100 inputs (doubtful anyone will get this far) int inputArray[100]; void setup() { Serial.begin(9600); speakerpin.begin(12); // speaker is on pin 12 for(int x=0; x<4; x++) // LED pins are outputs { pinMode(ledpin[x], OUTPUT); } for(int x=0; x<4; x++) { pinMode(button[x], INPUT); // button pins are inputs digitalWrite(button[x], HIGH); // enable internal pullup; buttons start in high position; logic reversed } randomSeed(analogRead(0)); //Added to generate "more randomness" with the randomArray for the output function for (int thisNote = 0; thisNote < 13; thisNote ++) { // play the next note: speakerpin.play(starttune[thisNote]); // hold the note: if (thisNote==0 || thisNote==2 || thisNote==4 || thisNote== 6) { digitalWrite(ledpin[0], HIGH); } if (thisNote==1 || thisNote==3 || thisNote==5 || thisNote== 7 || thisNote==9 || thisNote==11) { digitalWrite(ledpin[1], HIGH); } if (thisNote==8 || thisNote==12) { digitalWrite(ledpin[2], HIGH); } if (thisNote==10) { digitalWrite(ledpin[3], HIGH); } delay(duration2[thisNote]); // stop for the next note: speakerpin.stop(); digitalWrite(ledpin[0], LOW); digitalWrite(ledpin[1], LOW); digitalWrite(ledpin[2], LOW); digitalWrite(ledpin[3], LOW); delay(25); } delay(1000); } void loop() { for (int y=0; y<=99; y++) { //function for generating the array to be matched by the player digitalWrite(ledpin[0], HIGH); digitalWrite(ledpin[1], HIGH); digitalWrite(ledpin[2], HIGH); digitalWrite(ledpin[3], HIGH); for (int thisNote = 0; thisNote < 6; thisNote ++) { // play the next note: speakerpin.play(note[thisNote]); // hold the note: delay(duration[thisNote]); // stop for the next note: speakerpin.stop(); delay(25); } digitalWrite(ledpin[0], LOW); digitalWrite(ledpin[1], LOW); digitalWrite(ledpin[2], LOW); digitalWrite(ledpin[3], LOW); delay(1000); for (int y=turn; y <= turn; y++) { //Limited by the turn variable Serial.println(""); //Some serial output to follow along Serial.print("Turn: "); Serial.print(y); Serial.println(""); randomArray[y] = random(1, 5); //Assigning a random number (1-4) to the randomArray[y], y being the turn count for (int x=0; x <= turn; x++) { Serial.print(randomArray[x]); for(int y=0; y<4; y++) { if (randomArray[x] == 1 && ledpin[y] == 8) { //if statements to display the stored values in the array digitalWrite(ledpin[y], HIGH); speakerpin.play(NOTE_G3, 100); delay(400); digitalWrite(ledpin[y], LOW); delay(100); } if (randomArray[x] == 2 && ledpin[y] == 9) { digitalWrite(ledpin[y], HIGH); speakerpin.play(NOTE_A3, 100); delay(400); digitalWrite(ledpin[y], LOW); delay(100); } if (randomArray[x] == 3 && ledpin[y] == 10) { digitalWrite(ledpin[y], HIGH); speakerpin.play(NOTE_B3, 100); delay(400); digitalWrite(ledpin[y], LOW); delay(100); } if (randomArray[x] == 4 && ledpin[y] == 11) { digitalWrite(ledpin[y], HIGH); speakerpin.play(NOTE_C4, 100); delay(400); digitalWrite(ledpin[y], LOW); delay(100); } } } } input(); } } void input() { //Function for allowing user input and checking input against the generated array for (int x=0; x <= turn;) { //Statement controlled by turn count for(int y=0; y<4; y++) { buttonstate = digitalRead(button[y]); if (buttonstate == LOW && button[y] == 2) { //Checking for button push digitalWrite(ledpin[0], HIGH); speakerpin.play(NOTE_G3, 100); delay(200); digitalWrite(ledpin[0], LOW); inputArray[x] = 1; delay(250); Serial.print(" "); Serial.print(1); if (inputArray[x] != randomArray[x]) { //Checks value input by user and checks it against fail(); //the value in the same spot on the generated array } //The fail function is called if it does not match x++; } if (buttonstate == LOW && button[y] == 3) { digitalWrite(ledpin[1], HIGH); speakerpin.play(NOTE_A3, 100); delay(200); digitalWrite(ledpin[1], LOW); inputArray[x] = 2; delay(250); Serial.print(" "); Serial.print(2); if (inputArray[x] != randomArray[x]) { fail(); } x++; } if (buttonstate == LOW && button[y] == 4) { digitalWrite(ledpin[2], HIGH); speakerpin.play(NOTE_B3, 100); delay(200); digitalWrite(ledpin[2], LOW); inputArray[x] = 3; delay(250); Serial.print(" "); Serial.print(3); if (inputArray[x] != randomArray[x]) { fail(); } x++; } if (buttonstate == LOW && button[y] == 5) { digitalWrite(ledpin[3], HIGH); speakerpin.play(NOTE_C4, 100); delay(200); digitalWrite(ledpin[3], LOW); inputArray[x] = 4; delay(250); Serial.print(" "); Serial.print(4); if (inputArray[x] != randomArray[x]) { fail(); } x++; } } } delay(500); turn++; //Increments the turn count, also the last action before starting the output function over again } void fail() { //Function used if the player fails to match the sequence for (int y=0; y<=2; y++) { //Flashes lights for failure digitalWrite(ledpin[0], HIGH); digitalWrite(ledpin[1], HIGH); digitalWrite(ledpin[2], HIGH); digitalWrite(ledpin[3], HIGH); speakerpin.play(NOTE_G3, 300); delay(200); digitalWrite(ledpin[0], LOW); digitalWrite(ledpin[1], LOW); digitalWrite(ledpin[2], LOW); digitalWrite(ledpin[3], LOW); speakerpin.play(NOTE_C3, 300); delay(200); } delay(500); turn = -1; //Resets turn value so the game starts over without need for a reset button }