/*
SparkFun Inventor’s Kit
Circuit 2C-Simon Says
The Simon Says game flashes a pattern using LED lights, then the player must
repeat the pattern.
This sketch was written by SparkFun Electronics, with lots of help from the
Arduino community.
This code is completely free for any use.
View circuit diagram and instructions at:
https://learn.sparkfun.com/tutorials/sparkfun-inventors-kit-experiment-guide---v40
Download drawings and code at: https://github.com/sparkfun/SIK-Guide-Code
*/
//set the pins where the buttons, LEDs and buzzer connect
int button[] = {2, 4, 6, 8}; //red is button[0], yellow is button[1], green is
button[2], blue is button[3]
int led[] = {3, 5, 7, 9}; //red is led[0], yellow is led[1], green is led[2],
blue is led[3]
int tones[] = {262, 330, 392, 494}; //tones to play with each button (c, e, g, b)
int roundsToWin = 10; //number of rounds the player has to play before they
win the game (the array can only hold up to 16 rounds)
int buttonSequence[16]; //make an array of numbers that will be the sequence
that the player needs to remember
int buzzerPin = 10; //pin that the buzzer is connected to
int pressedButton = 4; //a variable to remember which button is being
pressed. 4 is the value if no button is being pressed.
int roundCounter = 1; //keeps track of what round the player is on
long startTime = 0; //timer variable for time limit on button press
long timeLimit = 2000; //time limit to hit a button
boolean gameStarted = false; //variable to tell the game whether or not to
play the start sequence
void setup() {
//set all of the button pins to input_pullup (use the built-in pull-up resistors)
pinMode(button[0], INPUT_PULLUP);
pinMode(button[1], INPUT_PULLUP);
pinMode(button[2], INPUT_PULLUP);
pinMode(button[3], INPUT_PULLUP);
//set all of the LED pins to output
pinMode(led[0], OUTPUT);
pinMode(led[1], OUTPUT);
pinMode(led[2], OUTPUT);
pinMode(led[3], OUTPUT);
pinMode(buzzerPin, OUTPUT); //set the buzzer pin to output
}
void loop() {
if (gameStarted == false) { //if the game hasn't started yet
startSequence(); //flash the start sequence
roundCounter = 0; //reset the round counter
delay(1500); //wait a second and a half
gameStarted = true; //set gameStarted to true so that this sequence
doesn't start again
}
//each round, start by flashing out the sequence to be repeated
for (int i = 0; i <= roundCounter; i++) { //go through the array up to the
current round number
flashLED(buttonSequence[i]); //turn on the LED for that array position
and play the sound
delay(200); //wait
allLEDoff(); //turn all of the LEDs off
delay(200);
}
//then start going through the sequence one at a time and see if the user presses
the correct button
for (int i = 0; i <= roundCounter; i++) { //for each button to be pressed in the
sequence
startTime = millis(); //record the start time
while (gameStarted == true) { //loop until the player presses a button or the
time limit is up (the time limit check is in an if statement)
pressedButton = buttonCheck(); //every loop check to see which button is
pressed
if (pressedButton < 4) { //if a button is pressed... (4 means that
no button is pressed)
flashLED(pressedButton); //flash the LED for the button that was
pressed
if (pressedButton == buttonSequence[i]) { //if the button matches the
button in the sequence
delay(250); //leave the LED light on for a moment
allLEDoff(); //then turn off all of the lights and
break; //end the while loop (this will go to the
next number in the for loop)
} else { //if the button doesn't match the button
in the sequence
loseSequence(); //play the lose sequence (the loose
sequence stops the program)
break; //when the program gets back from the lose
sequence, break the while loop so that the game can start over
}
} else { //if no button is pressed
allLEDoff(); //turn all the LEDs off
}
//check to see if the time limit is up
if (millis() - startTime > timeLimit) { //if the time limit is up
loseSequence(); //play the lose sequence
break; //when the program gets back from the
lose sequence, break the while loop so that the game can start over
}
}
}
if (gameStarted == true) {
roundCounter = roundCounter + 1; //increase the round number by 1
if (roundCounter >= roundsToWin) { //if the player has gotten to
the 16th round
winSequence(); //play the winning song
}
delay(500); //wait for half a second between rounds
}
//----------FUNCTIONS------------
//FLASH LED
void flashLED (int ledNumber) {
digitalWrite(led[ledNumber], HIGH);
tone(buzzerPin, tones[ledNumber]);
}
//TURN ALL LEDS OFF
void allLEDoff () {
//turn all the LEDs off
digitalWrite(led[0], LOW);
digitalWrite(led[1], LOW);
digitalWrite(led[2], LOW);
digitalWrite(led[3], LOW);
//turn the buzzer off
noTone(buzzerPin);
}
//CHECK WHICH BUTTON IS PRESSED
int buttonCheck() {
//check if any buttons are being pressed
if (digitalRead(button[0]) == LOW) {
return 0;
} else if (digitalRead(button[1]) == LOW) {
return 1;
} else if (digitalRead(button[2]) == LOW) {
return 2;
} else if (digitalRead(button[3]) == LOW) {
return 3;
} else {
return 4; //this will be the value for no button being pressed
}
}
//START SEQUENCE
void startSequence() {
randomSeed(analogRead(A0)); //make sure the random numbers are really random
//populate the buttonSequence array with random numbers from 0 to 3
for (int i = 0; i <= roundsToWin; i++) {
buttonSequence[i] = round(random(0, 4));
}
//flash all of the LEDs when the game starts
for (int i = 0; i <= 3; i++) {
tone(buzzerPin, tones[i], 200); //play one of the 4 tones
//turn all of the leds on
digitalWrite(led[0], HIGH);
digitalWrite(led[1], HIGH);
digitalWrite(led[2], HIGH);
digitalWrite(led[3], HIGH);
delay(100); //wait for a moment
//turn all of the leds off
digitalWrite(led[0], LOW);
digitalWrite(led[1], LOW);
digitalWrite(led[2], LOW);
digitalWrite(led[3], LOW);
delay(100); //wait for a moment
} //this will repeat 4 times
}
//WIN SEQUENCE
void winSequence() {
//turn all the LEDs on
for (int j = 0; j <= 3; j++) {
digitalWrite(led[j], HIGH);
}
//play the 1Up noise
tone(buzzerPin, 1318, 150); //E6
delay(175);
tone(buzzerPin, 1567, 150); //G6
delay(175);
tone(buzzerPin, 2637, 150); //E7
delay(175);
tone(buzzerPin, 2093, 150); //C7
delay(175);
tone(buzzerPin, 2349, 150); //D7
delay(175);
tone(buzzerPin, 3135, 500); //G7
delay(500);
//wait until a button is pressed
do {
pressedButton = buttonCheck();
} while (pressedButton > 3);
delay(100);
gameStarted = false; //reset the game so that the start sequence will play
again.
//LOSE SEQUENCE
void loseSequence() {
//turn all the LEDs on
for (int j = 0; j <= 3; j++) {
digitalWrite(led[j], HIGH);
}
//play the 1Up noise
tone(buzzerPin, 130, 250); //E6
delay(275);
tone(buzzerPin, 73, 250); //G6
delay(275);
tone(buzzerPin, 65, 150); //E7
delay(175);
tone(buzzerPin, 98, 500); //C7
delay(500);
//wait until a button is pressed
do {
pressedButton = buttonCheck();
} while (pressedButton > 3);
delay(200);
gameStarted = false; //reset the game so that the start sequence will play
again.
}