Question

I am doing an Arduino Uno project where I made a "Simon says" memory game with 3 neopixel LED str...

I am doing an Arduino Uno project where I made a "Simon says" memory game with 3 neopixel LED strips and 3 - ultrasonics. I have them working independently but I need to combine the code so they work together. Here is what I have:

Memory Game

#define PLAYER_WAIT_TIME 2000 // The time allowed between button presses - 2s 

byte sequence[100];           // Storage for the light sequence
byte curLen = 0;              // Current length of the sequence
byte inputCount = 0;          // The number of times that the player has pressed a (correct) button in a given turn 
byte lastInput = 0;           // Last input from the player
byte expRd = 0;               // The LED that's suppose to be lit by the player
bool btnDwn = false;          // Used to check if a button is pressed
bool wait = false;            // Is the program waiting for the user to press a button
bool resetFlag = false;       // Used to indicate to the program that once the player lost

byte soundPin = 5;            // Speaker output

byte noPins = 4;              // Number of buttons/LEDs (While working on this, I was using only 2 LEDs)
                              // You could make the game harder by adding an additional LED/button/resistors combination.
byte pins[] = {2, 13, 10, 8}; // Button input pins and LED ouput pins - change these vaules if you wwant to connect yourbuttons to other pins
                              // The number of elements must match noPins below
                              
long inputTime = 0;           // Timer variable for the delay between user inputs

void setup() {
  delay(3000);                // This is to give me time to breathe after connection the arduino - can be removed if you want
  Serial.begin(9600);         // Start Serial monitor. This can be removed too as long as you remove all references to Serial below
  Reset();
}

///
/// Sets all the pins as either INPUT or OUTPUT based on the value of 'dir'
///
void setPinDirection(byte dir){
  for(byte i = 0; i < noPins; i++){
    pinMode(pins[i], dir); 
  }
}

//send the same value to all the LED pins
void writeAllPins(byte val){
  for(byte i = 0; i < noPins; i++){
    digitalWrite(pins[i], val); 
  }
}

//Makes a (very annoying :) beep sound
void beep(byte freq){
  analogWrite(soundPin, 2);
  delay(freq);
  analogWrite(soundPin, 0);
  delay(freq);
}

///
/// Flashes all the LEDs together
/// freq is the blink speed - small number -> fast | big number -> slow
///
void flash(short freq){
  setPinDirection(OUTPUT); /// We're activating the LEDS now
  for(int i = 0; i < 5; i++){
    writeAllPins(HIGH);
    beep(50);
    delay(freq);
    writeAllPins(LOW);
    delay(freq);
  }
}

///
///This function resets all the game variables to their default values
///
void Reset(){
  flash(500);
  curLen = 0;
  inputCount = 0;
  lastInput = 0;
  expRd = 0;
  btnDwn = false;
  wait = false;
  resetFlag = false;
}

///
/// User lost
///
void Lose(){
  flash(50);  
}

///
/// The arduino shows the user what must be memorized
/// Also called after losing to show you what you last sequence was
///
void playSequence(){
  //Loop through the stored sequence and light the appropriate LEDs in turn
  for(int i = 0; i < curLen; i++){
      Serial.print("Seq: ");
      Serial.print(i);
      Serial.print("Pin: ");
      Serial.println(sequence[i]);
      digitalWrite(sequence[i], HIGH);
      delay(500);
      digitalWrite(sequence[i], LOW);
      delay(250);
    } 
}

///
/// The events that occur upon a loss
///
void DoLoseProcess(){
  Lose();             // Flash all the LEDS quickly (see Lose function)
  delay(1000);
  playSequence();     // Shows the user the last sequence - So you can count remember your best score - Mine's 22 by the way :)
  delay(1000);
  Reset();            // Reset everything for a new game
}

///
/// Where the magic happens
///
void loop() {  
  if(!wait){      
                            //****************//
                            // Arduino's turn //
                            //****************//
    setPinDirection(OUTPUT);                      // We're using the LEDs
    
    randomSeed(analogRead(A0));                   // https://www.arduino.cc/en/Reference/RandomSeed
    sequence[curLen] = pins[random(0,noPins)];    // Put a new random value in the next position in the sequence -  https://www.arduino.cc/en/Reference/random
    curLen++;                                     // Set the new Current length of the sequence
    
    playSequence();                               // Show the sequence to the player
    beep(50);                                     // Make a beep for the player to be aware
    
    wait = true;                                  // Set Wait to true as it's now going to be the turn of the player
    inputTime = millis();                         // Store the time to measure the player's response time
  }else{ 
                            //***************//
                            // Player's turn //
                            //***************//
    setPinDirection(INPUT);                       // We're using the buttons

    if(millis() - inputTime > PLAYER_WAIT_TIME){  // If the player takes more than the allowed time,
      DoLoseProcess();                            // All is lost :(
      return;
    }      
        
    if(!btnDwn){                                  // 
      expRd = sequence[inputCount];               // Find the value we expect from the player
      Serial.print("Expected: ");                 // Serial Monitor Output - Should be removed if you removed the Serial.begin above
      Serial.println(expRd);                      // Serial Monitor Output - Should be removed if you removed the Serial.begin above
      
      for(int i = 0; i < noPins; i++){           // Loop through the all the pins
        if(pins[i]==expRd)                        
          continue;                               // Ignore the correct pin
        if(digitalRead(pins[i]) == HIGH){         // Is the buttong pressed
          lastInput = pins[i];
          resetFlag = true;                       // Set the resetFlag - this means you lost
          btnDwn = true;                          // This will prevent the program from doing the same thing over and over again
          Serial.print("Read: ");                 // Serial Monitor Output - Should be removed if you removed the Serial.begin above
          Serial.println(lastInput);              // Serial Monitor Output - Should be removed if you removed the Serial.begin above
        }
      }      
    }

    if(digitalRead(expRd) == 1 && !btnDwn)        // The player pressed the right button
    {
      inputTime = millis();                       // 
      lastInput = expRd;
      inputCount++;                               // The user pressed a (correct) button again
      btnDwn = true;                              // This will prevent the program from doing the same thing over and over again
      Serial.print("Read: ");                     // Serial Monitor Output - Should be removed if you removed the Serial.begin above
      Serial.println(lastInput);                  // Serial Monitor Output - Should be removed if you removed the Serial.begin above
    }else{
      if(btnDwn && digitalRead(lastInput) == LOW){  // Check if the player released the button
        btnDwn = false;
        delay(20);
        if(resetFlag){                              // If this was set to true up above, you lost
          DoLoseProcess();                          // So we do the losing sequence of events
        }
        else{
          if(inputCount == curLen){                 // Has the player finished repeating the sequence
            wait = false;                           // If so, this will make the next turn the program's turn
            inputCount = 0;                         // Reset the number of times that the player has pressed a button
            delay(1500);
          }
        }
      }
    }    
  }
}

Ultra- Sonic Code

  1. /*
  2. * Ultrasonic Sensor HC-SR04 and Arduino Tutorial
  3. *
  4. * by Dejan Nedelkovski,
  5. * www.HowToMechatronics.com
  6. *
  7. */
  8. // defines pins numbers
  9. const int trigPin = 9;
  10. const int echoPin = 10;
  11. // defines variables
  12. long duration;
  13. int distance;
  14. void setup() {
  15. pinMode(trigPin, OUTPUT); // Sets the trigPin as an Output
  16. pinMode(echoPin, INPUT); // Sets the echoPin as an Input
  17. Serial.begin(9600); // Starts the serial communication
  18. }
  19. void loop() {
  20. // Clears the trigPin
  21. digitalWrite(trigPin, LOW);
  22. delayMicroseconds(2);
  23. // Sets the trigPin on HIGH state for 10 micro seconds
  24. digitalWrite(trigPin, HIGH);
  25. delayMicroseconds(10);
  26. digitalWrite(trigPin, LOW);
  27. // Reads the echoPin, returns the sound wave travel time in microseconds
  28. duration = pulseIn(echoPin, HIGH);
  29. // Calculating the distance
  30. distance= duration*0.034/2;
  31. // Prints the distance on the Serial Monitor
  32. Serial.print("Distance: ");
  33. Serial.println(distance);
  34. }

LED LIght Strips

// NeoPixel Ring simple sketch (c) 2013 Shae Erisson
// released under the GPLv3 license to match the rest of the AdaFruit NeoPixel library

#include <Adafruit_NeoPixel.h>
#ifdef __AVR__
  #include <avr/power.h>
#endif

// Which pin on the Arduino is connected to the NeoPixels?
// On a Trinket or Gemma we suggest changing this to 1
#define PIN            6

// How many NeoPixels are attached to the Arduino?
#define NUMPIXELS      16

// When we setup the NeoPixel library, we tell it how many pixels, and which pin to use to send signals.
// Note that for older NeoPixel strips you might need to change the third parameter--see the strandtest
// example for more information on possible values.
Adafruit_NeoPixel pixels = Adafruit_NeoPixel(NUMPIXELS, PIN, NEO_GRB + NEO_KHZ800);

int delayval = 500; // delay for half a second

void setup() {
  // This is for Trinket 5V 16MHz, you can remove these three lines if you are not using a Trinket
#if defined (__AVR_ATtiny85__)
  if (F_CPU == 16000000) clock_prescale_set(clock_div_1);
#endif
  // End of trinket special code

  pixels.begin(); // This initializes the NeoPixel library.
}

void loop() {

  // For a set of NeoPixels the first NeoPixel is 0, second is 1, all the way up to the count of pixels minus one.

  for(int i=0;i<NUMPIXELS;i++){

    // pixels.Color takes RGB values, from 0,0,0 up to 255,255,255
    pixels.setPixelColor(i, pixels.Color(0,150,0)); // Moderately bright green color.

    pixels.show(); // This sends the updated pixel color to the hardware.

    delay(delayval); // Delay for a period of time (in milliseconds).

  }
}
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Answer #1

// NeoPixel Ring simple sketch (c) 2013 Shae Erisson
// released under the GPLv3 license to match the rest of the AdaFruit NeoPixel library
#include <Adafruit_NeoPixel.h>
#ifdef __AVR__
#include <avr/power.h>
#endif
// Which pin on the Arduino is connected to the NeoPixels?
// On a Trinket or Gemma we suggest changing this to 1
#dene PIN 6
// How many NeoPixels are attached to the Arduino?
#dene NUMPIXELS 16
// When we setup the NeoPixel library, we tell it how many pixels, and which pin to use to send signals.
// Note that for older NeoPixel strips you might need to change the third parameter--see the strandtest
// example for more information on possible values.
Adafruit_NeoPixel pixels = Adafruit_NeoPixel(NUMPIXELS, PIN, NEO_GRB + NEO_KHZ800);

#dene PLAYER_WAIT_TIME 2000 // The time allowed between button presses - 2s

byte sequence[100]; // Storage for the light sequence
byte curLen = 0; // Current length of the sequence
byte inputCount = 0; // The number of times that the player has pressed a (correct) button in a given turn
byte lastInput = 0; // Last input from the player
byte expRd = 0; // The LED that's suppose to be lit by the player
bool btnDwn = false; // Used to check if a button is pressed
bool wait = false; // Is the program waiting for the user to press a button
bool resetFlag = false; // Used to indicate to the program that once the player lost
byte soundPin = 5; // Speaker output
byte noPins = 4; // Number of buttons/LEDs (While working on this, I was using only 2 LEDs)
// You could make the game harder by adding an additional LED/button/resistors combination.
byte pins[] = {2, 13, 10, 8}; // Button input pins and LED ouput pins - change these vaules if you wwant to connect yourbuttons to other pins
// The number of elements must match noPins below
long inputTime = 0; // Timer variable for the delay between user inputs

// denes pins numbers
const int trigPin = 9;
const int echoPin = 10;
// denes variables
long duration;
int distance;
int delayval = 500; // delay for half a second

void setup() {

pinMode(trigPin, OUTPUT); // Sets the trigPin as an Output
pinMode(echoPin, INPUT); // Sets the echoPin as an Input

// This is for Trinket 5V 16MHz, you can remove these three lines if you are not using a Trinket
#if dened (__AVR_ATtiny85__)
if (F_CPU == 16000000) clock_prescale_set(clock_div_1);
#endif
// End of trinket special code
pixels.begin(); // This initializes the NeoPixel library.


delay(3000); // This is to give me time to breathe after connection the arduino - can be removed if you want
Serial.begin(9600); // Start Serial monitor. This can be removed too as long as you remove all references to Serial below
Reset();

}
///
/// Sets all the pins as either INPUT or OUTPUT based on the value of 'dir'
///
void setPinDirection(byte dir){
for(byte i = 0; i < noPins; i++){
pinMode(pins[i], dir);
}
}
//send the same value to all the LED pins
void writeAllPins(byte val){
for(byte i = 0; i < noPins; i++){
digitalWrite(pins[i], val);
}
}
//Makes a (very annoying :) beep sound
void beep(byte freq){
analogWrite(soundPin, 2);
delay(freq);
analogWrite(soundPin, 0);
delay(freq);
}
///
/// Flashes all the LEDs together
/// freq is the blink speed - small number -> fast | big number -> slow
///
void ash(short freq){
setPinDirection(OUTPUT); /// We're activating the LEDS now
for(int i = 0; i < 5; i++){
delay(freq);
}
}
///
///This function resets all the game variables to their default values
///
void Reset(){
ash(500);
curLen = 0;
inputCount = 0;
lastInput = 0;
expRd = 0;
btnDwn = false;
wait = false;
resetFlag = false;
}
///
/// User lost
///
void Lose(){
ash(50);
}
///
/// The arduino shows the user what must be memorized
/// Also called after losing to show you what you last sequence was
///
void playSequence(){
//Loop through the stored sequence and light the appropriate LEDs in turn
for(int i = 0; i < curLen; i++){
Serial.print("Seq: ");
Serial.print(i);
Serial.print("Pin: ");
Serial.println(sequence[i]);
digitalWrite(sequence[i], HIGH);
delay(500);
digitalWrite(sequence[i], LOW);
delay(250);
}
}
///
/// The events that occur upon a loss
///
void DoLoseProcess(){
Lose(); // Flash all the LEDS quickly (see Lose function)
delay(1000);
playSequence(); // Shows the user the last sequence - So you can count remember your best score - Mine's 22 by the way :)
delay(1000);
Reset(); // Reset everything for a new game
}
///
/// Where the magic happens
///
void loop() {
if(!wait){
//****************//
// Arduino's turn //
//****************//
setPinDirection(OUTPUT); // We're using the LEDs
randomSeed(analogRead(A0));   
sequence[curLen] = pins[random(0,noPins)]; // Put a new random value in the next position in the sequence - https://www.arduino.cc/en/Reference/random
curLen++; // Set the new Current length of the sequence
playSequence(); // Show the sequence to the player
beep(50); // Make a beep for the player to be aware
wait = true; // Set Wait to true as it's now going to be the turn of the player
inputTime = millis(); // Store the time to measure the player's response time
}else{


//***************//
// Player's turn //
//***************//

return;
}
if(!btnDwn){ //
expRd = sequence[inputCount]; // Find the value we expect from the player
Serial.print("Expected: "); // Serial Monitor Output - Should be removed if you removed the Serial.begin above
Serial.println(expRd); // Serial Monitor Output - Should be removed if you removed the Serial.begin above
for(int i = 0; i < noPins; i++){ // Loop through the all the pins
if(pins[i]==expRd)
continue; // Ignore the correct pin
if(digitalRead(pins[i]) == HIGH){ // Is the buttong pressed
lastInput = pins[i];
resetFlag = true; // Set the resetFlag - this means you lost
btnDwn = true; // This will prevent the program from doing the same thing over and over again
Serial.print("Read: "); // Serial Monitor Output - Should be removed if you removed the Serial.begin above
Serial.println(lastInput); // Serial Monitor Output - Should be removed if you removed the Serial.begin above
}
}
}
if(digitalRead(expRd) == 1 && !btnDwn) // The player pressed the right button
{
inputTime = millis();
lastInput = expRd;
inputCount++; // The user pressed a (correct) button again
btnDwn = true; // This will prevent the program from doing the same thing over and over again
Serial.print("Read: "); // Serial Monitor Output - Should be removed if you removed the Serial.begin above
Serial.println(lastInput); // Serial Monitor Output - Should be removed if you removed the Serial.begin above
}else{
if(btnDwn && digitalRead(lastInput) == LOW){ // Check if the player released the button
btnDwn = false;
delay(20);
if(resetFlag){ // If this was set to true up above, you lost
DoLoseProcess(); // So we do the losing sequence of events
}
else{
if(inputCount == curLen){ // Has the player nished repeating the sequence
wait = false; // If so, this will make the next turn the program's turn
inputCount = 0; // Reset the number of times that the player has pressed a button
delay(1500);
}
}
}
}
}


//Ultra- Sonic Code


// Clears the trigPin
digitalWrite(trigPin, LOW);
delayMicroseconds(2);
// Sets the trigPin on HIGH state for 10 micro seconds
digitalWrite(trigPin, HIGH);
delayMicroseconds(10);
digitalWrite(trigPin, LOW);
// Reads the echoPin, returns the sound wave travel time in microseconds
duration = pulseIn(echoPin, HIGH);
// Calculating the distance
Serial.println(distance);


//LED LIght Strips

// For a set of NeoPixels the rst NeoPixel is 0, second is 1, all the way up to the count of pixels minus one.
for(int i=0;i<NUMPIXELS;i++){
// pixels.Color takes RGB values, from 0,0,0 up to 255,255,255
pixels.setPixelColor(i, pixels.Color(0,150,0)); // Moderately bright green color.
pixels.show(); // This sends the updated pixel color to the hardware.
delay(delayval); // Delay for a period of time (in milliseconds).
}
}

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