// Notes in hertz
#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 REST 0
// The pins are declared
#define LED_1 D0
#define LED_2 D6
#define LED_3 D7
#define button0 D1
#define button1 D8
#define buzzer D9
// This defines the rhythm of the song
int tempo = 105;
// notes of the moledy followed by the duration.
// a 4 means a quarter note, 8 an eighteenth , 16 sixteenth, so on
// !!negative numbers are used to represent dotted notes,
// so -4 means a dotted quarter note, that is, a quarter plus an eighteenth!!
int melody[] = {
// Pacman
NOTE_B4, 16, NOTE_B5, 16, NOTE_FS5, 16, NOTE_DS5, 16, //1
NOTE_B5, 32, NOTE_FS5, -16, NOTE_DS5, 8, NOTE_C5, 16,
NOTE_C6, 16, NOTE_G6, 16, NOTE_E6, 16, NOTE_C6, 32, NOTE_G6, -16, NOTE_E6, 8,
NOTE_B4, 16, NOTE_B5, 16, NOTE_FS5, 16, NOTE_DS5, 16, NOTE_B5, 32, //2
NOTE_FS5, -16, NOTE_DS5, 8, NOTE_DS5, 32, NOTE_E5, 32, NOTE_F5, 32,
NOTE_F5, 32, NOTE_FS5, 32, NOTE_G5, 32, NOTE_G5, 32, NOTE_GS5, 32, NOTE_A5, 16, NOTE_B5, 8
};
// sizeof gives the number of bytes, each int value is composed of two bytes (16 bits)
// there are two values per note (pitch and duration), so for each note there are four bytes
int notes = sizeof(melody) / sizeof(melody[0]) / 2;
// this calculates the duration of a whole note in ms
int wholenote = (60000 * 4) / tempo;
int divider = 0, noteDuration = 0;
// The interruptions require a volatile variable
volatile int timeLED = 1000;
// Global variables
const int timeBase = 1000;
const int minimumTime = 100;
const int maxTime = 1100;
// Is used to start or restart the game
bool state = false;
// Sequence before starting the game
void waitSequence(){
digitalWrite(LED_1, HIGH);
digitalWrite(LED_2, HIGH);
digitalWrite(LED_3, HIGH);
delay(500);
digitalWrite(LED_1, LOW);
digitalWrite(LED_2, LOW);
digitalWrite(LED_3, LOW);
delay(500);
}
// The sequence that follows the game
// it requires a variable that changes
void ledSequence(int timeLED){
digitalWrite(LED_3, LOW);
digitalWrite(LED_1, HIGH);
delay(timeLED);
digitalWrite(LED_1, LOW);
digitalWrite(LED_2, HIGH);
delay(timeLED);
digitalWrite(LED_2, LOW);
digitalWrite(LED_3, HIGH);
delay(timeLED);
}
// Move to the next level
void nextlvl(){
// If the 2nd led is on decreases the time
if(digitalRead(LED_2) == HIGH){
if(timeLED > 100){
timeLED -= 100;
Serial.print("Delay ");
Serial.println(timeLED);
}
// If the delay time is low, means victory
if(timeLED == 100){
win();
timeLED = timeBase;
// Change state to restart the game
state = false;
}
}
// If you miss it restarts the game
else{
Serial.println("Game Over!");
state = false;
}
}
// SONG
void win(){
// iterate over the notes of the melody.
// Remember, the array is twice the number of notes (notes + durations)
for (int thisNote = 0; thisNote < notes * 2; thisNote = thisNote + 2) {
// calculates the duration of each note
divider = melody[thisNote + 1];
if (divider > 0) {
// regular note, just proceed
noteDuration = (wholenote) / divider;
} else if (divider < 0) {
// dotted notes are represented with negative durations!!
noteDuration = (wholenote) / abs(divider);
noteDuration *= 1.5; // increases the duration in half for dotted notes
}
// we only play the note for 90% of the duration, leaving 10% as a pause
tone(buzzer, melody[thisNote], noteDuration * 0.9);
// Wait for the specief duration before playing the next note.
delay(noteDuration);
// stop the waveform generation before the next note.
noTone(buzzer);
}
}
void setup() {
// Declares the outputs and inputs
pinMode(LED_1, OUTPUT);
pinMode(LED_2, OUTPUT);
pinMode(LED_3, OUTPUT);
pinMode(buzzer, OUTPUT);
pinMode(button0, INPUT);
pinMode(button1, INPUT);
// Declares the interrupt used to change the lvl with the
// function nextlvl, and selecting the interruption to be
// detected when the voltage is up
attachInterrupt(digitalPinToInterrupt(button1), nextlvl, RISING);
// Initialized the serial monitor
Serial.begin(9600);
}
void loop() {
// put your main code here, to run repeatedly:
// Before the game starts
if(digitalRead(button0) == LOW && state == false){
Serial.println("Hold the button to start!");
waitSequence();
}
// When the game starts.
if(digitalRead(button0) == HIGH || state == true){
state = true;
ledSequence(timeLED);
}
}