Game.cpp
// 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);
  }
}