Maker ve Eğitim

Mustafa Burakhan KOCABAŞ’ın Şahsi Web Sayfasıdır

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Arduino Simon Sayma Oyunu

Arduino ile simon sayma oyunu yapılışını burda anlatmak istedim. Bu proje güzel bir proje eğitimlerinizde vs kullanabilirsiniz. Mantığı şu şekilde 4 adet led ve 4 butondan oluşuyor. Lambalar yanmaya başlıyor. Hangi lamba yanıyorsa onun altında bulunan butona basıyoruz. Lambalar sırayla yanıyor. sizde bu sırayı aklınızda tutarak o sırada butonlara basmanız gerekiyor.

 

NOT* Lütfen bilgisayarınızda Java programının kuru olmasına dikkat ediniz. Eğer kurulu değilse Arduino kodlarını derlerken hata ile karşılaşabilirsiniz.

Java İndirmek için Link:

https://java.com/tr/download/

Gerekli Malzemeler

1 adet Arduino Uno

15-20 adet Jumper Kablo

1 adet buzzer

4 adet led

4 adet 220 ohm direnç

4 adet push buton

Devre Şeması

KODLAMASI:

İNDİR

Ayrıca Kodları buradan da alabilirsiniz

/*************************************************

* Public Constants

*************************************************/

#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 CHOICE_OFF      0 //Used to control LEDs

#define CHOICE_NONE     0 //Used to check buttons

#define CHOICE_RED  (1 << 0)

#define CHOICE_GREEN    (1 << 1)

#define CHOICE_BLUE (1 << 2)

#define CHOICE_YELLOW   (1 << 3)

 

#define LED_RED     8

#define LED_GREEN   9

#define LED_BLUE    10

#define LED_YELLOW  11

 

// Button pin definitions

#define BUTTON_RED    2

#define BUTTON_GREEN  3

#define BUTTON_BLUE   4

#define BUTTON_YELLOW 5

 

// Buzzer pin definitions

#define BUZZER1  12

#define BUZZER2  13

 

// Define game parameters

#define ROUNDS_TO_WIN      13 //Number of rounds to succesfully remember before you win. 13 is do-able.

#define ENTRY_TIME_LIMIT   3000 //Amount of time to press a button before game times out. 3000ms = 3 sec

 

#define MODE_MEMORY  0

#define MODE_BATTLE  1

#define MODE_BEEGEES 2

 

// Game state variables

byte gameMode = MODE_MEMORY; //By default, let’s play the memory game

byte gameBoard[32]; //Contains the combination of buttons as we advance

byte gameRound = 0; //Counts the number of succesful rounds the player has made it through

 

void setup()

{

//Setup hardware inputs/outputs. These pins are defined in the hardware_versions header file

 

//Enable pull ups on inputs

pinMode(BUTTON_RED, INPUT_PULLUP);

pinMode(BUTTON_GREEN, INPUT_PULLUP);

pinMode(BUTTON_BLUE, INPUT_PULLUP);

pinMode(BUTTON_YELLOW, INPUT_PULLUP);

 

pinMode(LED_RED, OUTPUT);

pinMode(LED_GREEN, OUTPUT);

pinMode(LED_BLUE, OUTPUT);

pinMode(LED_YELLOW, OUTPUT);

 

pinMode(BUZZER1, OUTPUT);

pinMode(BUZZER2, OUTPUT);

 

//Mode checking

gameMode = MODE_MEMORY; // By default, we’re going to play the memory game

 

// Check to see if the lower right button is pressed

if (checkButton() == CHOICE_YELLOW) play_beegees();

 

// Check to see if upper right button is pressed

if (checkButton() == CHOICE_GREEN)

{

gameMode = MODE_BATTLE; //Put game into battle mode

 

//Turn on the upper right (green) LED

setLEDs(CHOICE_GREEN);

toner(CHOICE_GREEN, 150);

 

setLEDs(CHOICE_RED | CHOICE_BLUE | CHOICE_YELLOW); // Turn on the other LEDs until you release button

 

while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button

 

//Now do nothing. Battle mode will be serviced in the main routine

}

 

play_winner(); // After setup is complete, say hello to the world

}

 

void loop()

{

attractMode(); // Blink lights while waiting for user to press a button

 

// Indicate the start of game play

setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE | CHOICE_YELLOW); // Turn all LEDs on

delay(1000);

setLEDs(CHOICE_OFF); // Turn off LEDs

delay(250);

 

if (gameMode == MODE_MEMORY)

{

// Play memory game and handle result

if (play_memory() == true)

play_winner(); // Player won, play winner tones

else

play_loser(); // Player lost, play loser tones

}

 

if (gameMode == MODE_BATTLE)

{

play_battle(); // Play game until someone loses

 

play_loser(); // Player lost, play loser tones

}

}

 

//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

//The following functions are related to game play only

 

// Play the regular memory game

// Returns 0 if player loses, or 1 if player wins

boolean play_memory(void)

{

randomSeed(millis()); // Seed the random generator with random amount of millis()

 

gameRound = 0; // Reset the game to the beginning

 

while (gameRound < ROUNDS_TO_WIN)

{

add_to_moves(); // Add a button to the current moves, then play them back

 

playMoves(); // Play back the current game board

 

// Then require the player to repeat the sequence.

for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)

{

byte choice = wait_for_button(); // See what button the user presses

 

if (choice == 0) return false; // If wait timed out, player loses

 

if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses

}

 

delay(1000); // Player was correct, delay before playing moves

}

 

return true; // Player made it through all the rounds to win!

}

 

// Play the special 2 player battle mode

// A player begins by pressing a button then handing it to the other player

// That player repeats the button and adds one, then passes back.

// This function returns when someone loses

boolean play_battle(void)

{

gameRound = 0; // Reset the game frame back to one frame

 

while (1) // Loop until someone fails

{

byte newButton = wait_for_button(); // Wait for user to input next move

gameBoard[gameRound++] = newButton; // Add this new button to the game array

 

// Then require the player to repeat the sequence.

for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)

{

byte choice = wait_for_button();

 

if (choice == 0) return false; // If wait timed out, player loses.

 

if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses.

}

 

delay(100); // Give the user an extra 100ms to hand the game to the other player

}

 

return true; // We should never get here

}

 

// Plays the current contents of the game moves

void playMoves(void)

{

for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)

{

toner(gameBoard[currentMove], 150);

 

// Wait some amount of time between button playback

// Shorten this to make game harder

delay(150); // 150 works well. 75 gets fast.

}

}

 

// Adds a new random button to the game sequence, by sampling the timer

void add_to_moves(void)

{

byte newButton = random(0, 4); //min (included), max (exluded)

 

// We have to convert this number, 0 to 3, to CHOICEs

if(newButton == 0) newButton = CHOICE_RED;

else if(newButton == 1) newButton = CHOICE_GREEN;

else if(newButton == 2) newButton = CHOICE_BLUE;

else if(newButton == 3) newButton = CHOICE_YELLOW;

 

gameBoard[gameRound++] = newButton; // Add this new button to the game array

}

 

//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

//The following functions control the hardware

 

// Lights a given LEDs

// Pass in a byte that is made up from CHOICE_RED, CHOICE_YELLOW, etc

void setLEDs(byte leds)

{

if ((leds & CHOICE_RED) != 0)

digitalWrite(LED_RED, HIGH);

else

digitalWrite(LED_RED, LOW);

 

if ((leds & CHOICE_GREEN) != 0)

digitalWrite(LED_GREEN, HIGH);

else

digitalWrite(LED_GREEN, LOW);

 

if ((leds & CHOICE_BLUE) != 0)

digitalWrite(LED_BLUE, HIGH);

else

digitalWrite(LED_BLUE, LOW);

 

if ((leds & CHOICE_YELLOW) != 0)

digitalWrite(LED_YELLOW, HIGH);

else

digitalWrite(LED_YELLOW, LOW);

}

 

// Wait for a button to be pressed.

// Returns one of LED colors (LED_RED, etc.) if successful, 0 if timed out

byte wait_for_button(void)

{

long startTime = millis(); // Remember the time we started the this loop

 

while ( (millis() – startTime) < ENTRY_TIME_LIMIT) // Loop until too much time has passed

{

byte button = checkButton();

 

if (button != CHOICE_NONE)

{

toner(button, 150); // Play the button the user just pressed

 

while(checkButton() != CHOICE_NONE) ;  // Now let’s wait for user to release button

 

delay(10); // This helps with debouncing and accidental double taps

 

return button;

}

 

}

 

return CHOICE_NONE; // If we get here, we’ve timed out!

}

 

// Returns a ‘1’ bit in the position corresponding to CHOICE_RED, CHOICE_GREEN, etc.

byte checkButton(void)

{

if (digitalRead(BUTTON_RED) == 0) return(CHOICE_RED);

else if (digitalRead(BUTTON_GREEN) == 0) return(CHOICE_GREEN);

else if (digitalRead(BUTTON_BLUE) == 0) return(CHOICE_BLUE);

else if (digitalRead(BUTTON_YELLOW) == 0) return(CHOICE_YELLOW);

 

return(CHOICE_NONE); // If no button is pressed, return none

}

 

// Light an LED and play tone

// Red, upper left:     440Hz – 2.272ms – 1.136ms pulse

// Green, upper right:  880Hz – 1.136ms – 0.568ms pulse

// Blue, lower left:    587.33Hz – 1.702ms – 0.851ms pulse

// Yellow, lower right: 784Hz – 1.276ms – 0.638ms pulse

void toner(byte which, int buzz_length_ms)

{

setLEDs(which); //Turn on a given LED

 

//Play the sound associated with the given LED

switch(which)

{

case CHOICE_RED:

buzz_sound(buzz_length_ms, 1136);

break;

case CHOICE_GREEN:

buzz_sound(buzz_length_ms, 568);

break;

case CHOICE_BLUE:

buzz_sound(buzz_length_ms, 851);

break;

case CHOICE_YELLOW:

buzz_sound(buzz_length_ms, 638);

break;

}

 

setLEDs(CHOICE_OFF); // Turn off all LEDs

}

 

// Toggle buzzer every buzz_delay_us, for a duration of buzz_length_ms.

void buzz_sound(int buzz_length_ms, int buzz_delay_us)

{

// Convert total play time from milliseconds to microseconds

long buzz_length_us = buzz_length_ms * (long)1000;

 

// Loop until the remaining play time is less than a single buzz_delay_us

while (buzz_length_us > (buzz_delay_us * 2))

{

buzz_length_us -= buzz_delay_us * 2; //Decrease the remaining play time

 

// Toggle the buzzer at various speeds

digitalWrite(BUZZER1, LOW);

digitalWrite(BUZZER2, HIGH);

delayMicroseconds(buzz_delay_us);

 

digitalWrite(BUZZER1, HIGH);

digitalWrite(BUZZER2, LOW);

delayMicroseconds(buzz_delay_us);

}

}

 

// Play the winner sound and lights

void play_winner(void)

{

setLEDs(CHOICE_GREEN | CHOICE_BLUE);

winner_sound();

setLEDs(CHOICE_RED | CHOICE_YELLOW);

winner_sound();

setLEDs(CHOICE_GREEN | CHOICE_BLUE);

winner_sound();

setLEDs(CHOICE_RED | CHOICE_YELLOW);

winner_sound();

}

 

// Play the winner sound

// This is just a unique (annoying) sound we came up with, there is no magic to it

void winner_sound(void)

{

// Toggle the buzzer at various speeds

for (byte x = 250 ; x > 70 ; x–)

{

for (byte y = 0 ; y < 3 ; y++)

{

digitalWrite(BUZZER2, HIGH);

digitalWrite(BUZZER1, LOW);

delayMicroseconds(x);

 

digitalWrite(BUZZER2, LOW);

digitalWrite(BUZZER1, HIGH);

delayMicroseconds(x);

}

}

}

 

// Play the loser sound/lights

void play_loser(void)

{

setLEDs(CHOICE_RED | CHOICE_GREEN);

buzz_sound(255, 1500);

 

setLEDs(CHOICE_BLUE | CHOICE_YELLOW);

buzz_sound(255, 1500);

 

setLEDs(CHOICE_RED | CHOICE_GREEN);

buzz_sound(255, 1500);

 

setLEDs(CHOICE_BLUE | CHOICE_YELLOW);

buzz_sound(255, 1500);

}

 

// Show an “attract mode” display while waiting for user to press button.

void attractMode(void)

{

while(1)

{

setLEDs(CHOICE_RED);

delay(100);

if (checkButton() != CHOICE_NONE) return;

 

setLEDs(CHOICE_BLUE);

delay(100);

if (checkButton() != CHOICE_NONE) return;

 

setLEDs(CHOICE_GREEN);

delay(100);

if (checkButton() != CHOICE_NONE) return;

 

setLEDs(CHOICE_YELLOW);

delay(100);

if (checkButton() != CHOICE_NONE) return;

}

}

 

//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

// The following functions are related to Beegees Easter Egg only

 

// Notes in the melody. Each note is about an 1/8th note, “0”s are rests.

int melody[] = {

NOTE_G4, NOTE_A4, 0, NOTE_C5, 0, 0, NOTE_G4, 0, 0, 0,

NOTE_E4, 0, NOTE_D4, NOTE_E4, NOTE_G4, 0,

NOTE_D4, NOTE_E4, 0, NOTE_G4, 0, 0,

NOTE_D4, 0, NOTE_E4, 0, NOTE_G4, 0, NOTE_A4, 0, NOTE_C5, 0};

 

int noteDuration = 115; // This essentially sets the tempo, 115 is just about right for a disco groove 🙂

int LEDnumber = 0; // Keeps track of which LED we are on during the beegees loop

 

// Do nothing but play bad beegees music

// This function is activated when user holds bottom right button during power up

void play_beegees()

{

//Turn on the bottom right (yellow) LED

setLEDs(CHOICE_YELLOW);

toner(CHOICE_YELLOW, 150);

 

setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE); // Turn on the other LEDs until you release button

 

while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button

 

setLEDs(CHOICE_NONE); // Turn off LEDs

 

delay(1000); // Wait a second before playing song

 

digitalWrite(BUZZER1, LOW); // setup the “BUZZER1” side of the buzzer to stay low, while we play the tone on the other pin.

 

while(checkButton() == CHOICE_NONE) //Play song until you press a button

{

// iterate over the notes of the melody:

for (int thisNote = 0; thisNote < 32; thisNote++) {

changeLED();

tone(BUZZER2, melody[thisNote],noteDuration);

// to distinguish the notes, set a minimum time between them.

// the note’s duration + 30% seems to work well:

int pauseBetweenNotes = noteDuration * 1.30;

delay(pauseBetweenNotes);

// stop the tone playing:

noTone(BUZZER2);

}

}

}

 

// Each time this function is called the board moves to the next LED

void changeLED(void)

{

setLEDs(1 << LEDnumber); // Change the LED

 

LEDnumber++; // Goto the next LED

if(LEDnumber > 3) LEDnumber = 0; // Wrap the counter if needed

}

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