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final_submission.c
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#ifndef Arduino_PianoTiles_CAB202
#define Arduino_PianoTiles_CAB202
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <avr/io.h>
#include <avr/interrupt.h>
#include <util/delay.h>
#include <LiquidCrystal.h>
#define SET_BIT(reg, pin) (reg) |= (1 << (pin))
#define CLEAR_BIT(reg, pin) (reg) &= ~(1 << (pin))
#define BIT_VALUE(reg, pin) (((reg) >> (pin)) & 1)
// Uart definitions
#define BAUD (9600)
#define MYUBRR (F_CPU/16/BAUD-1)
// These buffers may be any size from 2 to 256 bytes.
#define RX_BUFFER_SIZE 64
#define TX_BUFFER_SIZE 64
// Uart definitions
unsigned char rx_buf;
static volatile uint8_t tx_buffer[TX_BUFFER_SIZE];
static volatile uint8_t tx_buffer_head;
static volatile uint8_t tx_buffer_tail;
static volatile uint8_t rx_buffer[RX_BUFFER_SIZE];
static volatile uint8_t rx_buffer_head;
static volatile uint8_t rx_buffer_tail;
// Uart functions
void uart_init(unsigned int ubrr);
void uart_putchar(uint8_t c);
void uart_putstring(unsigned char* s);
//////////////////////////////////////////////////////////////////////////////////////////
// Setup pins
const int rs = 8, en = 9, d4 = 10, d5 = 11, d6 = 12, d7 = 13; // LCD pins
// Matrix buttons
#define BMatrixC1 PC0
#define BMatrixC1_R PINC
#define BMatrixC1_R2 DDRC
#define BMatrixC1_R3 PORTC
#define BMatrixC2 PC1
#define BMatrixC2_R PINC
#define BMatrixC2_R2 DDRC
#define BMatrixC2_R3 PORTC
#define BMatrixC3 PC2
#define BMatrixC3_R PINC
#define BMatrixC3_R2 DDRC
#define BMatrixC3_R3 PORTC
#define BMatrixR1 PC5
#define BMatrixR1_R PINC
#define BMatrixR1_R2 DDRC
#define BMatrixR1_R3 PORTC
#define BMatrixR2 PD7
#define BMatrixR2_R PIND
#define BMatrixR2_R2 DDRD
#define BMatrixR2_R3 PORTD
// Main controls (for hitting the falling notes)
#define BControl1_R PIND
#define BControl1 PD2
#define BControl2_R PIND
#define BControl2 PD3
#define BControl3_R PIND
#define BControl3 PD4
#define BControl4_R PIND
#define BControl4 PD5
// LED (Blink when recive button press)
#define BLED PC3
#define BLED_R PORTC
#define BLED_R2 DDRC
// Potentiometer (for pitch)
#define BPot 4
// BuzzerPin (for sound)
#define BuzzerPin PD6
#define BuzzerPin_R DDRD
// Matrix Buttons Mapping
int BMatrixMapping[2][3] = {
{1, 3, 5},
{2, 4, 6}
};
// Custom characters gylphs
const int numGLYPHS = 7;
uint8_t glyphs[numGLYPHS][8] = {
// barier
{0B00001,
0B00001,
0B00001,
0B00001,
0B00001,
0B00001,
0B00001,
0B00001}
// note [left]
,{0B11000,
0B11111,
0B00010,
0B01100,
0B00000,
0B00000,
0B00000,
0B00000}
// note [right]
,{0B00000,
0B00000,
0B00000,
0B00000,
0B11000,
0B11111,
0B00010,
0B01100}
// barier + note [left]
,{0B11001,
0B11111,
0B00011,
0B01101,
0B00001,
0B00001,
0B00001,
0B00001}
// barier + note [right]
,{0B00001,
0B00001,
0B00001,
0B00001,
0B11001,
0B11111,
0B00011,
0B01101}
// note exploding [left]
,{0B10101,
0B01110,
0B01110,
0B10101,
0B00000,
0B00000,
0B00000,
0B00000}
// note exploding [right]
,{0B00000,
0B00000,
0B00000,
0B00000,
0B10101,
0B01110,
0B01110,
0B10101}
};
// Custom characters
const char blankchar = 32;
const char barier = 1;
const char note[4][2] = {
{2, blankchar}, {3, blankchar}, {blankchar, 2}, {blankchar, 3}
};
const char barierNnote[4][2] = {
{4, barier}, {5, barier}, {barier, 4}, {barier, 5}
};
const char noteExploding[4][2] = {
{6, blankchar}, {7, blankchar}, {blankchar, 6}, {blankchar, 7}
};
const char barierNnoteExploding[4][2] = {
{6, barier}, {7, barier}, {barier, 6}, {barier, 7}
};
// Song: Boci-Boci Tarka
int song_position = 0;
const int numNOTES = 36;
const int notes_frequency[4] = {
// F
174.61
// G
, 196.00
// A
, 220.00
// B
, 246.94
};
const int song_blueprint[numNOTES][4] = { // 0 = blank | 1 = note
{1,0,0,0},
{0,1,0,0},
{0,0,0,0},
{1,0,0,0},
{0,1,0,0},
{0,0,0,0},
{0,0,1,0},
{0,0,1,0},
{0,0,0,0},
{1,0,0,0},
{0,1,0,0},
{0,0,0,0},
{1,0,0,0},
{0,1,0,0},
{0,0,0,0},
{0,0,1,0},
{0,0,1,0},
{0,0,0,0},
{0,0,0,1},
{0,0,0,1},
{0,0,0,0},
{0,0,1,0},
{0,0,1,0},
{0,0,0,0},
{0,1,0,0},
{0,0,1,0},
{0,0,0,0},
{0,0,1,0},
{0,1,0,0},
{0,0,0,0},
{0,1,0,0},
{1,0,0,0},
{0,0,0,0},
{1,0,0,0},
{1,0,0,0},
{0,0,0,0}
};
// Used for drawframe()
int char_position[16][2] = {0}; // {0 = blank, 1 = note, 2 = explode} and {1,2,3,4 = position}
int char_position2[16][2] = {0}; // previous frame
char char_string[16]; // String to be printed on LCD
// Settings variables
int song_speed = 300; //ms
int barier_height = 6; // min = 0, max = 15
int game_over = 1; // 0 = off, 1 = on
int pitch = 1;
uint16_t pot_value = 0; // min = 0, max = 1023
// Your score
int time = 0;
// Serial monitor | simulate gamepad buttons
int serial_input = 0; // 0 = none, 1 = BC1, 2 = BC2, 3 = BC3, 4 = BC4
// Setup LCD
LiquidCrystal lcd(rs, en, d4, d5, d6, d7);
// Timer dependant
int timer2_counter = 0;
int timer2_counter2 = 0;
int playFreq_duration = 0;
int LED_duration = 0;
// Declarate functions
void loop();
void startScreen(int stop);
void gameoverScreen();
void playTune(int note);
void drawFrame();
int readPotentio();
int getBControl(int button);
int getBStart();
int getBMatrix();
int BMatrixRead(int row);
void BMatrixWrite(int col, int state);
void playFreq(int freq, int division_factor, int duration);
int main(){
uart_init(MYUBRR);
lcd.begin(16, 2);
// create custom characters for the LCD
for (int i=0; i < numGLYPHS; i++) {
lcd.createChar(i + 1, glyphs[i]);
}
// Timer setup
TCCR2A = 0;
TCCR2B = (1 << CS22) | (1 << CS21) | (1 << CS20);
TIMSK2 = 1;
// potentiometer setup
ADCSRA = (1 << ADEN) | (1 << ADPS2) | (1 << ADPS1) | (1 << ADPS0);
ADMUX = (1 << REFS0) | BPot;
// Switch matrix setup
SET_BIT(BMatrixC1_R2, BMatrixC1); // Set Collums to output
SET_BIT(BMatrixC2_R2, BMatrixC2);
SET_BIT(BMatrixC3_R2, BMatrixC3);
CLEAR_BIT(BMatrixR1_R2, BMatrixR1); // Set Rows to input
CLEAR_BIT(BMatrixR2_R2, BMatrixR2);
for(int c = 0; c < 3; c++){ // set initial state
BMatrixWrite((c+1), 1);
}
// piezo setup
SET_BIT(BuzzerPin_R, BuzzerPin);
// LED setup
SET_BIT(BLED_R2, BLED);
startScreen(0);
while (1) {
loop();
}
};
void loop() {
// if matrix buttons pressed
int pressed_BMatrix = getBMatrix(); // 0 = not pressed
// if speed button pressed
if (pressed_BMatrix == 1) { // faster speed
song_speed = song_speed - 10; // reduce loop delay
uart_putstring((unsigned char *) "Increased speed\n");
}
if (pressed_BMatrix == 2) { // slower speed
song_speed = song_speed + 10; // increase loop delay
uart_putstring((unsigned char *) "Decreased speed\n");
}
// if barier button pressed
if (pressed_BMatrix == 3) { // increase barier height
barier_height = barier_height + 1;
if (barier_height > 15) { // max height
barier_height = 15;
}
uart_putstring((unsigned char *) "Barier elevated\n");
}
if (pressed_BMatrix == 4) { // decrease barier height
barier_height = barier_height - 1;
if (barier_height < 0) { // min height
barier_height = 0;
}
uart_putstring((unsigned char *) "Barier lowered\n");
}
// if reset button pressed
if (pressed_BMatrix == 5) { // reset settings variables
song_speed = 300;
barier_height = 6;
// pitch = 1;
// game_over = 1;
uart_putstring((unsigned char *) "Settings reset\n");
}
// if toggle game over button pressed
if (pressed_BMatrix == 6) { // toggle game over
if (game_over == 1) { // game over on
game_over = 0;
} else { // game over off
game_over = 1;
}
uart_putstring((unsigned char *) "Toggled: Game over\n");
}
// get pitch (potentiometer)
pitch = 1 + (readPotentio()/500);
// get 16 notes type and position for drawframe()
for (int i=song_position; i < (song_position+16); i++) {
int array_pos = i-song_position;
if ((i-32) > numNOTES) {
song_position = 0;
}
if (i > 16-song_position) { // offset song by 16
// set to blank
char_position[array_pos][0] = 0; // set type
char_position[array_pos][1] = 0; // set position
// find note
for (int j=0; j < 4; j++) {
if (song_blueprint[i-16][j] == 1) { // note found
char_position[array_pos][0] = 1; // set type
char_position[array_pos][1] = j; // set position
}
}
// if previous frame was exploding
if (char_position2[array_pos+1][0] == 2){
char_position[array_pos][0] = 2; // set type
}
} else {
char_position[array_pos][0] = 0; // set type
char_position[array_pos][1] = 0; // set position
}
}
// if gamepad buttons pressed
for (int i=0; i < 4; i++) {
if (getBControl(i) == 1) { // if pressed
for (int j=0; j < (barier_height+1); j++) { // loop through notes within barier
if (char_position[j][0] == 1){ // note found
if (char_position[j][1] == i) { // if note is in relative position
char_position[j][0] = 2; // set type to explode
}
break;
}
}
}
}
// If explosion, play sound
if (char_position[0][0] == 2) { // explosion found
playTune(char_position[0][1]); // plays respective audio
}
// end of loop
drawFrame();
song_position++; // increment song position
memcpy(char_position2, char_position, sizeof(char_position)); // copy char_position to char_position2
// reset serial_input
serial_input = 0;
// update score
time = time + song_speed;
// loop delay
for (int i = 0; i < ((song_speed)/10); i++) {
_delay_ms(10);
}
// If note touched bottom of lcd, game over
if (char_position[0][0] == 1) { // note found
if (game_over == 1) { // game over on
song_position = 0;
gameoverScreen();
}
}
};
// Game functionality
void startScreen(int stop) {
lcd.clear();
lcd.setCursor(0,0);
lcd.print("~ Piano Tiles ~");
lcd.setCursor(0,1);
lcd.print(" Press Start");
if (stop == 0) {
playTune(4);
} else { // pressed to stop game
playTune(5);
}
while (getBStart() == 0) {
_delay_ms(10);
}
time = 0; // reset time score
};
void gameoverScreen(){
uart_putstring((unsigned char *) "Game Over\n");
lcd.clear();
lcd.setCursor(0,0);
lcd.print(" ~ Game Over ~");
lcd.setCursor(0,1);
lcd.print(" Time: ");
char time_string[5];
itoa(time/1000, time_string, 10);
lcd.print(time_string);
playTune(5);
while (getBStart() == 0) {
_delay_ms(10);
}
startScreen(0);
};
void playTune(int note) {
// 4 main notes
if (note == 0){ // F
playFreq(notes_frequency[0] * pitch, 256, 250);
} else if (note == 1){ // G
playFreq(notes_frequency[1] * pitch, 256, 250);
} else if (note == 2){ // A
playFreq(notes_frequency[2] * pitch, 256, 250);
} else if (note == 3){ // B
playFreq(notes_frequency[3] * pitch, 256, 250);
}
// start game tune
if (note == 4){
playFreq(200 * pitch, 256, 200);
_delay_ms(250);
playFreq(300 * pitch, 256, 250);
_delay_ms(250);
playFreq(400 * pitch, 256, 250);
_delay_ms(250);
playFreq(500 * pitch, 256, 250);
}
// game over tune
if (note == 5){
playFreq(500 * pitch, 256, 250);
_delay_ms(250);
playFreq(400 * pitch, 256, 250);
_delay_ms(250);
playFreq(300 * pitch, 256, 250);
_delay_ms(250);
playFreq(200 * pitch, 256, 200);
}
};
void drawFrame() { // draw frame using int char_position
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 16; j++) {
int type = char_position[j][0];
int pos = char_position[j][1];
if (j == barier_height) { // is barier
if (type == 0) { // blank
char_string[j] = barier;
} else if (type == 1) { // note
char_string[j] = barierNnote[pos][i];
} else if (type == 2) { // explode
char_string[j] = barierNnoteExploding[pos][i];
}
} else { // not barier
if (type == 0) { // blank
char_string[j] = blankchar;
} else if (type == 1) { // note
char_string[j] = note[pos][i];
} else if (type == 2) { // explode
char_string[j] = noteExploding[pos][i];
}
}
}
lcd.setCursor(0, i);
lcd.print(char_string);
}
};
// get button presses
int readPotentio() { // 0 - 1023
char temp_buf[64];
// Start single conversion by setting ADSC bit in ADCSRA
ADCSRA |= (1 << ADSC);
// Wait for ADSC bit to clear, signalling conversion complete.
while ( ADCSRA & (1 << ADSC) ) {}
// Result now available in ADC
uint16_t pot = ADC;
// convert uint16_t to string
itoa(pot, (char *)temp_buf, 10);
// if pot value changed, send to serial
if (pot != pot_value) {
pot_value = pot;
uart_putstring((unsigned char *) "Pot: ");
uart_putstring((unsigned char *) temp_buf);
uart_putchar('\n');
SET_BIT(BLED_R, BLED);
timer2_counter2 = 0;
LED_duration = 250;
}
return pot;
};
int getBControl(int button) {
int return_value = 0;
if (button == 0){
if (BIT_VALUE(BControl1_R, BControl1) == 1 || serial_input == 1) {
return_value = 1;
}
} else if (button == 1){
if (BIT_VALUE(BControl2_R, BControl2) == 1 || serial_input == 2) {
return_value = 1;
}
} else if (button == 2){
if (BIT_VALUE(BControl3_R, BControl3) == 1 || serial_input == 3) {
return_value = 1;
}
} else if (button == 3){
if (BIT_VALUE(BControl4_R, BControl4) == 1 || serial_input == 4) {
return_value = 1;
}
}
if (return_value == 1) {
uart_putstring((unsigned char *) "Pressed: gamepad button ");
uart_putchar((button+1)+48);
uart_putchar('\n');
SET_BIT(BLED_R, BLED);
timer2_counter2 = 0;
LED_duration = 250;
}
return return_value;
}
int getBStart() {
for (int i=0; i < 4; i++) {
if (getBControl(i) == 1) { // if pressed
return 1;
}
}
return 0;
}
int getBMatrix() { // BMatrixC1
int pressed_BMatrix = 0;
for(int c = 0; c < 3; c++){
for(int r = 0; r < 2; r++){
BMatrixWrite((c+1), 0);
if(BMatrixRead((r+1)) == 0){
pressed_BMatrix = BMatrixMapping[r][c]; // pressed matrix button
}
BMatrixWrite((c+1), 1);
}
}
if (pressed_BMatrix != 0) {
SET_BIT(BLED_R, BLED);
timer2_counter2 = 0;
LED_duration = 250;
}
return pressed_BMatrix;
}
int BMatrixRead(int row) {
int state = 0;
if (row == 1) {
state = BIT_VALUE(BMatrixR1_R, BMatrixR1);
} else if (row == 2) {
state = BIT_VALUE(BMatrixR2_R, BMatrixR2);
}
return state;
}
void BMatrixWrite(int col, int state) {
if (col == 1) {
if (state == 0) {
CLEAR_BIT(BMatrixC1_R3, BMatrixC1);
} else if (state == 1) {
SET_BIT(BMatrixC1_R3, BMatrixC1);
}
} else if (col == 2) {
if (state == 0) {
CLEAR_BIT(BMatrixC2_R3, BMatrixC2);
} else if (state == 1) {
SET_BIT(BMatrixC2_R3, BMatrixC2);
}
} else if (col == 3) {
if (state == 0) {
CLEAR_BIT(BMatrixC3_R3, BMatrixC3);
} else if (state == 1) {
SET_BIT(BMatrixC3_R3, BMatrixC3);
}
}
}
// play frequency to speaker
void playFreq(int freq, int division_factor, int duration) {
int ocr = F_CPU / freq / 2;
TCCR0A = (1<<COM0A1)|(0<<COM0A0);
if (division_factor == 1) {
TCCR0B= (0<<FOC0A)|(0<<FOC0B)|(0<<WGM02)| (0<<CS02) | (0<<CS01) | (1<<CS00);
} else if (division_factor == 8) {
TCCR0B= (0<<FOC0A)|(0<<FOC0B)|(0<<CS02) | (1<<CS01) | (0<<CS00);
} else if (division_factor == 64) {
TCCR0B= (0<<FOC0A)|(0<<FOC0B)| (0<<CS02) | (1<<CS01) | (1<<CS00);
} else if (division_factor == 256) {
TCCR0B= (0<<FOC0A)|(0<<FOC0B)|(1<<CS02) | (0<<CS01) | (0<<CS00);
} else if (division_factor == 1024) {
TCCR0B= (0<<FOC0A)|(0<<FOC0B)| (1<<CS02) | (0<<CS01) | (1<<CS00);
}
TCCR0A |= (1<<WGM01) | (1<<WGM00);
TCCR0B &= ~(1<<WGM02);
OCR0A = ocr;
playFreq_duration = duration;
timer2_counter = 0; // reset timer counter
};
// |||||||||||||| Serial Uart Definitions ||||||||||||||
// Initialize the UART
void uart_init(unsigned int ubrr) {
cli();
UBRR0H = (unsigned char)(ubrr>>8);
UBRR0L = (unsigned char)(ubrr);
UCSR0B = (1 << RXEN0) | (1 << TXEN0) | (1 << RXCIE0);
UCSR0C = (1 << UCSZ01) | (1 << UCSZ00);
tx_buffer_head = tx_buffer_tail = 0;
rx_buffer_head = rx_buffer_tail = 0;
sei();
}
// Transmit a byte
void uart_putchar(uint8_t c) {
uint8_t i;
i = tx_buffer_head + 1;
if ( i >= TX_BUFFER_SIZE ) i = 0;
while ( tx_buffer_tail == i ); // wait until space in buffer
//cli();
tx_buffer[i] = c;
tx_buffer_head = i;
UCSR0B = (1 << RXEN0) | (1 << TXEN0) | (1 << RXCIE0) | (1 << UDRIE0);
//sei();
}
// Transmit a string
void uart_putstring(unsigned char* s){
// transmit character until NULL is reached
while(*s > 0) uart_putchar(*s++);
}
// Transmit Interrupt
ISR(USART_UDRE_vect) {
uint8_t i;
if ( tx_buffer_head == tx_buffer_tail ) {
// buffer is empty, disable transmit interrupt
UCSR0B = (1 << RXEN0) | (1 << TXEN0) | (1 << RXCIE0);
}
else {
i = tx_buffer_tail + 1;
if ( i >= TX_BUFFER_SIZE ) i = 0;
UDR0 = tx_buffer[i];
tx_buffer_tail = i;
}
}
// Receive Interrupt
ISR(USART_RX_vect) {
uint8_t c, i;
c = UDR0;
i = rx_buffer_head + 1;
if ( i >= RX_BUFFER_SIZE ) i = 0;
if ( i != rx_buffer_tail ) {
rx_buffer[i] = c;
rx_buffer_head = i;
}
// set serial_input to c if its 1 || 2 || 3 || 4
if (c == '1') {
serial_input = 1;
uart_putstring((unsigned char *) "Sent: gamepad button 1\n");
} else if (c == '2') {
serial_input = 2;
uart_putstring((unsigned char *) "Sent: gamepad button 2\n");
} else if (c == '3') {
serial_input = 3;
uart_putstring((unsigned char *) "Sent: gamepad button 3\n");
} else if (c == '4') {
serial_input = 4;
uart_putstring((unsigned char *) "Sent: gamepad button 4\n");
}
}
// Timer0 Interrupt
ISR(TIMER2_OVF_vect) {
// For when to stop playing a frequency
timer2_counter++;
int time_elapsed = 1000.0 * ( timer2_counter * 256.0 + TCNT2 ) * 1024.0 / F_CPU;
if (time_elapsed > playFreq_duration) {
OCR0A = 0;
}
// For when to turn off LED
timer2_counter2++;
time_elapsed = 1000.0 * ( timer2_counter2 * 256.0 + TCNT2 ) * 1024.0 / F_CPU;
if (time_elapsed > LED_duration) {
LED_duration = 0;
CLEAR_BIT(BLED_R, BLED);
}
}
#endif