Hra Máš pevnú ruku?
Zo stránky SensorWiki
Záverečný projekt predmetu MIPS / LS2025 - Dávid Jamarik
Zadanie
https://www.makeuseof.com/tag/make-buzz-wire-game-arduino/
Cieľom bolo urobiť hru "Máš pevnú ruku?", zostaviť podstavu na ktorej bude ležať obvod a v ktorom bude trať po ktorej pôjde drôťik

Literatúra:
Analýza a opis riešenia
Pri zostavení projektu som použil:
2x Reproduktor - zapojené bez ohľadu na polaritu

Tlačidlo

3x 220 Ohm Rezistor

Schéma zapojenia:


Algoritmus a program
Hlavne funkcie ktoré využívam sú: buzz, sing, collison a loop
void buzz(int duration int frequency):
- duration -> koľko by mala trvať jedna nota
- frequency -> tón noty
- long delayValue je 1138, _delay_ms() potreboval konštantu a nemohol byť výpočet, je to spriemerovaná hodnota všetkých 'páuz' aby to znelo rozumne
void sing():
- millis() je prepísaný aby fungoval v AVRStudio
- na konci je if ktorý pozerá kde v pesničke sme aby to nadväzovalo na seba a nešlo zase od začiatku
void collision():
- jednoduchá funkcia ktorá keď sa dotkne drôtik trate tak 3-krát zapípa s krátkou pauzou medzi nimi
void loop():
- pozerá či bolo stlačené tlačidlo, ak áno začne hru, ak nie tak sa nič nedeje
- pozerá pokiaľ bol drôtik dotknutý s traťou, pokiaľ áno zavolá collision(), pokiaľ nie nič sa nedeje, a pritom stále hrá pesničku
pitches.h:
- všetky noty zapísané ako sa volajú namiesto číselný hodnôt v kóde
Výpis kódu:
#define F_CPU 16000000UL
#define TIMER0_COMPARE 249 // 1ms s 64 prescla pri 16MHz
#include "pitches.h"
#include <avr/io.h>
#include <stdio.h>
#include <avr/interrupt.h>
#include <util/delay.h>
#define set_bit(ADDRESS, BIT) (ADDRESS |= (1 << BIT))
#define clear_bit(ADDRESS, BIT) (ADDRESS &= ~(1 << BIT))
#define toggle_bit(ADDRESS, BIT) (ADDRESS ^= (1 << BIT))
#define buzz1 PB3 // D11
#define buzz2 PB2 // D10
#define course PB1 // D9
#define button PD2 // D2
volatile unsigned long timer0_millis = 0;
ISR(TIMER0_COMPA_vect) {
timer0_millis++;
}
unsigned long millis() {
unsigned long ms;
cli();
ms = timer0_millis;
sei();
return ms;
}
void setup_timer0() {
TCCR0A |= (1 << WGM01); // CTC mode
TCCR0B |= (1 << CS01) | (1 << CS00); // Prescaler 64
OCR0A = TIMER0_COMPARE;
TIMSK0 |= (1 << OCIE0A); // Enable compare interrupt
sei(); // Enable global interrupts
}
// Music
int songState = 0;
int melody[] = {
NOTE_F4, NOTE_E4, NOTE_D4, NOTE_CS4,
NOTE_C4, NOTE_B3, NOTE_AS3, NOTE_A3,
NOTE_G3, NOTE_A3, NOTE_AS3, NOTE_A3,
NOTE_G3, NOTE_C4, 0,
NOTE_C4, NOTE_A3, NOTE_A3, NOTE_A3,
NOTE_GS3, NOTE_A3, NOTE_F4, NOTE_C4,
NOTE_C4, NOTE_A3, NOTE_AS3, NOTE_AS3,
NOTE_AS3, NOTE_C4, NOTE_D4, 0,
NOTE_AS3, NOTE_G3, NOTE_G3, NOTE_G3,
NOTE_FS3, NOTE_G3, NOTE_E4, NOTE_D4,
NOTE_D4, NOTE_AS3, NOTE_A3, NOTE_A3,
NOTE_A3, NOTE_AS3, NOTE_C4, 0,
NOTE_C4, NOTE_A3, NOTE_A3, NOTE_A3,
NOTE_GS3, NOTE_A3, NOTE_A4, NOTE_F4,
NOTE_F4, NOTE_C4, NOTE_B3, NOTE_G4,
NOTE_G4, NOTE_G4, NOTE_G4, 0,
NOTE_G4, NOTE_E4, NOTE_G4, NOTE_G4,
NOTE_FS4, NOTE_G4, NOTE_D4, NOTE_G4,
NOTE_G4, NOTE_FS4, NOTE_G4, NOTE_C4,
NOTE_B3, NOTE_C4, NOTE_B3, NOTE_C4, 0
};
int tempo[] = {
8, 16, 8, 16,
8, 16, 8, 16,
16, 16, 16, 8,
16, 8, 3,
12, 16, 16, 16,
8, 16, 8, 16,
8, 16, 8, 16,
8, 16, 4, 12,
12, 16, 16, 16,
8, 16, 8, 16,
8, 16, 8, 16,
8, 16, 4, 12,
12, 16, 16, 16,
8, 16, 8, 16,
8, 16, 8, 16,
8, 16, 4, 16,
12, 17, 17, 17,
8, 12, 17, 17,
17, 8, 16, 8,
16, 8, 16, 8, 1
};
#define MELODY_LENGTH (sizeof(melody)/sizeof(melody[0]))
unsigned long previousMillis1 = 0;
const long interval1 = 1500;
unsigned long previousMillis2 = 0;
const long interval2 = 100;
unsigned long previousMillis3 = 0;
const long interval3 = 1000;
int displayStatus = 0;
int mode = 1;
int countdown = 0;
int count = 20;
void setup() {
setup_timer0();
// Set buzzers ako vstupi
set_bit(DDRB, buzz1);
set_bit(DDRB, buzz2);
// Set course wire ako vstup s pull-up
clear_bit(DDRB, course);
set_bit(PORTB, course);
// Set button ako vstup s pull-up
clear_bit(DDRD, button);
set_bit(PORTD, button);
}
void buzz(int duration, int frequency) {
if (frequency == 0) return;
long delayValue = 1138; // priemer aby to znelo OK
// vypocet kolko cyclov treba s duration a frequecny
long numCycles = (long)frequency * duration / 1000;
for (long i = 0; i < numCycles; i++) {
set_bit(PORTB, buzz1); // Turn on buzzer 1
set_bit(PORTB, buzz2); // Turn on buzzer 2
_delay_us(delayValue);
clear_bit(PORTB, buzz1); // Turn off buzzer 1
clear_bit(PORTB, buzz2); // Turn off buzzer 2
_delay_us(delayValue);
}
}
void sing() {
unsigned long currentMillis = millis();
if (currentMillis - previousMillis2 >= interval2) {
previousMillis2 = currentMillis;
int currentNote = melody[songState];
int duration = 1000 / tempo[songState];
buzz(duration, currentNote); // hraj na oba buzzers
buzz(10, 0); // kratke ticho
++songState;
if (songState > 79) {
songState = 14; // Loop
}
}
}
void collision_sound() {
for (int i = 0; i < 3; i++) {
buzz(100, NOTE_E5); // zvuk dotknutia sa
buzz(100, 0);
}
}
volatile uint8_t gameRunning = 0;
uint8_t lastButtonState = 1;
void loop() {
uint8_t currentButtonState = PIND & (1 << button);
// button stlacenie (rising)
if (!currentButtonState && lastButtonState) {
_delay_ms(50);
currentButtonState = PIND & (1 << button);
if (!currentButtonState) {
gameRunning = !gameRunning;
}
}
lastButtonState = currentButtonState;
static int wireWasHit = 0;
if (gameRunning) {
if (!(PINB & (1 << course))) { // kabel dotknuty
if (!wireWasHit) {
wireWasHit = 1;
collision_sound(); // hraj koliziu
}
} else {
wireWasHit = 0;
}
sing(); // hrat hudbu ked si zapnuty
}
}
int main(void) {
setup();
while (1) {
loop();
}
}
#ifndef PITHCES_H_
#define PITHCES_H_
#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
#endif /* PITHCES_H_ */
Zdrojový kód: BuzzWire.zip
Overenie
Na použitie stačí zapojiť mikroprocesor, stlačiť tlačidlo, chytiť nevodivú časť drôtika, hrať a nedotknúť sa trate drôtikom


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