Arduino Reaction Game
I was given an Arduino Diecimila and I’ve been playing with it. After doing all the learning and remembering my electronics, here’s the first decent stab at a real project: A reaction game!
What it does
It’s pretty simple. There is a button and an LED. When you press and hold the button, the LED starts fading up. When the LED reaches full brightness, it drops back down to off and starts fading up again, until you release it. The aim of the game is to release it as close to the full brightness as possible. There are also 5 LEDs for scoring: Early-cold, Early-warm, Win, Late-warm, and Late-cold.
Demo
How to make it
You’ll need:
- 1x Arduino board
- 1x Breadboard
- 1x Pushbutton
- 6x LEDs of appropriate color, size and brightness
- 7x Appropriate resistors, six for the LEDs and one for the switch-to-ground.
- Download reactionGame.fz and open in Fritzing.
- Download reactionGame.pde and open in Arduino IDE
Code
/* Brett's Reaction Game Plays a game where the player must hold down a switch to start the game LED fading in, and release it as close to the brightness wrap-around point as possible without it blanking. How well you do lights up the appropriate 'scoring' LED. Refer to the components attached to the various pins. Created 12 January 2010 By Brett Taylor Documentation and circuit layout available at: /projects/reaction-game This work is licensed under a Creative Commons Attribution 3.0 New Zealand License. /licenses/by/3.0/nz/ */ // the pins the brightness board pins attach to. const int scorePins[] = { 12, // too quick, cold 11, // too quick, warm 10, // right on target, win! 9, // too high, warm 8 // too high, cold }; const int scorePinCount = 5; // how many brightness pins there are const int buttonPin = 2;// button connects to this const int gamePin = 5; // game fading pin, must be PWM int oldState = 0; // used to track the changing of button state int readState = 0; int brightness = 0; // current game brightness int counter = 0; // used to check for a minimum hold time, prevents scoring of // short presses, and also used for the win mode flashing! int i = 0; // used in the for loops in setup() and allScorePins(); int win = 0; // if the player has won, use this to keep track void setup() { // set up score pins for (i = 0; i < scorePinCount; i++) { pinMode(scorePins[i], OUTPUT); } pinMode(buttonPin, INPUT); pinMode(gamePin, OUTPUT); } void loop() { readState = digitalRead(buttonPin); // this function calls other functions depending on the state of the button. Check below // for the code for pressed(), held(), and released(). // check for button state transition if (readState == HIGH && oldState == LOW) { // button has just been pressed pressed(); // run the button pressed event } if (readState == HIGH && oldState == HIGH) { // button is held down held(); // run the button is being held event } if (readState == LOW && oldState == HIGH) { // button released released(); // run the button released event counter = 0; // reset the counter } if (win == 1) { // if the player has won the last game: // we want to flash the middle score LED counter++; // count cycles if (counter < 10) { // if it's under 50ms (5 * 10ms)... digitalWrite(scorePins[2], HIGH); } else if (counter < 20) { // otherwise if it's under 100ms... digitalWrite(scorePins[2], LOW); } else { counter = 0; // otherwise start the cycle over! } delay(5); // wait 10ms } oldState = readState; } void pressed() { // button has just been pressed: win = 0; // new game, not winning any more brightness = 0; // reset brightness to 0 allScorePins(HIGH); // turn all the score pins on //-- see below for the function counter = 0; // start counting how long the button // has been pressed for delay(10); // wait till button bouncing is likely to // have ended. } void held() { // button is being held: counter++; // increment the counter brightness++; // increment the brightness if (brightness > 255) { // PWM is ranged between 0-255, make it brightness = 0; // loop around } analogWrite(gamePin, brightness); // update the game pin's brightness delay(10); // wait a little } void released() { // button has been released: allScorePins(LOW); // turn all the score pins off // check to see if the game ran at least 128 cycles if (counter < 128) { analogWrite(gamePin, 0); // reset the game pin to off return; // return control to loop(); } // now we check the value of brightness to see which // range it is within, and light up the appropriate LED. if (brightness > 128 && brightness <= 200 ) { // too quick, cold. digitalWrite(scorePins[0], HIGH); } else if (brightness > 200 && brightness <= 250 ) { // too quick, warm digitalWrite(scorePins[1], HIGH); } else if (brightness > 250 && brightness <= 255) { // right on the money! win! digitalWrite(scorePins[2], HIGH); win = 1; // player wins! } else if (brightness >= 0 && brightness <= 30 ) { // too slow, warm digitalWrite(scorePins[3], HIGH); } else if (brightness > 30 && brightness <= 128 ) { // too slow, cold. digitalWrite(scorePins[4], HIGH); } } void allScorePins(int val) { // this is a function that takes a value passed to it, stashes that in 'val' // and sets all the score pins to the value of 'val' for (i = 0; i < scorePinCount; i++) { // take each score pin in turn digitalWrite(scorePins[i], val); // set it to the value } }
[…] more details on this? Check out Brett’s Arduino Reaction Game in the projects […]
Hi,
looks like we got into some character encoding troubles here: http://img197.imageshack.us/img197/5125/screenshotfrom201211301.png
not an issue for me but it would be nice to see it fixed 🙂
greetings from germany
/jan
Thanks Jan, tidied it up a little. The source file is there for everyone anyhow 🙂
Hello, Jan.
Its nice to see what you did.
Love u Son <3