Jeremie
Published © GPL3+

Make an Arduino Memory Game

A tutorial for beginners for making a memory game with an arduino and leds

BeginnerFull instructions provided56,709
Make an Arduino Memory Game

Things used in this project

Hardware components

Arduino UNO
Arduino UNO
×1
SparkFun 330 ohm resistors
we need 4 of them only
×1
SparkFun 10k ohm resistors
we need 4 of them only
×1
SparkFun Assorted LEDs
we need 4 LEDs of different colors
×1
SparkFun Mini speaker
You can do without this if you don't care about the sound
×1
SparkFun BreadBoard (Full size)
×1
Jumper wires (generic)
Jumper wires (generic)
×1

Software apps and online services

Arduino IDE
Arduino IDE

Story

Read more

Schematics

Fritzing Diagram

Diagram

Code

Memory Game Code

Arduino
This is the entire code for the game. Simply copy and paste it in your favorite IDE and upload it to the Arduino.
#define PLAYER_WAIT_TIME 2000 // The time allowed between button presses - 2s 

byte sequence[100];           // Storage for the light sequence
byte curLen = 0;              // Current length of the sequence
byte inputCount = 0;          // The number of times that the player has pressed a (correct) button in a given turn 
byte lastInput = 0;           // Last input from the player
byte expRd = 0;               // The LED that's suppose to be lit by the player
bool btnDwn = false;          // Used to check if a button is pressed
bool wait = false;            // Is the program waiting for the user to press a button
bool resetFlag = false;       // Used to indicate to the program that once the player lost

byte soundPin = 5;            // Speaker output

byte noPins = 4;              // Number of buttons/LEDs (While working on this, I was using only 2 LEDs)
                              // You could make the game harder by adding an additional LED/button/resistors combination.
byte pins[] = {2, 13, 10, 8}; // Button input pins and LED ouput pins - change these vaules if you wwant to connect yourbuttons to other pins
                              // The number of elements must match noPins below
                              
long inputTime = 0;           // Timer variable for the delay between user inputs

void setup() {
  delay(3000);                // This is to give me time to breathe after connection the arduino - can be removed if you want
  Serial.begin(9600);         // Start Serial monitor. This can be removed too as long as you remove all references to Serial below
  Reset();
}

///
/// Sets all the pins as either INPUT or OUTPUT based on the value of 'dir'
///
void setPinDirection(byte dir){
  for(byte i = 0; i < noPins; i++){
    pinMode(pins[i], dir); 
  }
}

//send the same value to all the LED pins
void writeAllPins(byte val){
  for(byte i = 0; i < noPins; i++){
    digitalWrite(pins[i], val); 
  }
}

//Makes a (very annoying :) beep sound
void beep(byte freq){
  analogWrite(soundPin, 2);
  delay(freq);
  analogWrite(soundPin, 0);
  delay(freq);
}

///
/// Flashes all the LEDs together
/// freq is the blink speed - small number -> fast | big number -> slow
///
void flash(short freq){
  setPinDirection(OUTPUT); /// We're activating the LEDS now
  for(int i = 0; i < 5; i++){
    writeAllPins(HIGH);
    beep(50);
    delay(freq);
    writeAllPins(LOW);
    delay(freq);
  }
}

///
///This function resets all the game variables to their default values
///
void Reset(){
  flash(500);
  curLen = 0;
  inputCount = 0;
  lastInput = 0;
  expRd = 0;
  btnDwn = false;
  wait = false;
  resetFlag = false;
}

///
/// User lost
///
void Lose(){
  flash(50);  
}

///
/// The arduino shows the user what must be memorized
/// Also called after losing to show you what you last sequence was
///
void playSequence(){
  //Loop through the stored sequence and light the appropriate LEDs in turn
  for(int i = 0; i < curLen; i++){
      Serial.print("Seq: ");
      Serial.print(i);
      Serial.print("Pin: ");
      Serial.println(sequence[i]);
      digitalWrite(sequence[i], HIGH);
      delay(500);
      digitalWrite(sequence[i], LOW);
      delay(250);
    } 
}

///
/// The events that occur upon a loss
///
void DoLoseProcess(){
  Lose();             // Flash all the LEDS quickly (see Lose function)
  delay(1000);
  playSequence();     // Shows the user the last sequence - So you can count remember your best score - Mine's 22 by the way :)
  delay(1000);
  Reset();            // Reset everything for a new game
}

///
/// Where the magic happens
///
void loop() {  
  if(!wait){      
                            //****************//
                            // Arduino's turn //
                            //****************//
    setPinDirection(OUTPUT);                      // We're using the LEDs
    
    randomSeed(analogRead(A0));                   // https://www.arduino.cc/en/Reference/RandomSeed
    sequence[curLen] = pins[random(0,noPins)];    // Put a new random value in the next position in the sequence -  https://www.arduino.cc/en/Reference/random
    curLen++;                                     // Set the new Current length of the sequence
    
    playSequence();                               // Show the sequence to the player
    beep(50);                                     // Make a beep for the player to be aware
    
    wait = true;                                  // Set Wait to true as it's now going to be the turn of the player
    inputTime = millis();                         // Store the time to measure the player's response time
  }else{ 
                            //***************//
                            // Player's turn //
                            //***************//
    setPinDirection(INPUT);                       // We're using the buttons

    if(millis() - inputTime > PLAYER_WAIT_TIME){  // If the player takes more than the allowed time,
      DoLoseProcess();                            // All is lost :(
      return;
    }      
        
    if(!btnDwn){                                  // 
      expRd = sequence[inputCount];               // Find the value we expect from the player
      Serial.print("Expected: ");                 // Serial Monitor Output - Should be removed if you removed the Serial.begin above
      Serial.println(expRd);                      // Serial Monitor Output - Should be removed if you removed the Serial.begin above
      
      for(int i = 0; i < noPins; i++){           // Loop through the all the pins
        if(pins[i]==expRd)                        
          continue;                               // Ignore the correct pin
        if(digitalRead(pins[i]) == HIGH){         // Is the buttong pressed
          lastInput = pins[i];
          resetFlag = true;                       // Set the resetFlag - this means you lost
          btnDwn = true;                          // This will prevent the program from doing the same thing over and over again
          Serial.print("Read: ");                 // Serial Monitor Output - Should be removed if you removed the Serial.begin above
          Serial.println(lastInput);              // Serial Monitor Output - Should be removed if you removed the Serial.begin above
        }
      }      
    }

    if(digitalRead(expRd) == 1 && !btnDwn)        // The player pressed the right button
    {
      inputTime = millis();                       // 
      lastInput = expRd;
      inputCount++;                               // The user pressed a (correct) button again
      btnDwn = true;                              // This will prevent the program from doing the same thing over and over again
      Serial.print("Read: ");                     // Serial Monitor Output - Should be removed if you removed the Serial.begin above
      Serial.println(lastInput);                  // Serial Monitor Output - Should be removed if you removed the Serial.begin above
    }else{
      if(btnDwn && digitalRead(lastInput) == LOW){  // Check if the player released the button
        btnDwn = false;
        delay(20);
        if(resetFlag){                              // If this was set to true up above, you lost
          DoLoseProcess();                          // So we do the losing sequence of events
        }
        else{
          if(inputCount == curLen){                 // Has the player finished repeating the sequence
            wait = false;                           // If so, this will make the next turn the program's turn
            inputCount = 0;                         // Reset the number of times that the player has pressed a button
            delay(1500);
          }
        }
      }
    }    
  }
}

Credits

Jeremie

Jeremie

5 projects • 31 followers
Happy guy, Robot enthusiast, Dog lover

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