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C++ Music Note Values and Game Logic

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0% found this document useful (0 votes)
22 views7 pages

C++ Music Note Values and Game Logic

Uploaded by

trandanhthien9e
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

// C++ code

//
/*************************************************
Pitch values for music
Credits: [Link]
%2Fdrive%2Ffolders%2F1yH2TnQntyjxTACFiJCyzE9jY4F3DJgM0%3Fusp
%3Dsharing&redir_token=sOm1FFj-
ZK5Nn2zLavHViFT8Ewd8MTU4OTI3OTkyOEAxNTg5MTkzNTI4&v=nVVzBPgpCsM&event=video_descript
ion
*************************************************/

#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

int melody[] = {
NOTE_C5, NOTE_AS4, NOTE_A4, NOTE_F4,
NOTE_G4, 0, NOTE_G4, NOTE_D5,
NOTE_C5, 0, NOTE_AS4, 0,
NOTE_A4, 0, NOTE_A4, NOTE_A4,
NOTE_C5, 0, NOTE_AS4, NOTE_A4,
NOTE_G4,0, NOTE_G4, NOTE_AS5
};
int melody2[] = {
NOTE_E4, NOTE_E4, NOTE_E4, NOTE_E4, NOTE_E4, NOTE_E4, NOTE_E4, NOTE_G4, NOTE_C4,
NOTE_D4, NOTE_E4,
NOTE_F4, NOTE_F4, NOTE_F4, NOTE_F4, NOTE_F4, NOTE_E4, NOTE_E4, NOTE_E4, NOTE_E4,
NOTE_E4, NOTE_D4, NOTE_D4, NOTE_E4, NOTE_D4, NOTE_G4
};

int noteDurations2[] = {
8, 8, 4, 8, 8, 4, 8, 8, 8, 8, 2, 8, 8, 8, 8, 4, 8, 8, 8, 8, 4, 8, 8, 8, 2
};
// note durations: 4 = quarter note, 8 = eighth note, etc.:
int noteDurations[] = {
4,4,4,4,
4,4,4,4,
4,4,4,4,
4,4,4,4,
4,4,4,4,
4,4,4,4
};
const int segmentA = 8;
const int segmentB = 9;
const int segmentC = 10;
const int segmentD = 11;
const int segmentE = 12;
const int segmentF = 13;
const int segmentG = A2;
int pot_value = A0;
int but_value;
int p = 5;
int spin_value;
int previousMillis;
int currentMillis;
int light = 6;
int button = 1, button2 = 1;
const int digits[10][7] = {
{1, 1, 1, 1, 1, 1, 0}, // 0
{0, 1, 1, 0, 0, 0, 0}, // 1
{1, 1, 0, 1, 1, 0, 255}, // 2
{1, 1, 1, 1, 0, 0, 255}, // 3
{0, 1, 1, 0, 0, 1, 255}, // 4
{1, 0, 1, 1, 0, 1, 255}, // 5
{1, 0, 1, 1, 1, 1, 255}, // 6
{1, 1, 1, 0, 0, 0, 0}, // 7
{1, 1, 1, 1, 1, 1, 255}, // 8
{1, 1, 1, 1, 0, 1, 255} // 9
};
void setup()
{
pinMode(2, OUTPUT);
pinMode(3, OUTPUT);
pinMode(4, OUTPUT);
pinMode(5, OUTPUT);
pinMode(6, OUTPUT);
pinMode(8, OUTPUT);
pinMode(9, OUTPUT);
pinMode(10, OUTPUT);
pinMode(11, OUTPUT);
pinMode(12, OUTPUT);
pinMode(13, OUTPUT);
pinMode(7, INPUT);
pinMode(A2, OUTPUT);
pinMode(pot_value, INPUT);
pinMode(A1, OUTPUT);
[Link](9600);

void loop()
{
int turn = 5;
[Link]("BEGIN");
p = 5;
//random value
int ran_value = random(0, 10);
[Link](ran_value);
waitingGame();
int noteDuration = 750 / noteDurations[1];
tone(A1, melody[2], noteDuration);
int pauseBetweenNotes = noteDuration * 5.30;
delay(pauseBetweenNotes);
noTone(A1);
// Vòng chơi
for (int i = 2; i < 7; i++){
digitalWrite(i, HIGH);
}
while(p--){
but_value = digitalRead(7);
//Hiển thị đèn 7 segment
while (!but_value == HIGH){
but_value = digitalRead(7);
spin_value = analogRead(pot_value)/103;
displayDigit(spin_value);
if (button2 % 1000 == 0){
digitalWrite(light, button);
button = 1 - button;
}
button2++;
}
[Link]("Hold");
if (but_value == HIGH){
previousMillis = millis();
while(but_value == HIGH){but_value = digitalRead(7);};
currentMillis = millis();
tone(A1, melody[1], noteDuration);
delay(pauseBetweenNotes/4);
noTone(A1);
}
[Link]("Release");
if (currentMillis - previousMillis >= 5000){
p = 0;
continue;
}
[Link](spin_value);
but_value = digitalRead(7);
if (ran_value == spin_value){
winGame();
p = 0;
continue;
}
else{
[Link]("Wrong");
digitalWrite(light, LOW);
light--;

if (p == 0){
loseGame(ran_value);
continue;
}
}
delay(50);
}
[Link]("END");
//delay(10000);
}
void displayDigit(int digit) {
digitalWrite(segmentA, digits[digit][0]);
digitalWrite(segmentB, digits[digit][1]);
digitalWrite(segmentC, digits[digit][2]);
digitalWrite(segmentD, digits[digit][3]);
digitalWrite(segmentE, digits[digit][4]);
digitalWrite(segmentF, digits[digit][5]);
analogWrite(segmentG, digits[digit][6]);
return;
}
//Hieu ung khoi dong
void waitingGame(){
for (int i = 2; i < 7; i++){
digitalWrite(i, HIGH);
}
delay(100);
digitalWrite(segmentA, HIGH);
delay(100);
digitalWrite(segmentA, LOW);
digitalWrite(segmentB, HIGH);
delay(100);
digitalWrite(segmentB, LOW);
digitalWrite(segmentC, HIGH);
delay(100);
digitalWrite(segmentC, LOW);
digitalWrite(segmentD, HIGH);
delay(100);
digitalWrite(segmentD, LOW);
digitalWrite(segmentE, HIGH);
for (int i = 2; i < 7; i++){
digitalWrite(i, LOW);
}
delay(100);
digitalWrite(segmentE, LOW);
digitalWrite(segmentF, HIGH);
delay(100);
digitalWrite(segmentF, LOW);
analogWrite(segmentG, 255);
delay(100);
analogWrite(segmentG, LOW);
digitalWrite(segmentA, HIGH);
delay(100);
digitalWrite(segmentA, LOW);
digitalWrite(segmentB, HIGH);
delay(100);
digitalWrite(segmentB, LOW);
digitalWrite(segmentC, HIGH);
delay(100);
digitalWrite(segmentC, LOW);
digitalWrite(segmentD, HIGH);
delay(100);
digitalWrite(segmentD, LOW);
for (int i = 2; i < 7; i++){
digitalWrite(i, HIGH);
delay(100);
digitalWrite(segmentA, HIGH);
delay(100);
digitalWrite(segmentA, LOW);
digitalWrite(segmentB, HIGH);
delay(100);
digitalWrite(segmentB, LOW);
digitalWrite(segmentC, HIGH);
delay(100);
digitalWrite(segmentC, LOW);
digitalWrite(segmentD, HIGH);
delay(100);
digitalWrite(segmentD, LOW);
digitalWrite(segmentE, HIGH);
delay(100);
digitalWrite(segmentE, LOW);
digitalWrite(segmentF, HIGH);
delay(100);
digitalWrite(segmentF, LOW);
analogWrite(segmentG, 255);
delay(100);
analogWrite(segmentG, LOW);
digitalWrite(segmentA, HIGH);
delay(100);
digitalWrite(segmentA, LOW);
digitalWrite(segmentB, HIGH);
delay(100);
digitalWrite(segmentB, LOW);
digitalWrite(segmentC, HIGH);
delay(100);
digitalWrite(segmentC, LOW);
digitalWrite(segmentD, HIGH);
delay(100);
digitalWrite(segmentD, LOW);
}
for (int i = 2; i < 7; i++){
digitalWrite(i, HIGH);
}
return;
}
//Hieu ung thang
void winGame(){
for (int i = 2; i < 7; i++){
digitalWrite(i, LOW);
}
songWin();
[Link]("WIN");
for (int i = 2; i < 7; i++){
digitalWrite(i, LOW);
}
return;
}
//Hieu ung thua
void loseGame(int ran_value){
for (int i = 2; i < 7; i++){
digitalWrite(i, LOW);
}
displayDigit(ran_value);
[Link]("The number is ");
[Link](ran_value);
songLose();
for (int i = 2; i < 7; i++){
digitalWrite(i, LOW);
}
}
void songLose() {
int turn = 1;
for (int thisNote = 0; thisNote < 24; thisNote++) {

int noteDuration = 750 / noteDurations[thisNote];


tone(A1, melody[thisNote], noteDuration);

int pauseBetweenNotes = noteDuration * 1.30;


delay(pauseBetweenNotes);
for (int i = 2; i < 7; i++){
digitalWrite(i, turn);
}
turn = 1- turn;
noTone(A1);
}
}
void songWin() {
int q = 2;
for (int i = 2; i < 7; i++){
digitalWrite(i, LOW);
}
for (int thisNote = 0; thisNote < 26; thisNote++) {

int noteDuration = 750 / noteDurations2[thisNote];


tone(A1, melody2[thisNote], noteDuration);

int pauseBetweenNotes = noteDuration * 1.30;


delay(pauseBetweenNotes);
if (thisNote % 5 == 0){
for (int i = 2; i < 7; i++){
if (i != q){
digitalWrite(i, LOW);
}
}
digitalWrite(q, HIGH);
q++;
}
noTone(A1);
}
}

Common questions

Powered by AI

The analogWrite function is used to control the intensity of LED segments, particularly segmentG in this case, by outputting a PWM signal which simulates an analog voltage level. This can help modulate the brightness of segment-equipped displays .

The code controls the display using digitalWrite functions to set high or low signals on specific output pins connected to segments of a 7-segment display. It uses arrays to map digit segments and functions like displayDigit to output specific numerals .

The functions songWin() and songLose() handle the output of musical tones and visual feedback depending on the game's outcome. songWin() plays a predefined melody and turns on LEDs sequentially to indicate winning, while songLose() plays a different melody and temporarily alternates the state of the LEDs to indicate losing .

The code generates a random value using the random function, which is stored as ran_value. This random value is then used in a game logic to decide whether the player's input (spin_value) matches with this generated random value, influencing the game outcome (win or lose).

The code manages timing using delay functions and calculates the duration of each note with expressions like 750 / noteDurations[thisNote]. This calculation is then used to control the length of tone output and pauses between notes, ensuring correct timing of each musical element .

The code uses a series of #define statements to assign integer values corresponding to pitch frequencies for musical notes, ranging from NOTE_B0 (31) to NOTE_DS8 (4978).

The loop function uses digitalRead and digitalWrite to interact with buttons and LEDs, driving the main game logic. It reads button states to determine game actions, updates LED segments according to game status, and checks for user input response timing, integrating these signals to modulate game progress and visual output .

User input is handled using digitalRead to check button states and analogRead for potentiometer values. This input determines game actions, such as stopping animations or altering game state to progress through different stages, forming the core interaction mechanism between player and device .

The setup function initializes the microcontroller's digital and analog pins for input and output operations and establishes serial communication. The loop function contains the main logic of the program that continuously executes, managing game states, user interactions, and signal outputs for musical and visual feedback .

Musical notes are stored in arrays called melody and melody2, where each element corresponds to a note with a specific frequency. These arrays are crucial for playing sequences of musical notes, and are iterated through within functions like songWin() and songLose() to play melodies .

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