/
KeyChainino_v3_phrase.ino
771 lines (669 loc) · 20.5 KB
/
KeyChainino_v3_phrase.ino
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
/*************************************************************************
Write Phrase to KEYCHAININO www.keychainino.com
created by Alessandro Matera
* ************************************************************************
*/
char phrase[] = "AND THE WINNER IS... MARUNMAGESH ";
#include <avr/pgmspace.h>
#include <avr/sleep.h>
#include <avr/power.h>
#include <avr/wdt.h>
#define MATRIX_ROW 8
#define MATRIX_COL 8
#define PIN_NUMBER 9
#define BUTTON_A 3 // INT1
#define BUTTON_B 2 // INT0
unsigned long timer = 64900;
byte i_Charlie = 0;
byte j_Charlie = 0;
const byte pins[PIN_NUMBER] = {4, 5, 6, 7, 8, 9, 10, A0, A1}; //the number of the pin used for the LEDs in ordered
const byte connectionMatrix[MATRIX_ROW][MATRIX_COL][2] = { //the matrix that show the LEDs pin connections. Firs Value is the Anode, second is the Catode
{{1, 0}, {2, 0}, {3, 0}, {4, 0}, {5, 0}, {6, 0}, {7, 0}, {8, 0}},
{{0, 1}, {2, 1}, {3, 1}, {4, 1}, {5, 1}, {6, 1}, {7, 1}, {8, 1}},
{{0, 2}, {1, 2}, {3, 2}, {4, 2}, {5, 2}, {6, 2}, {7, 2}, {8, 2}},
{{0, 3}, {1, 3}, {2, 3}, {4, 3}, {5, 3}, {6, 3}, {7, 3}, {8, 3}},
{{0, 4}, {1, 4}, {2, 4}, {3, 4}, {5, 4}, {6, 4}, {7, 4}, {8, 4}},
{{0, 5}, {1, 5}, {2, 5}, {3, 5}, {4, 5}, {6, 5}, {7, 5}, {8, 5}},
{{0, 6}, {1, 6}, {2, 6}, {3, 6}, {4, 6}, {5, 6}, {7, 6}, {8, 6}},
{{0, 7}, {1, 7}, {2, 7}, {3, 7}, {4, 7}, {5, 7}, {6, 7}, {8, 7}},
};
bool matrixState[MATRIX_ROW][MATRIX_COL] = { //the matrix that will be always used to turn ON or OFF the LEDs
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0}
};
bool gameStarted = false; //indicates if the game is started
//KeyChainino Face stored in FLASH in order to reduce RAM size
const PROGMEM bool KeyChaininoFace[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0}
};
//NUMBERS used in score stored in FLASH in order to reduce RAM size
const PROGMEM bool one[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0}
};
const PROGMEM bool two[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0}
};
const PROGMEM bool three[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 1, 1, 1, 0, 0}
};
const PROGMEM bool four[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0}
};
const PROGMEM bool five[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 0},
{0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 1, 1, 1, 0, 0}
};
const PROGMEM bool six[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 0, 1, 1, 1, 0, 0}
};
const PROGMEM bool seven[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0}
};
const PROGMEM bool eight[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 0, 1, 1, 1, 0, 0}
};
const PROGMEM bool nine[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 0, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0}
};
const PROGMEM bool zero[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 0, 1, 1, 1, 0, 0}
};
//letters
const PROGMEM bool A[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 1, 1, 1, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0}
};
const PROGMEM bool B[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0, 0}
};
const PROGMEM bool C[MATRIX_ROW][MATRIX_COL] = {
{0, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0, 0}
};
const PROGMEM bool D[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 0, 0, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0}
};
const PROGMEM bool E[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0}
};
const PROGMEM bool F[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0}
};
const PROGMEM bool G[MATRIX_ROW][MATRIX_COL] = {
{0, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 1, 1, 1, 0, 0},
{1, 1, 0, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0, 0}
};
const PROGMEM bool H[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0}
};
const PROGMEM bool I[MATRIX_ROW][MATRIX_COL] = {
{0, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 0, 0, 0}
};
const PROGMEM bool L[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0}
};
const PROGMEM bool M[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 0, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 1, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0}
};
const PROGMEM bool N[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0}
};
const PROGMEM bool O[MATRIX_ROW][MATRIX_COL] = {
{0, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0, 0}
};
const PROGMEM bool P[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 0, 0, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0, 0}
};
const PROGMEM bool Q[MATRIX_ROW][MATRIX_COL] = {
{0, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 0, 0, 1, 1, 0, 0},
{1, 1, 0, 0, 1, 1, 0, 0},
{1, 1, 0, 1, 1, 1, 0, 0},
{1, 1, 0, 0, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 0, 1, 0}
};
const PROGMEM bool R[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 0, 0, 1, 1, 0, 0},
{1, 1, 0, 0, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 0, 1, 1, 1, 0, 0},
{1, 1, 0, 0, 1, 1, 1, 0}
};
const PROGMEM bool S[MATRIX_ROW][MATRIX_COL] = {
{0, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0, 0}
};
const PROGMEM bool T[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0}
};
const PROGMEM bool U[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0, 0}
};
const PROGMEM bool V[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 0, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0}
};
const PROGMEM bool Z[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0},
{0, 1, 1, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0}
};
const PROGMEM bool K[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 1, 1, 0, 0},
{1, 1, 0, 1, 1, 0, 0, 0},
{1, 1, 1, 1, 0, 0, 0, 0},
{1, 1, 1, 1, 0, 0, 0, 0},
{1, 1, 0, 1, 1, 0, 0, 0},
{1, 1, 0, 0, 1, 1, 0, 0},
{1, 1, 0, 0, 0, 1, 1, 0}
};
const PROGMEM bool X[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 0, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 0, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0}
};
const PROGMEM bool Y[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 1, 0, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0}
};
const PROGMEM bool J[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0},
{1, 1, 0, 0, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 0, 0, 0}
};
const PROGMEM bool W[MATRIX_ROW][MATRIX_COL] = {
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1, 0},
{1, 1, 0, 1, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 1, 0, 0, 0}
};
const PROGMEM bool dot[MATRIX_ROW][MATRIX_COL] = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1},
{0, 0, 0, 0, 0, 1, 1, 1},
{0, 0, 0, 0, 0, 1, 1, 1}
};
ISR(TIMER1_OVF_vect) { // timer1 overflow interrupt service routine
cli(); //disable interrupt
TCNT1 = timer;// 65405;
// THIS PART IS USED TO UPDATE THE CHARLIEPLEXING LEDS MATRIX
// YOU CAN JUST DON'T CARE ABOUT THIS PART
// BECAUSE YOU CAN CODE LIKE A STANDARD MATRIX BY MANIPULATING THE
// VALUE OF THE matrixState MATRIX
pinMode(pins[connectionMatrix[i_Charlie][j_Charlie][0]], INPUT); //set both positive pole and negative pole
pinMode(pins[connectionMatrix[i_Charlie][j_Charlie][1]], INPUT); // to INPUT in order to turn OFF the LED
j_Charlie++;
if (j_Charlie >= MATRIX_COL) {
j_Charlie = 0;
i_Charlie++;
if (i_Charlie >= MATRIX_ROW) {
i_Charlie = 0;
}
}
if (matrixState[i_Charlie][j_Charlie] == 1) { //turn on LED with 1 in matrixState
pinMode(pins[connectionMatrix[i_Charlie][j_Charlie][0]], OUTPUT); //set positive pole to OUTPUT
pinMode(pins[connectionMatrix[i_Charlie][j_Charlie][1]], OUTPUT); //set negative pole to OUTPUT
digitalWrite(pins[connectionMatrix[i_Charlie][j_Charlie][0]], HIGH); //set positive pole to HIGH
digitalWrite(pins[connectionMatrix[i_Charlie][j_Charlie][1]], LOW); //set negative pole to LOW
}
sei(); //enable interrupt
}
ISR(INT1_vect) { //BUTTON A INTERRUPT
//do nothing
}
ISR(INT0_vect) { //BUTTON B INTERRUPT
//do nothing
}
void setup() {
//configure LED pins
for (byte i = 0; i < PIN_NUMBER; i++) {
pinMode(pins[i], INPUT);
}
//configure Buttons pins
pinMode(BUTTON_A, INPUT_PULLUP);
pinMode(BUTTON_B, INPUT_PULLUP);
// initialize Timer1
cli(); // disable global interrupts
TCCR1A = 0; // set entire TCCR1A register to 0
TCCR1B = 0; // set entire TCCR1A register to 0
bitSet(TIMSK1, TOIE1); // enable Timer1 overflow interrupt:
TCNT1 = timer;
// set prescaler
bitSet(TCCR1B, CS10);
//disabling all unnecessary peripherals to reduce power
ADCSRA = 0;
bitSet(ADCSRA, ADEN); //disable ADC
bitSet(ACSR, ACD); // disable Analog comparator, saves 4 uA
power_adc_disable(); // disable ADC converter
power_spi_disable();
power_usart0_disable();
power_twi_disable();
power_timer2_disable();
wdt_disable();
// enable global interrupts:
sei();
//gameStarted = true; //Start the game
goSleep();
resetGame();
}
String phrase_str;
void loop() {
if (gameStarted) { //if game is started
game(); //go to game function
} else { //else end the game
endGame(); //to to end game
}
}
void game() {
for (char c = 0; phrase[c] != '\0'; c++) {
for (int col = MATRIX_COL - 1; col >= 0; col--) { // we start to display the charter matrix from right to left
for (byte i = 0; i < MATRIX_COL; i++) { //put the charter into the matrixState
for (byte j = 0; j < MATRIX_ROW; j++) { //as usual
if (i >= col) { //if the number of col(i) is higher than the scrolling col, we show the correct charter according to charterToShow var.
writeCharter(phrase[c], i, j, col);
}
else { //else, if col (i) is less than col, we shift the matrixState
matrixState[j][i] = matrixState[j][i + 1];
}
}
}
delay(60);
}
}
gameStarted = false;
}
void writeCharter(char charterToShow, byte i, byte j, byte col) {
if (charterToShow == 'A') {
matrixState[j][i] = (bool*)pgm_read_byte(&(A[j][i - col]));
}
else if (charterToShow == 'B') {
matrixState[j][i] = (bool*)pgm_read_byte(&(B[j][i - col]));
}
else if (charterToShow == 'C') {
matrixState[j][i] = (bool*)pgm_read_byte(&(C[j][i - col]));
}
else if (charterToShow == 'D') {
matrixState[j][i] = (bool*)pgm_read_byte(&(D[j][i - col]));
}
else if (charterToShow == 'E') {
matrixState[j][i] = (bool*)pgm_read_byte(&(E[j][i - col]));
}
else if (charterToShow == 'F') {
matrixState[j][i] = (bool*)pgm_read_byte(&(F[j][i - col]));
}
else if (charterToShow == 'G') {
matrixState[j][i] = (bool*)pgm_read_byte(&(G[j][i - col]));
}
else if (charterToShow == 'H') {
matrixState[j][i] = (bool*)pgm_read_byte(&(H[j][i - col]));
}
else if (charterToShow == 'I') {
matrixState[j][i] = (bool*)pgm_read_byte(&(I[j][i - col]));
}
else if (charterToShow == 'L') {
matrixState[j][i] = (bool*)pgm_read_byte(&(L[j][i - col]));
}
else if (charterToShow == 'M') {
matrixState[j][i] = (bool*)pgm_read_byte(&(M[j][i - col]));
}
else if (charterToShow == 'N') {
matrixState[j][i] = (bool*)pgm_read_byte(&(N[j][i - col]));
}
else if (charterToShow == 'O') {
matrixState[j][i] = (bool*)pgm_read_byte(&(O[j][i - col]));
}
else if (charterToShow == 'P') {
matrixState[j][i] = (bool*)pgm_read_byte(&(P[j][i - col]));
}
else if (charterToShow == 'Q') {
matrixState[j][i] = (bool*)pgm_read_byte(&(Q[j][i - col]));
}
else if (charterToShow == 'R') {
matrixState[j][i] = (bool*)pgm_read_byte(&(R[j][i - col]));
}
else if (charterToShow == 'S') {
matrixState[j][i] = (bool*)pgm_read_byte(&(S[j][i - col]));
}
else if (charterToShow == 'T') {
matrixState[j][i] = (bool*)pgm_read_byte(&(T[j][i - col]));
}
else if (charterToShow == 'U') {
matrixState[j][i] = (bool*)pgm_read_byte(&(U[j][i - col]));
}
else if (charterToShow == 'V') {
matrixState[j][i] = (bool*)pgm_read_byte(&(V[j][i - col]));
}
else if (charterToShow == 'Z') {
matrixState[j][i] = (bool*)pgm_read_byte(&(Z[j][i - col]));
}
else if (charterToShow == 'K') {
matrixState[j][i] = (bool*)pgm_read_byte(&(K[j][i - col]));
}
else if (charterToShow == 'X') {
matrixState[j][i] = (bool*)pgm_read_byte(&(X[j][i - col]));
}
else if (charterToShow == 'Y') {
matrixState[j][i] = (bool*)pgm_read_byte(&(Y[j][i - col]));
}
else if (charterToShow == 'J') {
matrixState[j][i] = (bool*)pgm_read_byte(&(J[j][i - col]));
}
else if (charterToShow == 'W') {
matrixState[j][i] = (bool*)pgm_read_byte(&(W[j][i - col]));
}
else if (charterToShow == '.') { //SYMBOLS FOR SPACE
matrixState[j][i] = (bool*)pgm_read_byte(&(dot[j][i - col]));
}
else if (charterToShow == ' ') { //SYMBOLS FOR SPACE
matrixState[j][i] = 0;
}
}
void endGame() {
clearMatrix(); //clear all the LEDs
showKeyChaininoFace(); //show KeyChaininoFace
delay(500);
goSleep(); //sleep to reduce power
resetGame(); //reset game variables
}
void resetGame() {
//reset all game variables to the start condition
clearMatrix();
showKeyChaininoFace();
delay(500);
clearMatrix();
delay(300);
gameStarted = true;
}
void clearMatrix() {
//clear the matrix by inserting 0 to the matrixState
for (byte i = 0; i < MATRIX_ROW; i++) {
for (byte j = 0; j < MATRIX_COL; j++) {
clearMatrixStateBit(i, j);
}
}
}
void fullMatrix() {
//turn on all LEDs in the matrix by inserting 1 to the matrixState
for (byte i = 0; i < MATRIX_ROW; i++) {
for (byte j = 0; j < MATRIX_COL; j++) {
setMatrixStateBit(i, j);
}
}
}
void showKeyChaininoFace() {
for (byte i = 0; i < MATRIX_ROW; i++) {
for (byte j = 0; j < MATRIX_COL; j++) {
matrixState[i][j] = (bool*)pgm_read_byte(&(KeyChaininoFace[i][j])); //here we read the matrix from FLASH
}
}
}
void setMatrixStateBit(byte i, byte j) {
matrixState[i][j] = 1;
}
void clearMatrixStateBit(byte i, byte j) {
matrixState[i][j] = 0;
}
void goSleep() {
//going sleep to reduce power consuming
power_timer0_disable(); //disable Timer 0
power_timer1_disable(); //disable Timer 1
//clean the charlieplexing
i_Charlie = 0;
j_Charlie = 0;
for (byte i = 0; i < MATRIX_ROW; i++) {
for (byte j = 0; j < MATRIX_COL; j++) {
pinMode(pins[connectionMatrix[i][j][0]], INPUT); //set both positive pole and negative pole
pinMode(pins[connectionMatrix[i][j][1]], INPUT); // to INPUT in order to turn OFF the LED
}
}
//enable interrupt buttons to allow wakeup from button interrupts
bitSet(EIMSK, INT0); //enable interrupt button B - INT0
bitSet(EIMSK, INT1); //enable interrupt button A - INT1
set_sleep_mode(SLEEP_MODE_PWR_DOWN);
while (digitalRead(BUTTON_B) || digitalRead(BUTTON_A)) { //until all the two buttons are pressend
sleep_mode();
}
//disable interrupt buttons after sleep
bitClear(EIMSK, INT0); //enable interrupt button B - INT0
bitClear(EIMSK, INT1); //enable interrupt button A - INT1
power_timer0_enable(); //enable Timer 0
power_timer1_enable(); //enable Timer 1
}