Adabox019 macropad Simon says game

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wilsonRL
 
Posts: 11
Joined: Tue Jul 13, 2021 10:09 pm

Adabox019 macropad Simon says game

Post by wilsonRL »

I made a Simon says game with the macropad from Adabox019. It's my first adabox and my first time writing a program that isn't a book question. I thoroughly enjoyed it, learned a lot and am ready to come up with a new game (it turns out that I don't really care for Simon says).

In case anyone wants to try it, here is my code:

Code: Select all

"""
Simon Says for Adabox019 MACROPAD
Rebecca Wilson
July 29,2021
"""

from adafruit_macropad import MacroPad
import random
import time

macropad = MacroPad()
macropad.pixels.brightness = 0.3

# key colors
RED = (255,0,0)
ORANGE = (255,25,0)
YELLOW = (255, 200, 0)
SPRING = (0,255,50)
GREEN = (0,255,0)
CYAN = (0,255,125)
SKY = (0,255,255)
CLOUD = (0,125,255)
BLUE = (0,0,255)
INDIGO = (50,0,255)
MAGENTA = (125,0,125)
PINK = (255,0,50)

colors = [RED,ORANGE,YELLOW,SPRING,GREEN,CYAN,SKY,CLOUD,BLUE,INDIGO,MAGENTA,PINK]

# key sounds
sounds = [196,220,246,262,294,33,349,392,440,494,523,587]

# class to keep track of key position, color and sound
class Level_info:
    def __init__(self,location):
        self.key_location = location
        self.neo_color = colors[location]
        self.sound = sounds[location]
    
    def show(self):
        macropad.pixels[self.key_location] = self.neo_color
        macropad.start_tone(self.sound)
        time.sleep(0.5)
    
    def hide(self):
        macropad.pixels[self.key_location] = (0,0,0)
        macropad.stop_tone()
        time.sleep(0.5)

# shows game text
text_lines = macropad.display_text(title='Memory Game')
text_lines.show()

# main loop
while True:
    
    text_lines[0].text = 'To start: '
    text_lines[1].text = 'press encoder button.'
    
    
    macropad.encoder_switch_debounced.update()
    
    # initialize and reset game
    if macropad.encoder_switch_debounced.pressed:
        game_in_progress = True
        levels = []
        current_level = 1
        text_lines[0].text = ' '
        text_lines[1].text = 'Begin level: '.format(current_level)
        text_lines[2].text = ' '
        position_in_level = 0
        time.sleep(2)
    
        # game loop
        while game_in_progress:
  
            # each time through the loop - create and store a new Level_info object at the end of the levels list
            levels.append(Level_info(random.randint(0,11)))
            
            # shows player the order to press the buttons
            for place in levels:
                place.show()
                place.hide()
   
            text_lines[1].text = 'Begin level: {0}'.format(current_level)
            
            # loop that checks whether player presses the correct buttons in the correct order
            while position_in_level < len(levels):
                
                key_event = macropad.keys.events.get()
                
                if key_event:
                    if key_event.pressed:
                        if key_event.key_number is levels[position_in_level].key_location:
                            levels[position_in_level].show()
                            levels[position_in_level].hide()
                            position_in_level += 1 
                        else:
                            text_lines[2].text = 'GAME OVER!'
                            game_in_progress = False
                            break
            
            current_level += 1
            position_in_level = 0
            time.sleep(1)  

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petronivs
 
Posts: 14
Joined: Tue Oct 07, 2014 10:05 pm

Re: Adabox019 macropad Simon says game

Post by petronivs »

Thanks for sharing this. I've been trying to think of an interesting use for this box that isn't just another smart keyboard wedge--it seems like that's what most of the examples focus around.

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kirksan
 
Posts: 6
Joined: Sat Jun 05, 2021 10:23 pm

Re: Adabox019 macropad Simon says game

Post by kirksan »

I like this example, this is my first Adabox and I’m learning how to program using it, I can follow your code and it makes sense, should learn a lot playing with it - thanks for sharing.

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adafruit_support_mike
 
Posts: 65812
Joined: Thu Feb 11, 2010 2:51 pm

Re: Adabox019 macropad Simon says game

Post by adafruit_support_mike »

Nice! Thanks for posting the code, and congratulations on learning from the project!

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AnneBarela
 
Posts: 753
Joined: Sat Mar 24, 2012 8:56 pm

Re: Adabox019 macropad Simon says game

Post by AnneBarela »

Do you have a picture or video of the project? I'd like to put this on the Adafruit blog.

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wilsonRL
 
Posts: 11
Joined: Tue Jul 13, 2021 10:09 pm

Re: Adabox019 macropad Simon says game

Post by wilsonRL »

AnneBarela wrote:Do you have a picture or video of the project? I'd like to put this on the Adafruit blog.
Thank you for the positive feedback.

I just took a video of the project, but the file was too large to post.
I posted it to YouTube instead and you are welcome to use it: https://youtu.be/JwJJanlwwMc

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AnneBarela
 
Posts: 753
Joined: Sat Mar 24, 2012 8:56 pm

Re: Adabox019 macropad Simon says game

Post by AnneBarela »

perfect, thanks!

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macewmi
 
Posts: 57
Joined: Sat Feb 08, 2020 10:26 am

Re: Adabox019 macropad Simon says game

Post by macewmi »

Nice!

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jliu70
 
Posts: 84
Joined: Wed Oct 21, 2020 9:27 pm

Re: Adabox019 macropad Simon says game

Post by jliu70 »

Saw this from Adafruit blog
https://blog.adafruit.com/2021/08/24/a- ... -adafruit/


Awesome job. This is really cool and inspiring.

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kirksan
 
Posts: 6
Joined: Sat Jun 05, 2021 10:23 pm

Re: Adabox019 macropad Simon says game

Post by kirksan »

I took the code you made and changed the names on the class and method definitions (to help me find where those items are used and understand how they work), once that was clear I added a function (method?) to blink the correct key after the player makes a mistake. I also made the game speed up as you play.
Thanks for sharing your code, this was very helpful, great work.

Code: Select all

"""
Modified from code for Simon Says for ADABOX 019 by Rebecca Wilson
"""

from adafruit_macropad import MacroPad
import random
import time

macropad = MacroPad()
macropad.pixels.brightness = 0.3

# key colors
RED = (255,0,0)
ORANGE = (255,25,0)
YELLOW = (255, 200, 0)
SPRING = (0,255,50)
GREEN = (0,255,0)
CYAN = (0,255,125)
SKY = (0,255,255)
CLOUD = (0,125,255)
BLUE = (0,0,255)
INDIGO = (50,0,255)
MAGENTA = (125,0,125)
PINK = (255,0,50)

#define a library of colors
colors = [RED,ORANGE,YELLOW,SPRING,GREEN,CYAN,SKY,CLOUD,BLUE,INDIGO,MAGENTA,PINK]

# define a library of sounds, these are individual notes in Hz
sounds = [196,220,246,262,294,330,349,392,440,494,523,587]

# create a class to keep track of key position, color and sound.  This class is 
# later used during gameplay to define the level, hence the name 'Level_info'
class Level_info:
    def __init__(self,position):
        self.key_position = position
        self.key_color = colors[position]
        self.key_sound = sounds[position]
    
    #define functions within the class to show which key to press, hide that key,
    #and when the player makes a mistake to blink the correct key
    def show(self):
        macropad.pixels[self.key_position] = self.key_color
        macropad.start_tone(self.key_sound)
        time.sleep(0.5/speed)
   
    def hide(self):
        macropad.pixels[self.key_position] = (0,0,0)
        macropad.stop_tone()
        time.sleep(0.5/speed)
    
    def blink(self):
        for x in range(0,4):
            macropad.pixels[self.key_position] = self.key_color
            macropad.start_tone(self.key_sound)
            time.sleep(0.2)
            macropad.pixels[self.key_position] = (0,0,0)
            macropad.stop_tone()
            time.sleep(0.2)
        time.sleep(0.5)
        
# shows game text
text_lines = macropad.display_text(title='Memory Game')
text_lines.show()

# main loop
while True:
    # define a starting speed, as level increases, so will speed
    speed = 1
    
    text_lines[0].text = 'To start: '
    text_lines[1].text = 'press encoder button.'

    macropad.encoder_switch_debounced.update()
    
    # initialize and reset game
    if macropad.encoder_switch_debounced.pressed:
        text_lines[0].text = ' '
        text_lines[1].text = ' '
        text_lines[2].text = ' '
        game_in_progress = True
        levels = []
        current_level = 1
        position_in_level = 0
        time.sleep(1.0)
   
        # game loop
        while game_in_progress:
 
            # each time through the loop - create and store a new Level_info object at the end of the levels list
            levels.append(Level_info(random.randint(0,11)))
            
            text_lines[1].text = 'Level: {0}'.format(current_level)
            time.sleep(0.25)
            
            # shows player the order to press the buttons
            for place in levels:
                place.show()
                place.hide()
           
            # loop that checks whether player presses the correct buttons in the correct order
            while position_in_level < len(levels):
               
                key_event = macropad.keys.events.get()
               
                if key_event and key_event.pressed:
                    if key_event.key_number is levels[position_in_level].key_position:
                        levels[position_in_level].show()
                        levels[position_in_level].hide()
                        position_in_level += 1
                    else:
                        text_lines[1].text = ' '
                        text_lines[2].text = 'GAME OVER!'
                        levels[position_in_level].blink()
                        text_lines[2].text = ' '
                        game_in_progress = False
                        speed = 1
                        break
           
            current_level += 1
            position_in_level = 0
            speed += .5
            time.sleep(1) 

User avatar
jliu70
 
Posts: 84
Joined: Wed Oct 21, 2020 9:27 pm

Re: Adabox019 macropad Simon says game

Post by jliu70 »

Awesome update to the original.
I noticed that the code doesn't quite reset properly, so that after the game is over, when starting a new game, it doesn't quite work as any key press will result in game over.

I think it's related to the fact that while you reset the "speed" variable after "game over", the other variables also need to be reset.

Here's the updated code which seems to correct that tiny bug (although it seems to pop up now and again -- so I haven't quite fixed it):

Code: Select all

"""
Modified from code for Simon Says for ADABOX 019 by Rebecca Wilson

Required libraries:
        neopixel.mpy
        adafruit_debouncer.mpy
        adafruit_simple_text_display.mpy
        adafruit_macropad.mpy
        adafruit_midi
        adafruit_hid
        adafruit_display_text
"""

from adafruit_macropad import MacroPad
import random
import time

macropad = MacroPad()
macropad.pixels.brightness = 0.3

# key colors
RED = (255,0,0)
ORANGE = (255,25,0)
YELLOW = (255, 200, 0)
SPRING = (0,255,50)
GREEN = (0,255,0)
CYAN = (0,255,125)
SKY = (0,255,255)
CLOUD = (0,125,255)
BLUE = (0,0,255)
INDIGO = (50,0,255)
MAGENTA = (125,0,125)
PINK = (255,0,50)

#define a library of colors
colors = [RED,ORANGE,YELLOW,SPRING,GREEN,CYAN,SKY,CLOUD,BLUE,INDIGO,MAGENTA,PINK]

# define a library of sounds, these are individual notes in Hz
sounds = [196,220,246,262,294,330,349,392,440,494,523,587]

# create a class to keep track of key position, color and sound.  This class is 
# later used during gameplay to define the level, hence the name 'Level_info'
class Level_info:
    def __init__(self,position):
        self.key_position = position
        self.key_color = colors[position]
        self.key_sound = sounds[position]
    
    #define functions within the class to show which key to press, hide that key,
    #and when the player makes a mistake to blink the correct key
    def show(self):
        macropad.pixels[self.key_position] = self.key_color
        macropad.start_tone(self.key_sound)
        time.sleep(0.5/speed)
   
    def hide(self):
        macropad.pixels[self.key_position] = (0,0,0)
        macropad.stop_tone()
        time.sleep(0.5/speed)
    
    def blink(self):
        for x in range(0,4):
            macropad.pixels[self.key_position] = self.key_color
            macropad.start_tone(self.key_sound)
            time.sleep(0.2)
            macropad.pixels[self.key_position] = (0,0,0)
            macropad.stop_tone()
            time.sleep(0.2)
        time.sleep(0.5)
        
# shows game text
text_lines = macropad.display_text(title='Memory Game')
text_lines.show()

# main loop
while True:
    # define a starting speed, as level increases, so will speed
    speed = 1
    
    text_lines[0].text = 'To start: '
    text_lines[1].text = 'press encoder button.'

    macropad.encoder_switch_debounced.update()
    
    # initialize and reset game
    if macropad.encoder_switch_debounced.pressed:
        text_lines[0].text = ' '
        text_lines[1].text = ' '
        text_lines[2].text = ' '
        game_in_progress = True
        levels = []
        current_level = 1
        position_in_level = 0
        time.sleep(1.0)
   
        # game loop
        while game_in_progress:
 
            # each time through the loop - create and store a new Level_info object at the end of the levels list
            levels.append(Level_info(random.randint(0,11)))
            
            text_lines[1].text = 'Level: {0}'.format(current_level)
            time.sleep(0.25)
            
            # shows player the order to press the buttons
            for place in levels:
                place.show()
                place.hide()
           
            # loop that checks whether player presses the correct buttons in the correct order
            while position_in_level < len(levels):
               
                key_event = macropad.keys.events.get()
               
                if key_event and key_event.pressed:
                    if key_event.key_number is levels[position_in_level].key_position:
                        levels[position_in_level].show()
                        levels[position_in_level].hide()
                        position_in_level += 1
                    else:
                        text_lines[1].text = ' '
                        text_lines[2].text = 'GAME OVER!'
                        levels[position_in_level].blink()
                        text_lines[2].text = ' '
                        game_in_progress = False
                        speed = 1
                        levels = []
                        current_level = 1
                        position_in_level = 0
                        break
           
            current_level += 1
            position_in_level = 0
            speed += .5
            time.sleep(1) 
Thanks again!

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