Snake and Physics based jumping game with high scores and different difficulties.
Dependencies: N5110 SDFileSystem mbed
sounds.h
- Committer:
- el14jw
- Date:
- 2016-05-04
- Revision:
- 5:ae641b1d04fa
- Parent:
- 4:c2d920b17b14
File content as of revision 5:ae641b1d04fa:
/** @file sounds.h @brief Header file for containing defines of note frequencies and sound arrays @brief Revision 1.1 @author Joel W. Webb @date March 2016 */ /// Note definitions from Arduino.cc #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 /** @note Tunes are defined as float arrays with a structure {Note, Time of Note, Note2, Time of Note 2... etc, NULL} @note Must end in a NULL or we start to read from memory outside the note array */ const float tune_intro[] = {NOTE_E4,0.2,NOTE_GS4,0.2,NOTE_B4,0.2,NOTE_E5,0.2,NOTE_B4,0.2,NOTE_GS4,0.2,NOTE_E4,0.3,1,0.1,NOTE_GS4,0.2,NOTE_E4,0.3,NULL}; const float tune_snakeintro[] = {NOTE_C4,0.2,NOTE_CS4,0.2,NOTE_D4,0.2,NOTE_DS4,0.2,NOTE_E4,0.2,NOTE_B3,0.2,NOTE_E4,0.4,NOTE_C4,0.2,NOTE_CS4,0.2,NOTE_D4,0.2,NOTE_DS4,0.2,NOTE_E4,0.2,NOTE_B3,0.2,NOTE_E4,0.4,NULL}; const float tune_plinkintro[] = {NOTE_C5,0.05,NOTE_D5,0.05,NOTE_E5,0.05,NOTE_F5,0.05,NOTE_G5,0.1,NULL}; const float tune_snakeEat[] = {NOTE_D5,0.1,NOTE_FS5,0.1,NULL}; const float tune_plinkjump_small[] = {NOTE_C6,0.05,1,0.05,NOTE_C6,0.05,NULL}; const float tune_plinkjump_normal[] = {NOTE_C3,0.05,1,0.05,NOTE_C3,0.05,NULL}; const float tune_plinkjump_big[] = {NOTE_C1,0.05,1,0.05,NOTE_C1,0.05,NULL}; const float tune_gameOver[] = {NOTE_E5,0.2,NOTE_DS5,0.2,NOTE_D5,0.2,NOTE_CS5,0.4,NULL}; const float tune_test1[] = {NOTE_C4,0.5,NOTE_D4,0.5,NOTE_E4,0.5,NOTE_F4,0.5,NOTE_G4,0.5,NOTE_A4,0.5,NOTE_B4,0.5,NOTE_C5,0.5,NULL}; const float tune_test2[] = {NOTE_C5,0.25,NOTE_B4,0.25,NOTE_A4,0.25,NOTE_G4,0.25,NOTE_F4,0.25,NOTE_E4,0.25,NOTE_D4,0.25,NULL}; /// The Timout object used originally has been re-designed as a Ticker because the poll-joystick interrupt was interferring with the Timout and breaking it Ticker note; /// playSound is the function to make calling the sound_isr easier form within our code void playSound(const float* sound) /// const float* sound is a pointer to the first element of the tune array you wish to play { noteArray = sound; /// It is stored in the global const float pointer noteArray note.attach(&sound_isr,0.005); } /// The sound_isr is a Timeout interrupt service routine that calls itself with varying time delays void sound_isr() { /// If the float located at *noteArray is a NULL then we have reached the end of the tune if (*noteArray != NULL) { if (*noteArray == 1) { /// If the frequency is 0 then we have a pause buzzer = 0.0; } else { /// PWM signal with frequency equal to *noteArray buzzer = 0.5; buzzer.period((float) 1.0/(*noteArray)); } if ((*(noteArray+1)>5.0F) || (*(noteArray+1) == 0)){ error(); } note.detach(); note.attach(&sound_isr,*(noteArray+1)); /// Recall sound_isr with the time delay located one array index after the note frequency *(noteArray+1) noteArray += 2; /// Increment the noteArray pointer to point at the next note in the array to be played (or NULL); } else { noteArray = NULL; /// If we reach the end of the tune array then we clear to noteArray pointer of any memory value to avoid conflicts buzzer = 0; /// and set the duty cycle to 0 note.detach(); } }