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Fork of mBuino_Dice by
Diff: main.cpp
- Revision:
- 1:38fcbf88615a
- Parent:
- 0:5d9ccbe9d49d
- Child:
- 2:0d311a6cfb96
--- a/main.cpp Wed Jul 23 19:02:43 2014 +0000
+++ b/main.cpp Mon Sep 01 11:33:47 2014 +0000
@@ -1,33 +1,210 @@
+/*
+** mBuino_Dice
+**
+** This electronic dice application allows the user to throw an electronic dice by the press of a button
+** Setup requirements: connect any type of switch between P0.4 and GND.
+** On mBuino P0.4 is close to GND and the two pitch distance is exactly the same as a mini-switch!
+**
+** Made for mBuino on mbed.org by maxint on 1-sep-2014
+**
+** Feel free to use this code anyway you want, but please acknowledge my work by mentioning my name.
+**
+*/
+
+
#include "mbed.h"
-//#include "rtos.h"
+
+DigitalOut LED[] = {(P0_7), (P0_8), (P0_2), (P0_20), (P1_19), (P0_17), (P0_23)};// declare 7 LEDs
+InterruptIn ActionButton = (P0_4); // declare the input for the button (or for other single switch, such as movement switch). On mBuino P0.4 is close to GND
+AnalogIn RandomIn = (P0_14); // use the random noise on this analog input to seed the random generator
+
+
+bool DicePattern[6][7]=
+{
+ {0, 0, 0, 1, 0, 0, 0 },
+ {0, 1, 0, 0, 0, 1, 0 },
+ {0, 1, 0, 1, 0, 1, 0 },
+ {1, 0, 1, 0, 1, 0, 1 },
+ {1, 0, 1, 1, 1, 0, 1 },
+ {1, 1, 1, 0, 1, 1, 1 }
+};
float delayTime = .05;
-DigitalOut LED[] = {(P0_7), (P0_8), (P0_2), (P0_20), (P1_19), (P0_17), (P0_23)};// declare 7 LEDs
+
+void SwitchAllLeds(bool fOn)
+{ // switch all leds on or off
+ for(int x = 0; x < 7; x++)
+ {
+ LED[x] = fOn?1:0; // turn on or off
+ }
+}
+
+void BlinkAllLeds(float flDelay=0.2)
+{ // blink all leds
+ SwitchAllLeds(true);
+ wait(flDelay);
+ SwitchAllLeds(false);
+ wait(flDelay);
+}
+
+void BlinkOneLed(int nLed=0, float flDelayOn=0.2, float flDelayOff=0.2)
+{
+ LED[nLed] = 1; // turn on
+ wait(flDelayOn); // delay
+
+ LED[nLed] = 0; // turn off
+ wait(flDelayOff); // delay
+}
+
+void SweepSingleLed(bool fLeftToRight=true, float flDelay=0.2)
+{ // sweep a single led from left to rigth or vise-versa
+ for(int n=0; n<7; n++)
+ BlinkOneLed(fLeftToRight?n:6-n, flDelay, 0);
+}
+
+void SweepAllLeds(bool fLeftToRight=true, float flDelay=0.1)
+{ // light all leds up from left to rigth or vise-versa and then switch them of from reverse direction
+ // leds on, left to right
+ for(int n=0; n<7; n++)
+ {
+ LED[fLeftToRight?n:6-n] = 1; // turn on
+ wait(flDelay); // delay
+ }
+ // leds off, right to left
+ for(int n=0; n<7; n++)
+ {
+ LED[!fLeftToRight?n:6-n] = 0; // turn off
+ wait(flDelay); // delay
+ }
+}
+
+void SwitchDiceLed(int nNumber, bool fOn=true)
+{ // switch the leds of a particular dice-number on or off
+ if(nNumber<1) nNumber=1;
+ if(nNumber>6) nNumber=6;
+
+ for(int n=0; n<7; n++)
+ if(DicePattern[nNumber-1][n])
+ LED[n]=fOn;
+}
+
+void BlinkDiceLed(int nNumber, float flDelayOn=0.6, float flDelayOff=0.1)
+{ // blink a particular dice value
+ SwitchDiceLed(nNumber, true);
+ wait(flDelayOn);
+ SwitchDiceLed(nNumber, false);
+ wait(flDelayOff);
+}
+
+int RollDice(int nRolls=10, int nBlinks=2, float flDelayRoll=0.2)
+{ // roll the dice and show the outcome value
+ int nDiceValue;
+
+ // first roll the dice
+ for(int n=0; n<nRolls; n++)
+ {
+ nDiceValue=rand()%6+1;
+ BlinkDiceLed(nDiceValue, flDelayRoll, 0);
+ }
+
+ // then show the result
+ nDiceValue=rand()%6+1;
+ for(int n=0; n<nBlinks; n++)
+ BlinkDiceLed(nDiceValue, flDelayRoll, 0);
+ BlinkDiceLed(nDiceValue, true);
+
+ return(nDiceValue);
+}
+
+bool fButtonPressed=false; // if the button is pressed, mBuino will switch from demo mode to play mode.
+bool fDemoDone=false;
+
+void interruptButtonPressed()
+{
+ fButtonPressed=true;
+}
+
+void setup(void)
+{ // perform initialisations
+ srand(RandomIn.read_u16()); // seed the random generator with the background noise of an analog input
+
+ ActionButton.fall(interruptButtonPressed);
+}
+
+void loop(void)
+{ // run forever
+ if(!fDemoDone && !fButtonPressed)
+ { // Run an entertaining demo show until button is pressed
+ // For all parts of the show we check to see if the actionbutton was pressed to stop the show asap
+ if(!fButtonPressed)
+ SweepAllLeds(true);
+ if(!fButtonPressed)
+ SweepAllLeds(false);
+ if(!fButtonPressed)
+ SweepAllLeds(true, 0.05);
+ if(!fButtonPressed)
+ SweepAllLeds(false, 0.05);
+
+ // show the dice numbers from one to six
+ for(int n=1; n<=6; n++)
+ if(!fButtonPressed)
+ BlinkDiceLed(n);
+
+ if(!fButtonPressed)
+ SweepSingleLed(true, 0.2);
+ if(!fButtonPressed)
+ SweepSingleLed(false, 0.1);
+
+ // show three random dice throws
+ for(int n=0; n<3; n++)
+ {
+ if(!fButtonPressed)
+ {
+ RollDice();
+ wait(1);
+ SwitchAllLeds(false);
+ }
+ }
+
+ // blink all leds as the same time at increasing and decreasing speeds
+ for(float flDelay=0.3; flDelay>0; flDelay-=0.05)
+ if(!fButtonPressed)
+ BlinkAllLeds(flDelay);
+ for(float flDelay=0.05; flDelay<0.4; flDelay+=0.05)
+ if(!fButtonPressed)
+ BlinkAllLeds(flDelay);
+
+ if(!fButtonPressed)
+ wait(1);
+ }
+ else
+ { // demo mode is ended, roll the dice upon each button press
+ fDemoDone=true;
+ fButtonPressed=false;
+
+ while(!fButtonPressed)
+ { // flash the LEDS to show we wait for a roll call
+ SweepAllLeds(true, 0.01);
+ SweepAllLeds(false, 0.01);
+ }
+ fButtonPressed=false;
+
+ Timer tWait;
+
+ int nDiceValue=RollDice();
+ wait(1);
+ tWait.start();
+ fButtonPressed=false;
+ while(!fButtonPressed && tWait.read_ms()<10000)
+ BlinkDiceLed(nDiceValue, 0.2, 0.01); // hmmmm, something switched off the leds after the wait? Strange, let's just blink them...
+ SwitchAllLeds(false);
+ }
+}
int main()
-{
- int i = 0;
- while( i < 10 ) {
- for(int x = 0; x < 7; x++) {
- LED[x] = 1; // turn on
- wait(delayTime); // delay
- }
- for(int x = 0; x < 7; x++) {
- LED[x] = 0; // turn off
- wait(delayTime); // delay
- }
- for(int x = 6; x >= 0; x--) {
- LED[x] = 1; // turn on
- wait(delayTime); // delay
- }
- for(int x = 6; x >= 0; x--) {
- LED[x] = 0; // turn off
- wait(delayTime); // delay
- }
-
- i++;
- }
-
- //Thread::wait(osWaitForever);
+{ // implement Arduino-style setup() and loop()
+ setup();
+ while(true)
+ loop();
}
