NeoPix Arcade Kit
Table of Contents
Introduction
The NeoPix Arcade Kit is a 1D arcade game system to encourage young programmers to code. The NeoPix Arcade Kit comes with or without a preprogrammed Circuit Playground (includes the 1D Pong Game) to immediately start exploring basic game programming concepts on the Circuit Playground. The Circuit Playground Board has a host of sensors to create a variety of handheld electronic gaming projects.
What You'll Need
- 1 x Circuit Playground Board (preprogrammed with 1D Pong Game) (optional purchase)
- 1 x USB cable for programming
- 1 x NeoPix Arcade Box (just about any cardboard box)
- 1 x Battery Holder (3 AAA batteries not included)
- 4 x Screws for mounting Circuit Playground to Box
Even if you don't purchase our kit you can still explore 1D arcade game coding with your own Circuit Playground because the Circuit Playground 1D Pong Code is included in this article. Our code leverages Arduino multi-tasking principles to create a handheld electronic game like experience on the Circuit Playground with sound, lights, and sensor input.
Let's Build It
Since we wanted to keep the costs at a minimum we decided to build the NeoPix Arcade Kit around a cardboard box. The cardboard box has dual use. First, it serves to hold the Circuit Playground, USB cable, batteries, and the screws during transport (if desired). Secondly, it allows the mounting of the Circuit Playground on the box so tap detection based games on the NeoPix arcade work consistently. In fact, the 1D Pong Game works both with tap detection and with the left and right buttons on the Circuit Playground.
The NeoPix Arcade Kit comes with a AAA battery pack, a micro USB cable, screws, a NeoPix arcade box, and a preprogrammed Circuit Playground. This was designed to make assembly as easy as possible. The following pictures show mounting process of the Circuit Playground.
Note that the bolts can be mounted in a reverse orientation to easily allow external switches to be connected to the Circuit Playground via alligator clips.
Now Programing
We have included the 1D Pong code so you can experience the 1D arcade gaming experience even if you don't have the NeoPix Arcade kit. We have also included the pitches.h file as well below the NeoPix Arcade code. Make sure to include this in your Arduino project. Check out this tutorial to learn about the Circuit Playground and programming it.
/*************************************************************************
NeoPix Arcade - 1D Pong Game:
Copyright (c) 2017 iTapArcade, LLC
Date Created: 3 December 2016
Date Modified: 15 January 2017
Version: 1.0
Visit us at iTapArcade.com
Follow us on twitter @iTapArcade
Support this project by buying NeoPix Arcade Kits from iTapArcade.com at
http://itaparcade.com/collections/arcade-interface-modules/products/neopix-arcade-kit-1d-arcade-game-system
Playing the Game:
- 2 button 1D Pong Game for the Circuit Playground Developer Edition Board
- 1 or 2 Players
Controls:
- Press corresponding button (left or right) at the correct time when ball is on your side to hit ball back to opponent
- When using tap capability to play, tap on the NeoPix Arcade Box (or on a table) when the ball is on your side
Gameplay:
- 1 Player: See how long you can volley back and forth
- 2 Players: Each person gets a button. After 5 misses the other player wins. The misses from each player are shown after a miss.
Purpose:
- This code was created to inspire makers from 5 to 99 to be creative at making 1D arcade games on the Circuit Playground
- This NeoPix Arcade 1D Pong Game should be thought of as the "hello world" code to help inspire teachers and students to create their own 1D arcade games exploring the concepts of multi-tasking
- The background sound and game controls (buttons and tap detection) were coded in a way to suport multi-tasking on the Circuit Playground so no particular game function is blocking during gameplay
- Think of the NeoPixels as the display ("like TV video game display") that can be programmed to show game information
- Leverage the sensors as "controller" inputs to support gameplay
- Leverage the buzzer to be creative with your game sounds like the early 80s portable electronic games
- Making 1D arcade games on the Circuit Playground should challenge the way you think about game programming on very limited resources with lots of sensors!
- Have fun creating and making your own 1D arcade games and Tweet us @iTapArcade what you create so we can tell other 1D game coders about your game!
Support this project by buying NeoPix Arcade Kits from iTapArcade.com at
http://itaparcade.com/collections/arcade-interface-modules/products/neopix-arcade-kit-1d-arcade-game-system
************************/
#include <Adafruit_CircuitPlayground.h>
#include "pitches.h"
#define CLICKTHRESHHOLD 8
unsigned long previousMillis = 0;
const long interval[] = {25, 15, 10, 6}; // interval at which to scan neopixels per game_level (milliseconds)
int neo_pixel_number = 0;
int game_level = 0;
boolean ledState = LOW;
boolean tap_detect_reset_timer = LOW;
boolean directionState = LOW;
boolean just_started = HIGH;
boolean game_over = HIGH;
int misses_player_right = 0;
int misses_player_left = 0;
int hits_in_a_row = 0;
int max_hits_in_a_row_per_game_level = 8;
bool leftButtonPressed;
bool rightButtonPressed;
bool lockout_rightButton = LOW;
bool lockout_leftButton = LOW;
bool mute = LOW;
bool sound_enable = HIGH;
const int brightness = 5; // Change this value to change the NeoPixel brightness
/*----Background Music Melody for 1D Pong Game----*/
const int numNotes = 3; // number of notes we are playing
int melody[] = { // specific notes in the melody
NOTE_C2, NOTE_C3, NOTE_C2
};
int noteDurations[] = { // note durations: 4 = quarter note, 8 = eighth note, etc.:
8, 8, 8
};
/*----------------------------------------*/
int ledPin;
long background_sound_on_time; // milliseconds of on-time
long background_sound_offtime; // milliseconds of off-time
int background_sound_select;
unsigned long previousMillis_background_sound;
int thisNote;
int noteDuration;
int pauseBetweenNotes;
boolean enable_background_sound = LOW;
int Detected_Tap = LOW;
unsigned long previousMillis_tap_detector = 0;
// constants won't change :
const long tap_detect_reset_duration = 100; // interval at which to reset tap detection (milliseconds)
void Update_Tap_Detector()
{
if (Detected_Tap)
{
unsigned long currentMillis_tap_detector = millis();
if (currentMillis_tap_detector - previousMillis_tap_detector >= tap_detect_reset_duration) {
previousMillis_tap_detector = currentMillis_tap_detector;
// if the timer has not started turn it on to reset tap detection
if (tap_detect_reset_timer == LOW) {
tap_detect_reset_timer = HIGH;
} else {
tap_detect_reset_timer = LOW;
Detected_Tap = LOW;
}
}
digitalWrite(13, Detected_Tap);
}
}
void Update_Background_Sound()
{
if (enable_background_sound)
{
unsigned long currentMillis_background_sound = millis();
if ((background_sound_select == HIGH) && (currentMillis_background_sound - previousMillis_background_sound >= background_sound_on_time))
{
// update counter to select next background_sound_on_time
background_sound_select = LOW; // Turn it off
previousMillis_background_sound = currentMillis_background_sound; // Remember the time
if (thisNote < numNotes - 1)
{
thisNote = thisNote + 1;
background_sound_offtime = 0;
}
else {
thisNote = 0;
background_sound_offtime = 0;
}
}
else if ((background_sound_select == LOW) && (currentMillis_background_sound - previousMillis_background_sound >= background_sound_offtime))
{
noteDuration = 1000 / noteDurations[thisNote];
CircuitPlayground.playTone(melody[thisNote] * (game_level + 1), noteDuration);
pauseBetweenNotes = noteDuration * 1.30;//1.30;
background_sound_on_time = pauseBetweenNotes;
background_sound_select = HIGH; // turn it on
previousMillis_background_sound = currentMillis_background_sound;
}
}
}
void TapDetector(void) {
Detected_Tap = HIGH;
}
void setup() {
/*-----Initialize Variables for Game ------*/
CircuitPlayground.begin();
CircuitPlayground.setBrightness(brightness);
CircuitPlayground.clearPixels();
CircuitPlayground.setAccelRange(LIS3DH_RANGE_2_G); // 2, 4, 8 or 16 G!
CircuitPlayground.setAccelTap(1, CLICKTHRESHHOLD);
attachInterrupt(digitalPinToInterrupt(7), TapDetector, FALLING);
thisNote = 0;
noteDuration = 0;
pauseBetweenNotes = 0;
ledPin = 13;
pinMode(ledPin, OUTPUT);
background_sound_on_time = 0;//was 350
background_sound_offtime = 0;
background_sound_select = LOW;
previousMillis_background_sound = 0;
digitalWrite(13, Detected_Tap);
}
void Show_Intro(void) {
unsigned long currentMillis = millis();
if (currentMillis - previousMillis >= interval[0]) {
// save the last time you turned on NeoPixel
previousMillis = currentMillis;
if (ledState == LOW) {
ledState = HIGH;
if (neo_pixel_number == 9 || neo_pixel_number == 0)
{
CircuitPlayground.clearPixels();
CircuitPlayground.setPixelColor(neo_pixel_number, 255, 0, 0);
} else {
CircuitPlayground.setPixelColor(neo_pixel_number, 0, 0, 255);
}
if (directionState == LOW) {
if (neo_pixel_number < 9) {
neo_pixel_number = neo_pixel_number + 1;
} else {
// neo_pixel_number = 0;
neo_pixel_number = neo_pixel_number - 1;
directionState = HIGH;
}
} else {
if (neo_pixel_number > 0) {
neo_pixel_number = neo_pixel_number - 1;
} else {
neo_pixel_number = neo_pixel_number + 1;
directionState = LOW;
}
}
} else {
ledState = LOW;
}
}
}
void Update_Game_State(void) {
// Show Intro Display if Game Over
if (game_over) Show_Intro();
// Check if either player is ready to start game;
if ((CircuitPlayground.leftButton() && game_over) || (CircuitPlayground.rightButton() && game_over))
{
CircuitPlayground.clearPixels();
game_over = LOW;
enable_background_sound = HIGH;
misses_player_left = 0;
misses_player_right = 0;
game_level = 0;
neo_pixel_number = 1;
directionState = LOW;
// Starting Melody for Game
delay(50);
CircuitPlayground.playTone(900, 100);
delay(50);
CircuitPlayground.playTone(600, 100);
delay(50);
CircuitPlayground.playTone(900, 100);
delay(50);
CircuitPlayground.playTone(600, 100);
delay(500);
}
if (!game_over) play_game();
}
void play_game(void) {
unsigned long currentMillis = millis();
if (currentMillis - previousMillis >= interval[game_level]) {
// save the last time you turned on NeoPixel
previousMillis = currentMillis;
// check if any buttons have been released
if (!CircuitPlayground.rightButton()) lockout_rightButton = LOW;
if (!CircuitPlayground.leftButton()) lockout_leftButton = LOW;
if (CircuitPlayground.rightButton() && neo_pixel_number < 9) lockout_rightButton = HIGH;
if (CircuitPlayground.leftButton() && neo_pixel_number > 0) lockout_leftButton = HIGH;
if (ledState == LOW) {
ledState = HIGH;
if (neo_pixel_number == 9)
{
CircuitPlayground.clearPixels();
if ((CircuitPlayground.rightButton() && !lockout_rightButton) || Detected_Tap) {
lockout_rightButton = HIGH;
CircuitPlayground.setPixelColor(neo_pixel_number, 0, 255, 0);
CircuitPlayground.playTone(600, 100);
hits_in_a_row = hits_in_a_row + 1;
if (hits_in_a_row == max_hits_in_a_row_per_game_level) {
hits_in_a_row = 0;
if (game_level < 3) {
game_level = game_level + 1;
delay(50);
CircuitPlayground.playTone(900, 100);
delay(50);
CircuitPlayground.playTone(900, 100);
delay(50);
CircuitPlayground.playTone(900, 100);
} else {
game_level = 0;
}
}
} else
{
CircuitPlayground.setPixelColor(neo_pixel_number, 255, 0, 0);
CircuitPlayground.playTone(300, 100);
misses_player_right = misses_player_right + 1;
hits_in_a_row = 0;
update_score();
}
} else if (neo_pixel_number == 0)
{
CircuitPlayground.clearPixels();
if ((CircuitPlayground.leftButton() && !lockout_leftButton) || Detected_Tap) {
lockout_leftButton = HIGH;
CircuitPlayground.setPixelColor(neo_pixel_number, 0, 255, 0);
CircuitPlayground.playTone(600, 100);
hits_in_a_row = hits_in_a_row + 1;
if (hits_in_a_row == max_hits_in_a_row_per_game_level) {
hits_in_a_row = 0;
if (game_level < 3) {
game_level = game_level + 1;
delay(50);
CircuitPlayground.playTone(900, 100);
delay(50);
CircuitPlayground.playTone(900, 100);
delay(50);
CircuitPlayground.playTone(900, 100);
} else {
game_level = 0;
}
}
} else
{
CircuitPlayground.setPixelColor(neo_pixel_number, 255, 0, 0);
CircuitPlayground.playTone(300, 100);
misses_player_left = misses_player_left + 1;
hits_in_a_row = 0;
update_score();
}
} else {
if (game_level == 0) CircuitPlayground.setPixelColor(neo_pixel_number, 0, 0, 255);
if (game_level == 1) CircuitPlayground.setPixelColor(neo_pixel_number, 255, 255, 0);
if (game_level == 2) CircuitPlayground.setPixelColor(neo_pixel_number, 0, 255, 255);
if (game_level == 3) CircuitPlayground.setPixelColor(neo_pixel_number, 255, 255, 255);
}
if (directionState == LOW) {
if (neo_pixel_number < 9) {
neo_pixel_number = neo_pixel_number + 1;
} else {
// neo_pixel_number = 0;
neo_pixel_number = neo_pixel_number - 1;
directionState = HIGH;
}
} else {
if (neo_pixel_number > 0) {
neo_pixel_number = neo_pixel_number - 1;
} else {
neo_pixel_number = neo_pixel_number + 1;
directionState = LOW;
}
}
} else {
ledState = LOW;
}
}
}
void update_score(void)
{
// Show misses from player right
for (int i = 0; i < misses_player_right; ++i) CircuitPlayground.setPixelColor(9 - i, 255, 0, 0);
if (misses_player_right == 5) {
// game over for right player
// add some sound and visuals for winner
delay(50);
CircuitPlayground.playTone(300, 100);
delay(50);
CircuitPlayground.playTone(300, 100);
delay(50);
CircuitPlayground.playTone(300, 100);
}
// Show misses from player left
for (int i = 0; i < misses_player_left; ++i) CircuitPlayground.setPixelColor(i, 255, 0, 0);
if (misses_player_left == 5) {
// game over for left player
// add some sound and visuals for winner
delay(50);
CircuitPlayground.playTone(300, 100);
delay(50);
CircuitPlayground.playTone(300, 100);
delay(50);
CircuitPlayground.playTone(300, 100);
}
delay(3000);
if (misses_player_right == 5) {
game_over_player_right();
}
else if (misses_player_left == 5) {
game_over_player_left();
} else
{
CircuitPlayground.clearPixels();
}
}
void game_over_player_right(void) {
// game over for right player
for (int i = 0; i < misses_player_left; ++i) CircuitPlayground.setPixelColor(i, 0, 255, 0);
delay(50);
if (CircuitPlayground.slideSwitch()) CircuitPlayground.playTone(300, 100);
delay(50);
if (CircuitPlayground.slideSwitch()) CircuitPlayground.playTone(600, 100);
delay(50);
if (CircuitPlayground.slideSwitch()) CircuitPlayground.playTone(900, 100);
delay(5000);
game_over = HIGH;
enable_background_sound = LOW;
CircuitPlayground.clearPixels();
}
void game_over_player_left(void) {
// game over for left player
for (int i = 0; i < misses_player_right; ++i) CircuitPlayground.setPixelColor(9 - i, 0, 255, 0);
delay(50);
CircuitPlayground.playTone(300, 100);
delay(50);
CircuitPlayground.playTone(600, 100);
delay(50);
CircuitPlayground.playTone(900, 100);
delay(5000);
game_over = HIGH;
enable_background_sound = LOW;
CircuitPlayground.clearPixels();
}
void loop() {
Update_Background_Sound();
Update_Tap_Detector();
Update_Game_State();
}
/********************************************************************
* Musical Notes via https://www.arduino.cc/en/Tutorial/ToneMelody *
********************************************************************/
#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
Let's Play!
The NeoPix Arcade Kit is a 1D arcade game system that comes with a preprogrammed Circuit Playground that includes our 1D Pong Game to immediately help young programmers start exploring basic game programming concepts on the Circuit Playground. Where else can you find a 1D arcade game system to motivate young coders while having fun? This is the first of its kind! Follow us on Twitter @iTapArcade and tell others about this project. Check out the NeoPix Arcade Kit assembled and in action below.