I am making a "bomb" for airsoft based on some designed I saw online for the hardware and code.
However for the "explosion", right now it is just flashing lights and a buzzer. I wanted to add a strobe light and MP3 sounds to it. But I am not sure how to achieve that as when I connected the strobe light, it flashes along with the "ticking" as did the MP3.
Ideally I want these to happen at the "explosion only".
I am using the Uno Rev 3 board and web editor to code.
#include <Wire.h>
#include <Keypad.h>
//#include <LiquidCrystal_I2C.h>
#include <LiquidCrystal.h>
/*
Arduino Bomb Pro
The circuit:
* More info at : http://airsoft-online-japan.com/
If you need some help mail me to airsoftonlinejapan@gmail.com
created 25,Aug, 2023
Modified 26, AUG 2023
by Ben (Airsoft Online Japan)
*/
//LiquidCrystal_I2C lcd(0x38,16,2);
LiquidCrystal lcd(7, 6, 5, 4, 3, 2);
const byte ROWS = 4; //four rows
const byte COLS = 4; //three columns
char keys[ROWS][COLS] = {
{'1','2','3','a'}
,
{'4','5','6','b'}
,
{'7','8','9','c'}
,
{'*','0','#','d'}
};
byte rowPins[ROWS] = {
12, 13, A5, A4}; //connect to the row pinouts of the keypad
byte colPins[COLS] = {
A3, A2, A1, A0
}; //connect to the column pinouts of the keypad
Keypad keypad = Keypad( makeKeymap(keys), rowPins, colPins, ROWS, COLS );
char codeInput[8];
byte time[4];
boolean refresh=true;//1 refresh one time...
char password[8];
int key=-1;
char lastKey;
char var;
boolean passwordEnable=false;
//Buttons for lcd shield
char BT_RIGHT = '4';
char BT_UP = 'a';
char BT_DOWN = 'b';
char BT_LEFT = '6';
char BT_SEL = 'd'; // Ok key
char BT_CANCEL = 'c';
char BT_DEFUSER = 'x'; // not implemented
//leds
const int REDLED = 11;
const int GREENLED = 10;
//const int BLUELED = 12;
//RELAYPIN
boolean relayEnable = false;
const int RELAYPIN = 9;
//IS VERY IMPORTANT THAT YOU TEST THIS TIME. BY DEFAULT IS IN 1 SEC. THAT IS NOT TOO MUCH. SO TEST IT!
const int RELAY_TIME = 5000;
//TIME INTS
int GAMEHOURS = 0;
int GAMEMINUTES = 45;
int BOMBMINUTES = 4;
int ACTIVATESECONDS = 5;
boolean endGame = false;
boolean sdStatus = false; //Search and Destroy game enable used in config
boolean saStatus = false; //same but Sabotage
boolean doStatus = false; //for Demolition
boolean start = true;
boolean defusing;
boolean cancelando;
// SOUND TONES
boolean soundEnable = true;
int tonepin = 8; // Pin 13 for the sound
int alarmTone1 = 700;
int alarmTone2 = 2600;
int activeTone = 1330;
int errorTone = 100;
unsigned long iTime;
unsigned long timeCalcVar;
unsigned long redTime;
unsigned long yellowTime;
unsigned long iZoneTime;//initial time for zone
byte team=0; // 0 = neutral, 1 = yellow team, 2 = red team
void setup(){
lcd.begin(16, 2);
Serial.begin(9600);
lcd.setCursor(3,0);
tone(tonepin,2400,30);
lcd.print("AIRSOFT ONLINE JP");// you can add your team name or someting cool
lcd.setCursor(0,1);
lcd.print(" AIRSOFT BOMB");// you can add your team name or someting cool
keypad.setHoldTime(50);
keypad.setDebounceTime(50);
keypad.addEventListener(keypadEvent);
//PinModes
pinMode(GREENLED, OUTPUT);
pinMode(REDLED, OUTPUT);
pinMode(RELAYPIN, OUTPUT);
// CONFIGURE THE BARS OF PROGRESS BAR
byte bar1[8] = {
B10000,
B10000,
B10000,
B10000,
B10000,
B10000,
B10000,
B10000,
};
byte bar2[8] = {
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
B11000,
};
byte bar3[8] = {
B11100,
B11100,
B11100,
B11100,
B11100,
B11100,
B11100,
B11100,
};
byte bar4[8] = {
B11110,
B11110,
B11110,
B11110,
B11110,
B11110,
B11110,
B11110,
};
byte bar5[8] = {
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
B11111,
};
byte up[8] = {
B00000,
B00100,
B01110,
B11111,
B11111,
B00000,
B00000,
};
byte down[8] = {
B00000,
B00000,
B11111,
B11111,
B01110,
B00100,
B00000,
};
lcd.createChar(0,bar1);
lcd.createChar(1,bar2);
lcd.createChar(2,bar3);
lcd.createChar(3,bar4);
lcd.createChar(4,bar5);
lcd.createChar(5,up);
lcd.createChar(6,down);
}
void loop(){
menuPrincipal();
}
void keypadEvent(KeypadEvent key){
switch (keypad.getState()){
case RELEASED:
switch (key){
case 'd': defusing=false;
break;
case 'c': cancelando=false;
break;
}
break;
case HOLD:
switch (key){
case 'd': defusing= true;
break;
case 'c': cancelando=true;
break;
}
break;
}
}
//This fuction compare codeInput[8] and password[8] variables
boolean comparePassword(){
for(int i=0;i<8;i++){
if(codeInput[i]!=password[i])return false;
}
return true;
}
//Set the password variable
void setCode(){
lcd.setCursor(0, 1);
for(int i=0;i<8;i++){
while(1){
var= getNumber();
if(var !='x'){
codeInput[i] = var;
if (i != 0){
lcd.setCursor(i-1,1);
lcd.print("*");
lcd.print(var);
}
else
{
lcd.print(var);
}
tone(tonepin,2400,30);
break;
}
}
}
}
void setCodeTime(){
timeCalcVar=millis();
for(int i=0;i<8;i++){
while(1){
if(ACTIVATESECONDS*1000+timeCalcVar-millis()<=100){
codeInput[i]='x';
break;
}
lcd.setCursor(11,0);
printTimeDom(ACTIVATESECONDS*1000+timeCalcVar-millis(),false);
var= getNumber();
if(var !='x'){
codeInput[i] = var;
if (i != 0){
lcd.setCursor(i-1,1);
lcd.print("*");
lcd.print(var);
}
else
{
lcd.print(var);
}
tone(tonepin,2400,30);
break;
}
}
}
}
void setPass(){
lcd.setCursor(0, 1);
for(int i=0;i<8;i++){
while(1){
var= getNumber();
if(var !='x'){
password[i] = var;
if (i != 0){
lcd.setCursor(i-1,1);
lcd.print("*");
lcd.print(var);
}
else
{
lcd.print(var);
}
tone(tonepin,2400,30);
break;
}
}
}
}
void setNewPass(){
while(1){
lcd.clear();
lcd.setCursor(0, 0);
lcd.print("Enter New Pass");
setPass();
lcd.clear();
lcd.setCursor(0, 0);
lcd.print("Retype Pass");
setCode();
if(comparePassword()){
lcd.clear();
lcd.setCursor(0, 0);
lcd.print("Password Set OK!");
delay(2000);
break;
}
else {
lcd.clear();
lcd.setCursor(0, 0);
lcd.print("ERROR Dont Match!");
if(soundEnable)tone(tonepin,errorTone,200);
delay(2000);
}
}
}
//Whait until a button is pressed is is a number return the number 'char' if not return x
char getNumber(){
while(1){
var = keypad.getKey();
if (var){//
switch (var) {
case 'a':
return 'x';
break;
case 'b':
return 'x';
break;
case 'c':
return 'x';
break;
case 'd':
return 'x';
break;
case '*':
return 'x';
break;
case '#':
return 'x';
break;
default:
return var;
break;
}
}
return 'x';
}
}
byte getRealNumber(){
while(1){
var = keypad.waitForKey();
if (var){//
switch (var) {
case '1':
return 1;
break;
case '2':
return 2;
break;
case '3':
return 3;
break;
case '4':
return 4;
break;
case '5':
return 5;
break;
case '6':
return 6;
case '7':
return 7;
break;
case '8':
return 8;
break;
case '9':
return 9;
break;
case '0':
return 0;
break;
default:
return 11;
break;
}
}
return 11;
}
}
char* menu1[]={"Search&Destroy","Sabotage","Domination", "Configuration" };
char* menu2[]={"Game Config","Sound Config", "Relay Test", "Auto Test" };
char* GAME_TIME="Game Time:";
char* BOMB_TIME="Bomb Time:";
char* ZERO_MINUTES="00 minutes";
char* ARM_TIME="Arm Time:";
char* ZERO_SECS="00 seconds";
char* ENABLE_SOUND="Enable Sound?";
char* YES_OR_NOT="A : Yes B : No";
char* ENABLE_RELAYPIN="Enable Relay?";
char* ENABLE_CODE="Enable Code Arm?";
char* GAME_TIME_TOP="GAME TIME";
char* ARMING_BOMB = "ARMING BOMB";
char* ENTER_CODE = "Enter Code";
char* CODE_ERROR = "Code Error!";
char* BOMB_ARMED = "BOMB ARMED";
char* DETONATION_IN = "DETONATION IN";
char* DISARMING = "DISARMING BOMB" ;
char* DISARM = "DISARMING";
char* GAME_OVER = " GAME OVER! ";
char* DEFENDERS_WIN = " DEFENDERS WIN ";
char* SABOTAGE_FAIL= "SABOTAGE FAIL!";
//void getConfig(){
//
////Check first time
//
//if (EEPROM.read(0)!= 1){
////write default config values
//
//
//
//}
//
////RELAY_TIME = EEPROM.read(1) * 1000 ;
//
//
//}
//##################MENUS###############################
void menuPrincipal(){ //MAIN MENU
digitalWrite(GREENLED, LOW);
digitalWrite(REDLED, LOW);
// if we start a new game from another we need to restart propertly this variables
saStatus=false;
sdStatus=false;
doStatus=false;
//Draw menu
cls();//clear lcd and set cursor to 0,0
int i=0;
// HERE YOU CAN ADD MORE ITEMS ON THE MAIN MENU
lcd.print(menu1[i]);
lcd.setCursor(15,1);
checkArrows(i,2);
while(1){
var = keypad.waitForKey();
if(var == BT_UP && i>0){
tone(tonepin,2400,30);
i--;
cls();
lcd.print(menu1[i]);
checkArrows(i,2);
delay(50);
}
if(var == BT_DOWN && i<2){
tone(tonepin,2400,30);
i++;
cls();
lcd.print(menu1[i]);
checkArrows(i,2);
delay(50);
}
if(var == BT_SEL){
tone(tonepin,2400,30);
cls();
switch (i){
case 0:
sdStatus=true;
configQuickGame();
startGameCount();
search();
break;
case 1:
saStatus=true;
configQuickGame();
startGameCount();
sabotage();
break;
case 2:
doStatus=true;
configQuickGame();
startGameCount();
domination();
break;
case 3:
config();
break;
}
}
}
}
void config(){
//Draw menu
lcd.clear();
lcd.setCursor(0, 0);
int i=0;
delay(500);
lcd.print(menu2[i]);
checkArrows(i,3);
while(1){
var=keypad.waitForKey();
if(var == BT_UP && i>0){
tone(tonepin,2400,30);
i--;
lcd.clear();
lcd.print(menu2[i]);
checkArrows(i,3);
delay(50);
}
if(var == BT_DOWN && i<3){
tone(tonepin,2400,30);
i++;
lcd.clear();
lcd.print(menu2[i]);
checkArrows(i,3);
delay(50);
}
if(var == BT_CANCEL){
tone(tonepin,2400,30);
menuPrincipal();
}
if(var == BT_SEL){
tone(tonepin,2400,30);
lcd.clear();
switch (i){
case 0:
//gameConfigMenu();
break;
case 1:
//soundConfigMenu();
break;
case 2:
cls();
lcd.print("RELAYPIN ON!");
digitalWrite(RELAYPIN, HIGH); // turn the LED on (HIGH is the voltage level)
delay(4000); // wait for 4 second
cls();
lcd.print("RELAYPIN OFF!");
digitalWrite(RELAYPIN, LOW);
delay(2000);
config();
break;
}
}
}
}
void configQuickGame(){
cls();
//GAME TIME
if(sdStatus || doStatus || saStatus){
menu1:
cls();
lcd.print(GAME_TIME);
delay(100);
lcd.setCursor(0,1);
lcd.print("00:00 hh:mm");
lcd.cursor();
lcd.blink();
lcd.setCursor(0,1);
byte var2=0;
for(int i=0;i<4;i++){
while(1){
if(i==2 && var2==0){
lcd.print(":");
var2=1;
}
byte varu= getRealNumber();
if(varu !=11){
time[i] = varu;
Serial.print(varu);
lcd.print(varu);
tone(tonepin,2400,30);
break;
}
}
}
lcd.noCursor();
lcd.noBlink();
lcd.setCursor(13,1);
lcd.print("ok?");
//zona donde pasamos los items a
//redibujar
while(1){
var = keypad.waitForKey();
if(var == 'd') // Accept
{
tone(tonepin,2400,30);
GAMEMINUTES= ((time[0]*600)+(time[1]*60)+(time[2]*10)+(time[3]));
break;
}
if(var == 'c') // Cancel or Back Button :')
{
tone(tonepin,2400,30);
goto menu1;
}
}
tone(tonepin,2400,30);
cls();
}
//BOMB TIME
if(sdStatus || saStatus){
menu2:
cls();
lcd.print(BOMB_TIME);
delay(100);
lcd.setCursor(0,1);
lcd.print(ZERO_MINUTES);
lcd.cursor();
lcd.blink();
lcd.setCursor(0,1);
for(int i=0;i<2;i++){
while(1){
byte varu= getRealNumber();
if(varu !=11){
time[i] = varu;
lcd.print(varu);
tone(tonepin,2400,30);
break;
}
}
}
lcd.noCursor();
lcd.noBlink();
lcd.setCursor(13,1);
lcd.print("ok?");
//zona donde pasamos los items a
//redibujar
while(1){
var = keypad.waitForKey();
if(var == 'd') //
{
tone(tonepin,2400,30);
BOMBMINUTES= ((time[0]*10)+(time[1]));
break;
}
if(var == 'c') // Cancel or Back Button :')
{
tone(tonepin,2400,30);
goto menu2;
}
}
tone(tonepin,2400,30);
cls();
}
cls();
//ARMING TIME
if(sdStatus || doStatus || saStatus){
menu3:
cls();
lcd.print(ARM_TIME);
delay(100);
lcd.setCursor(0,1);
lcd.print(ZERO_SECS);
lcd.cursor();
lcd.blink();
lcd.setCursor(0,1);
for(int i=0;i<2;i++){
while(1){
byte varu= getRealNumber();
if(varu !=11){
time[i] = varu;
lcd.print(varu);
tone(tonepin,2400,30);
break;
}
}
}
lcd.noCursor();
lcd.noBlink();
lcd.setCursor(13,1);
lcd.print("ok?");
//zona donde pasamos los items a
//redibujar
while(1){
var = keypad.waitForKey();
if(var == 'd') // Accept
{
tone(tonepin,2400,30);
ACTIVATESECONDS= ((time[0]*10)+(time[1]));
break;
}
if(var == 'c') // Cancel or Back Button :')
{
tone(tonepin,2400,30);
goto menu3;
}
}
tone(tonepin,2400,30);
cls();
}
//sound??
if(sdStatus || saStatus || doStatus){
cls();
lcd.print(ENABLE_SOUND);
lcd.setCursor(0,1);
lcd.print(YES_OR_NO);
while(1)
{
var = keypad.waitForKey();
if(var == 'a' ){
soundEnable=true;
tone(tonepin,2400,30);
break;
}
if(var == 'b' ){
soundEnable=false;
tone(tonepin,2400,30);
break;
}
}
}
//Activate RELAY at Terrorist game ends??? Boom!
if(sdStatus || saStatus){
cls();
lcd.print(ENABLE_RELAYPIN);
lcd.setCursor(0,1);
lcd.print(YES_OR_NO);
while(1)
{
var = keypad.waitForKey();
if(var == 'a' ){
relayEnable=true;
tone(tonepin,2400,30);
break;
}
if(var == 'b' ){
relayEnable=false;
tone(tonepin,2400,30);
break;
}
}
}
//You Want a password enable-disable game?
if(sdStatus || saStatus){
cls();
lcd.print(ENABLE_CODE);
lcd.setCursor(0,1);
lcd.print(YES_OR_NO);
while(1)
{
var = keypad.waitForKey();
if(var == 'a' ){
tone(tonepin,2400,30);
setNewPass();
passwordEnable = true;
break;
}
if(var == 'b' ){
tone(tonepin,2400,30);
passwordEnable = false;
break;
}
}
tone(tonepin,2400,30);
}
//Continue the game :D
}
void search() {
refresh = true;
cls();
digitalWrite(REDLED, LOW);
digitalWrite(GREENLED, LOW);
//SETUP INITIAL TIME
int minutos = GAMEMINUTES - 1;
unsigned long iTime = millis(); // initialTime in millisec
unsigned long aTime;
//var='o';
//Starting Game Code
while (1) { // this is the important code, is a little messy but works good.
//If you fail disarm.
if (endGame) {
failSplash();
}
//Code for led blinking
timeCalcVar = (millis() - iTime) % 1000;
if (timeCalcVar >= 0 && timeCalcVar <= 50)digitalWrite(GREENLED, HIGH);
if (timeCalcVar >= 90 && timeCalcVar <= 130)digitalWrite(GREENLED, LOW);
lcd.setCursor(3, 0);
lcd.print(GAME_TIME_TOP);
aTime = millis() - iTime;
lcd.setCursor(3, 1);
//PRINT TIME ON LCD
printTime(minutos, aTime);
//###########################CHECKINGS##################
//Check If Game End
if (minutos - aTime / 60000 == 0 && 59 - ((aTime / 1000) % 60) == 0)failSplash();
//Serial.println(keypad.getKey());
//USED IN PASSWORD GAME
if ('d' == keypad.getKey() && passwordEnable) {
lcd.clear();
lcd.setCursor(2, 0);
lcd.print(ARMING_BOMB);
delay(1000);//a little delay to choose the password
lcd.clear();
lcd.setCursor(0, 0);
lcd.print(ENTER_CODE);
setCodeTime();// we need to set the comparation variable first it writes on codeInput[]
//then compare :D
if (comparePassword()) destroy();
lcd.clear();
lcd.setCursor(3, 0);
lcd.print(CODE_ERROR);
if (soundEnable)tone(tonepin, errorTone, 200);
delay(500);
cls();
}
//Check If Is Activating
while (defusing && !passwordEnable)
{
digitalWrite(GREENLED, LOW);
lcd.clear();
lcd.setCursor(2, 0);
lcd.print(ARMING_BOMB);
lcd.setCursor(0, 1);
unsigned int percent = 0;
unsigned long xTime = millis(); //start disabling time
while (defusing)
{
keypad.getKey();
percent = (millis() - xTime) / (ACTIVATESECONDS * 10);
drawBar(percent);
//check if game time runs out during the disabling
aTime = millis() - iTime;
Serial.println(millis()-xTime);
if ((minutos - aTime / 60000 == 0 && 59 - ((aTime / 1000) % 60) == 0) || minutos - aTime / 60000 > 4000000000) {
endGame = true;
}
timeCalcVar = (millis() - xTime) % 1000;
if ( timeCalcVar >= 0 && timeCalcVar <= 40)
{
digitalWrite(REDLED, HIGH);
if (soundEnable)tone(tonepin, alarmTone1, 200);
}
if (timeCalcVar >= 480 && timeCalcVar <= 520)
{
if (soundEnable)tone(tonepin, alarmTone2, 200);
digitalWrite(REDLED, LOW);
}
if (percent >= 100)
{
digitalWrite(GREENLED, LOW);
destroy();// jump to the next gamemode
}
}
cls();
digitalWrite(REDLED, LOW);
}
}
}
void destroy() {
lcd.clear();
lcd.setCursor(3, 0);
lcd.print(BOMB_ARMED);
delay(1000);
int minutos = BOMBMINUTES - 1;
unsigned long iTime = millis();
unsigned long aTime;
int largoTono = 50;
//MAIN LOOP
while (1) {
//If you fail disarm.
if (endGame) {
explodeSplash();
}
//Led Blink
timeCalcVar = (millis() - iTime) % 1000;
if (timeCalcVar >= 0 && timeCalcVar <= 40)
{
digitalWrite(REDLED, HIGH);
if (soundEnable)tone(tonepin, activeTone, largoTono);
}
if (timeCalcVar >= 180 && timeCalcVar <= 220) {
digitalWrite(REDLED, LOW);
}
//Sound
aTime = millis() - iTime;
timeCalcVar = (millis() - iTime) % 1000;
if (timeCalcVar >= 245 && timeCalcVar <= 255 && minutos - aTime / 60000 < 2 && soundEnable)tone(tonepin, activeTone, largoTono);
if (timeCalcVar >= 495 && timeCalcVar <= 510 && minutos - aTime / 60000 < 4 && soundEnable)tone(tonepin, activeTone, largoTono);
if (timeCalcVar >= 745 && timeCalcVar <= 760 && minutos - aTime / 60000 < 2 && soundEnable)tone(tonepin, activeTone, largoTono);
if ( minutos - aTime / 60000 == 0 && 59 - ((aTime / 1000) % 60) < 10)largoTono = 300;
lcd.setCursor(1, 0);
lcd.print(DETONATION_IN);
//Passed Time
lcd.setCursor(3, 1);
////////HERE ARE THE TWO OPTIONS THAT ENDS THE GAME///////////
////TIME PASED AWAY AND THE BOMB EXPLODES
if (minutos - aTime / 60000 == 0 && 59 - ((aTime / 1000) % 60) == 0) // Check if game ends
{
explodeSplash();
}
//print time
printTime(minutos, aTime);
//// SECOND OPTION: YOU PRESS DISARMING BUTTON
//IF IS A PASSWORD GAME
if ('d' == keypad.getKey() && passwordEnable) {
lcd.clear();
lcd.setCursor(1, 0);
lcd.print(DISARMING);
delay(1000);//a little delay to think in the password
lcd.clear();
lcd.setCursor(0, 0);
lcd.print(ENTER_CODE);
setCodeTime();// we need to set the compare variable first
//then compare :D
if (comparePassword()) {
disarmedSplash();
}
lcd.clear();
lcd.setCursor(3, 0);
lcd.print(CODE_ERROR);
if (soundEnable)tone(tonepin, errorTone, 200);
delay(500);
cls();
}
if (defusing && !passwordEnable) // disarming bomb
{
lcd.clear();
digitalWrite(REDLED, LOW);
lcd.setCursor(3, 0);
lcd.print(DISARM);
lcd.setCursor(0, 1);
unsigned int percent = 0;
unsigned long xTime = millis();
while (defusing)
{
keypad.getKey();
//check if game time runs out during the disabling
aTime = millis() - iTime;
if ((minutos - aTime / 60000 == 0 && 59 - ((aTime / 1000) % 60) == 0) || minutos - aTime / 60000 > 4000000000) {
endGame = true;
}
timeCalcVar = (millis() - xTime) % 1000;
if (timeCalcVar >= 0 && timeCalcVar <= 20)
{
digitalWrite(GREENLED, HIGH);
if (soundEnable)tone(tonepin, alarmTone1, 200);
}
if (timeCalcVar >= 480 && timeCalcVar <= 500)
{
if (soundEnable)tone(tonepin, alarmTone2, 200);
digitalWrite(GREENLED, LOW);
}
unsigned long seconds = (millis() - xTime);
percent = seconds / (ACTIVATESECONDS * 10);
drawBar(percent);
//BOMB DISARMED GAME OVER
if (percent >= 100)disarmedSplash();
}
digitalWrite(REDLED, LOW);
digitalWrite(GREENLED, LOW);
cls();
}
}
}
void explodeSplash(){
digitalWrite(REDLED, LOW);
digitalWrite(GREENLED, LOW);
cls();
delay(100);
endGame = false;
lcd.setCursor(1,0);
lcd.print("TERRORISTS WIN");
lcd.setCursor(4,1);
lcd.print("GAME OVER");
for(int i = 200; i>0; i--)// this is the ultra hi definition explosion sound xD
{
tone(tonepin,i);
delay(20);
}
noTone(tonepin);
if(relayEnable){
activateRelay();
}
delay(5000);
cls();
//end code
lcd.print("Play Again?");
lcd.setCursor(0,1);
lcd.print("A : Yes B : No");
while(1)
{
var = keypad.waitForKey();
if(var == 'a' ){
tone(tonepin,2400,30);
//We have two options, search & destroy and sabotage play again options so!
if(sdStatus){
startGameCount();
search();
}
if(saStatus){
saStatus=true;
startGameCount();
start=true; //to set iTime to actual millis() :D
sabotage();
}
}
if(var == 'b' ){
tone(tonepin,2400,30);
menuPrincipal();
break;
}
}
}
void failSplash(){
digitalWrite(REDLED, LOW);
digitalWrite(GREENLED, LOW);
cls();
delay(100);
endGame = false;
lcd.setCursor(1,0);
lcd.print("TIME OUT");
lcd.setCursor(4,1);
lcd.print("GAME OVER");
for(int i = 200; i>0; i--)// this is the ultra hi definition explosion sound xD
{
tone(tonepin,i);
delay(20);
}
noTone(tonepin);
if(relayEnable){
activateRelay();
}
delay(5000);
cls();
//end code
lcd.print("Play Again?");
lcd.setCursor(0,1);
lcd.print("A : Yes B : No");
while(1)
{
var = keypad.waitForKey();
if(var == 'a' ){
tone(tonepin,2400,30);
//We have two options, search & destroy and sabotaje play again options so!
if(sdStatus){
startGameCount();
search();
}
if(saStatus){
saStatus=true;
startGameCount();
start=true; //to set iTime to actual millis() :D
sabotage();
}
}
if(var == 'b' ){
tone(tonepin,2400,30);
menuPrincipal();
break;
}
}
}
void disarmedSplash(){
endGame = false;
digitalWrite(REDLED, LOW);
digitalWrite(GREENLED, LOW);
if(sdStatus || saStatus){
lcd.clear();
lcd.setCursor(2,0);
lcd.print("BOMB DISARMED");
lcd.setCursor(3,1);
lcd.print("MILITARY WINS");
digitalWrite(GREENLED, HIGH);
delay(5000);
digitalWrite(GREENLED, LOW);
}
//end code
lcd.clear();
lcd.print("Play Again?");
lcd.setCursor(0,1);
lcd.print("A : Yes B : No");
digitalWrite(REDLED, LOW);
digitalWrite(GREENLED, LOW);
while(1)
{
var = keypad.waitForKey();
if(var == 'a' ){
tone(tonepin,2400,30);
//We have two options, search & destroy and sabotaje play again options so!
if(sdStatus){
startGameCount();
search();
}
if(saStatus){
saStatus=true;
startGameCount();
start=true; //to set iTime to actual millis() :D
sabotage();
}
}
if(var == 'b' ){
tone(tonepin,2400,30);
menuPrincipal();
break;
}
}
}
void drawBar(byte porcent){
//TODO: Optimize this code
int box=(8*porcent)/10;
lcd.setCursor(0,1);
while(box>=5){
if(box>=5)
{
lcd.write(4);
box-=5;
}
}
switch(box){
case 0:
break;
case 1:
lcd.write((uint8_t)0);
break;
case 2:
lcd.write(1);
break;
case 3:
lcd.write(2);
break;
case 4:
lcd.write(3);
break;
}
}
void cls(){
lcd.clear();
lcd.setCursor(0,0);
}
void printTime(unsigned long minutos, unsigned long aTiempo){
timeCalcVar=minutos-aTiempo/60000;
//Hours
if(timeCalcVar/60==0 && refresh){
lcd.clear();
refresh=false;
//delay(100);
lcd.setCursor(3,1);
Serial.println("!!!!");
}
if(timeCalcVar/60>=1){
if(timeCalcVar/60<10)
{
lcd.setCursor(2,1);
lcd.print("0");
lcd.print(timeCalcVar/60);
}
else
{
lcd.print(timeCalcVar/60);
}
lcd.print(":");
}
//minutes
if(timeCalcVar%60<10)
{
lcd.print("0");
lcd.print(timeCalcVar%60);
}
else
{
lcd.print(timeCalcVar%60);
}
lcd.print(":");
//seconds
timeCalcVar=aTiempo/1000;
if(59-(timeCalcVar%60)<10)
{
lcd.print("0");
lcd.print(59-(timeCalcVar%60));
}
else
{
lcd.print(59-(timeCalcVar%60));
}
lcd.print(":");
//this not mach with real time, is just a effect, it says 999 because millis%1000 sometimes give 0 LOL
lcd.print(999-(millis()%1000));
}
void printTimeDom(unsigned long aTiempo, boolean showMillis){
//minutes
if((aTiempo/60000)<10)
{
lcd.print("0");
lcd.print(aTiempo/60000);
}
else
{
lcd.print(aTiempo/60000);
}
lcd.print(":");
//seconds
if(((aTiempo/1000)%60)<10)
{
lcd.print("0");
lcd.print((aTiempo/1000)%60);
}
else
{
lcd.print((aTiempo/1000)%60);
}
if(showMillis){
lcd.print(":");
//this not mach with real time, is just a effect, it says 999 because millis%1000 sometimes give 0 LOL
lcd.print(999-millis()%1000);
}
}
void startGameCount(){
lcd.clear();
lcd.setCursor(1,0);
lcd.print("Ready to Begin");
lcd.setCursor(0,1);
lcd.print("Push ANY Button");
keypad.waitForKey();//if you press a button game start
cls();
lcd.setCursor(1,0);
lcd.print("Starting Game");
for(int i = 5; i > 0 ; i--){ // START COUNT GAME INIT
lcd.setCursor(5,1);
tone(tonepin,2000,100);
lcd.print("IN ");
lcd.print(i);
delay(1000);
}
cls();
}
void checkArrows(byte i,byte maxx ){
if(i==0){
lcd.setCursor(15,1);
lcd.write(6);
}
if(i==maxx){
lcd.setCursor(15,0);
lcd.write(5);
}
if(i>0 && i<maxx){
lcd.setCursor(15,1);
lcd.write(6);
lcd.setCursor(15,0);
lcd.write(5);
}
}
void activateRelay(){
digitalWrite(RELAYPIN, HIGH); // turn the LED on (HIGH is the voltage level)
delay(RELAY_TIME);
digitalWrite(RELAYPIN, LOW);
}