Problem with tone function on Tinkercad - invalid header file

Hello everyone. I am currently working on a tinkercad project. Here is my full code.
We will focus on the Sound_Emission function.



/*************************************************

 * Public Constants

 *************************************************/

#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


//Lib & More
#include <LiquidCrystal_I2C.h>
#include <Keypad.h>

LiquidCrystal_I2C lcd(0x20, 16, 2);

#define ROWS 4
#define COLS 4
#define MAX_OBSTACLES 10
#define MAX_ROUNDS 10
#define MAX_OBS_PER_ROUND 10

// Constants
const int redPin = 11;
const int greenPin = 12;
const int bluePin = 13;
const int speakerPin = 2;

int currentTheme = 0;          // Tracks the current round's theme
char currentSpecialColorKey = '\0';  // Tracks the active special color key, '\0' means none

// Player state
int playerX;
int playerY;
bool isJumping;
int jumpCounter;
unsigned long lastMove;
const unsigned long MOVE_INTERVAL = 500;
const int JUMP_HEIGHT = 2;  // two-frame arc: up then down
int jumpDistance;      // How far to jump horizontally
int jumpProgress;      // Tracks jump animation progress

int monsterX;
int monsterY;
bool monsterActive;
unsigned long lastMonsterMove;
bool waitingForMonster;
const unsigned long MONSTER_MOVE_INTERVAL = 1000;
const unsigned long BOSS_MOVE_INTERVAL = 400;
const int CROSS_MOVE_INTERVAL = 400;

bool doorMode = false;
bool crossOut = false;

const uint8_t P_CODE = 0;  // player glyph slot
const uint8_t O_CODE = 1;  // obstacle block slot
const uint8_t M_CODE = 2;  // monster slot

// Obstacle storage
byte obstacleX[MAX_OBSTACLES];
byte obstacleY[MAX_OBSTACLES];
byte activeObstacles;

byte KEYX[MAX_OBSTACLES];
byte KEYY[MAX_OBSTACLES];
byte activeKEYs;

// Keypad
const char keys[ROWS][COLS] = {{'1','2','3','R'},{'4','5','6','S'},{'7','8','9','C'},{'T','#','&','E'}};
byte rowPins[ROWS] = {3,4,5,6};
byte colPins[COLS] = {7,8,9,10};
Keypad KP = Keypad(makeKeymap(keys), rowPins, colPins, ROWS, COLS);

// Music
struct Melody {int* notes; int* durations; int length;};

enum MelodyID {
    S_ROUND1, 
    S_ROUND2,
    S_ROUND3,
    S_ROUND4,
    S_ROUND5,
    S_ROUND6,
    S_ROUND7,
    S_ROUND8,
    S_ROUND9,
    S_ROUND10,
    MELODY_COUNT //sizeof 
};

int marioNotes[]     = {NOTE_C4,NOTE_E4,NOTE_G4,NOTE_E4,NOTE_A4,NOTE_B4,NOTE_AS4,NOTE_A4,NOTE_G4,NOTE_E5,NOTE_G5,NOTE_A5,NOTE_F5,NOTE_G5,NOTE_E5,NOTE_C5,NOTE_D5,NOTE_B4};
int marioDurations[] = {4,4,4,4,4,4,8,8,4,4,4,4,4,4,4,4,8,2};
int end1Notes[]     = {NOTE_C4,NOTE_E4,NOTE_G4,NOTE_C5,NOTE_G4,NOTE_E4,NOTE_C4,0,NOTE_G4,NOTE_C5};
int end1Durations[] = {4,4,4,2,4,4,2,4,4,2};

int end3Notes[]     = {NOTE_E4,NOTE_G4,NOTE_C5,NOTE_E5,NOTE_G5,NOTE_E5,NOTE_C5,NOTE_G4,NOTE_E4};
int end3Durations[] = {4,4,4,4,4,4,4,4,2};

int end4Notes[]     = {NOTE_G4,NOTE_E4,NOTE_A4,NOTE_F4,NOTE_D4,NOTE_B3,NOTE_G3,0,NOTE_C4,NOTE_E4};
int end4Durations[] = {4,4,4,4,4,4,4,2,4,2};

int end5Notes[]     = {NOTE_F4,NOTE_A4,NOTE_D5,NOTE_C5,NOTE_B4,NOTE_G4,NOTE_E4,NOTE_C4,NOTE_D4,NOTE_F4};
int end5Durations[] = {4,4,4,4,4,4,4,4,4,2};

int end6Notes[]     = {NOTE_C4,NOTE_E4,NOTE_G4,NOTE_B4,NOTE_G4,NOTE_E4,NOTE_C4,0,NOTE_G4,NOTE_C5};
int end6Durations[] = {4,4,4,4,4,4,2,2,4,2};

int end7Notes[]     = {NOTE_E4,NOTE_A4,NOTE_C5,NOTE_B4,NOTE_G4,NOTE_E4,NOTE_C4,NOTE_A3,NOTE_E4,NOTE_C4};
int end7Durations[] = {4,4,4,4,4,4,4,4,4,2};

int end8Notes[]     = {NOTE_C4,NOTE_D4,NOTE_E4,NOTE_F4,NOTE_G4,NOTE_A4,NOTE_B4,NOTE_C5,NOTE_G4,NOTE_E4};
int end8Durations[] = {4,4,4,4,4,4,4,2,4,2};

int end9Notes[]     = {NOTE_E4,NOTE_G4,NOTE_B4,NOTE_E5,NOTE_D5,NOTE_B4,NOTE_G4,NOTE_E4,NOTE_G4,NOTE_B4};
int end9Durations[] = {4,4,4,2,4,4,2,4,4,2};

int end10Notes[]     = {NOTE_G4,NOTE_B4,NOTE_D5,NOTE_G5,NOTE_D5,NOTE_B4,NOTE_G4,NOTE_D4,NOTE_G4,NOTE_B4};
int end10Durations[] = {4,4,4,2,4,4,2,4,4,2};

Melody melodies[MELODY_COUNT] = {
    {marioNotes, marioDurations, 18},        
    {end1Notes, end1Durations, 10},         
    {end3Notes, end3Durations, 9},         
    {end4Notes, end4Durations, 10},         
    {end5Notes, end5Durations, 10},       
    {end6Notes, end6Durations, 10},        
    {end7Notes, end7Durations, 10},       
    {end8Notes, end8Durations, 10},       
    {end9Notes, end9Durations, 10},         
    {end10Notes, end10Durations, 10}         
};

// Keep ALL original characters but manage slots carefully
enum CustomChars {
  // Core Game Characters (0-7)
  CHAR_PLAYER,    // 0
  CHAR_OBSTACLE,  // 1
  CHAR_KEY,       // 2
  CHAR_DOOR_CLOSED, // 3
  CHAR_DOOR_OPEN, // 4
  CHAR_PLANT,     // 5
  CROSS,          // 6
  SPYKE,          // 7
  MONSTER,        // 8 
  BOSS,           // 9
  BWALL           // 10
};

byte specialCharacters[11][8] = {
  // 0-7: Core characters (same as before)
  {B01110, B01110, B00100, B01110, B10101, B00100, B01010, B10001}, // player
  {B11111, B11111, B11111, B11111, B11111, B11111, B11111, B11111}, // obstacle
  {B00100, B01110, B11011, B01110, B00100, B00110, B00100, B00110}, // key
  {B11111, B10001, B10001, B11001, B11101, B10001, B10001, B11111}, // door closed
  {B00011, B00011, B00011, B00011, B00011, B00011, B00011, B00011}, // door open
  {B10111, B01010, B11101, B01010, B11011, B10010, B10100, B00100}, // plant
  {B00000, B00000, B00100, B00100, B11111, B00100, B00100, B00000}, // cross
  {B00000, B00000, B00000, B00100, B01110, B01110, B11111, B11111}, // SPYKE
  
  // 8-10: Round-specific characters
  {B00000, B00000, B00000, B00100, B01110, B10101, B11111, B01010}, // monster
  {B10101, B01110, B11111, B10101, B11111, B11011, B11111, B11111}, // boss
  {B00000, B00000, B00000, B00000, B00010, B00011, B10011, B11111}  // bwall
};

byte RGB_LED_CK[11][3] = {
  /* index 0 unused */  {65,   65,   65},            // Dummy placeholder
  /* 1 */ {255, 255, 255},   // White
  /* 2 */ {255, 255,   0},   // Yellow
  /* 3 */ {0,   255,   0},   // Green
  /* 4 */ {0,   255, 255},   // Cyan
  /* 5 */ {0,     0, 255},   // Blue
  /* 6 */ {255,   0, 255},   // Magenta
  /* 7 */ {75,    0, 130},   // Indigo (approximate mix)
  /* 8 */ {128, 128, 128},   // Gray
  /* 9 */ {255, 165,   0},   // Orange
  /* 10*/ {255,   0,   0}    // Red
};

// Zone definitions
#define ZONES 3
#define MAX_DOORS 4
#define MAX_PLANTS 8

// Round definitions
const byte roundObstacleX[MAX_ROUNDS][MAX_OBS_PER_ROUND] = {
  {4, 8, 12},            // Round 1
  {4, 8, 9, 9, 10, 12},  // Round 2
  {},                    // Round 3
  {9, 9, 1},             // Round 4
};

const byte roundObstacleY[MAX_ROUNDS][MAX_OBS_PER_ROUND] = {
  {1, 1, 1},             // Round 1
  {1, 1, 1, 0, 1, 1},    // Round 2
  {},                    // Round 3
  {1, 0, 3},             // Round 4
};

const byte roundObstacleCount[MAX_ROUNDS] = {
  3,  // Round 1
  6,  // Round 2
  0,  // Round 3
  3,  // Round 4
};

// Doors: X, Y per zone
const byte zoneDoorX[ZONES][MAX_DOORS] = {
  {2, 7, 12, 0},    // Zone1 (3 doors)
  {3, 9,  0,  0},   // Zone2 (2 doors)
  {15,0,  0,  0}    // Zone3 (exit door)
};
const byte zoneDoorY[ZONES][MAX_DOORS] = {
  {1,1,1,0},
  {1,1,0,0},
  {1,0,0,0}
};
const byte zoneDoorCount[ZONES] = {3, 2, 1};

// Plants: X, Y per zone
const byte zonePlantX[ZONES][MAX_PLANTS] = {
  {2, 9, 0,0,0,0,0,0},   // Zone1
  {0, 3, 7,0,0,0,0,0},   // Zone2
  { }                    // Zone3 no plants
};
const byte zonePlantY[ZONES][MAX_PLANTS] = {
  {0, 0, 0,0,0,0,0,0},
  {0, 0, 0,0,0,0,0,0},
  { }
};
const byte zonePlantCount[ZONES] = {2, 3, 0};

// Correct door X per zone
const byte correctDoorX[ZONES] = {7, 9, 15};

// Key position (only in Zone3)
const byte keyX = 0;
const byte keyY = 1;

// Current zone index
byte currentZone = 0;

char colorKey;
char keykey;

bool doorOpenFlags[ZONES][MAX_DOORS] = {{false}};

// Function declarations (corrected)
void loadRound(byte round);
void Round1();
void Round2();
void Round3();
void Round4();
void Round5();
void Round6();
void Round7();
void Round8();
void Round9();
void Round10();
void updateGame();
void drawScene();
void menu();
void Sound_Emission(int round);
void transitToRound(int steps, String topText, String botText = "");
void Color_Generation (int theme);
void animateDoor(byte doorX, byte doorY, bool isCorrect);
bool isObstacleAt(byte x, byte y);
void loadZone(byte z);
void moveMonster();
void squish();
bool readyToMove(unsigned long &lastMove, unsigned long interval);
void showCompletionMessage();
bool waitForMonster(bool monsterArrived, byte obsX);
void doHitSequence(byte playerX, byte &playerY,
                   byte &actorX, byte actorY,
                   byte playerGlyph, byte actorGlyph,
                   unsigned long onHitDelay = 500);
void removeWallLogicAndDraw(
  const byte wallPositions[][2],
  byte wallCount,
  byte bwallChar
);
void initRoundBase(
  byte &playerX, byte &playerY,
  byte initPlayerX, byte initPlayerY,
  byte &bossX,   byte &bossY,
  byte initBossX,   byte initBossY,
  const byte spykePos[][2], byte spykeCount);
bool tryFireProjectile(
  bool &projectileActive,
  byte playerX, byte playerY,
  byte &projectileX, byte &projectileY,
  unsigned long shootTime);
bool updateProjectile(
  byte &projectileX, byte &projectileY,
  bool &projectileActive, bool &bossDead,
  byte bossX, byte bossY,
  unsigned long &lastCrossMove);
bool handleBossFall(
  byte bossX,        
  byte &bossY,       
  unsigned long hitTimestamp
);
void moveMonster(uint8_t startX, uint8_t distance);
bool handlePlayerApproach(unsigned long now, bool jumpedOnBlock);

void moveLeft(byte &x);
bool checkHit(byte actorX, byte actorY, byte playerX, byte playerY);
bool dropFromMonster();
void continueWalking(unsigned long now, byte stopX);
void slideToEnd();
void loadZone(byte z);
void showCompletionMessage(String text);
void Round_bar_Number(int roundNum);
int mapColorKeyToTheme(char colorKey); // Add this line before setup()


void setup() {
    Serial.begin(9600);
    Wire.begin();
    lcd.init();
  	lcd.backlight();
    pinMode(redPin,   OUTPUT);
    pinMode(greenPin, OUTPUT);
    pinMode(bluePin,  OUTPUT);
    pinMode(speakerPin, OUTPUT);
    menu();

}



void loop() {

  char key = KP.getKey();
  if (key) {
    Serial.print("Key pressed: ");
    Serial.println(key);

    if (key == 'R') {
      char roundKey = KP.waitForKey();
      Wire.beginTransmission(9);
      Wire.write(roundKey); 
      Wire.endTransmission();
      if (roundKey == '1') { Round1(); }
      else if (roundKey == '2') { Round2(); }
      else if (roundKey == '3') { Round3(); }
      else if (roundKey == '4') { Round4(); }
      else if (roundKey == '5') { Round5(); }
      else if (roundKey == '6') { Round6(); }
      else if (roundKey == '7') { Round7(); }
      else if (roundKey == '8') { Round8(); }
      else if (roundKey == '9') { //Round9();
      }
      else if (roundKey == 'T') { //Round10(); 
                                }
      
    } 
  }
    else if (key == '#') {
    if (KP.waitForKey() == 'C') {
      char colorKey = KP.waitForKey();
      // only accept 1–9 or T
      if ((colorKey >= '1' && colorKey <= '9') || colorKey == 'T') {
        currentSpecialColorKey = colorKey;
        // inline mapColorKeyToTheme:
        int theme = (colorKey >= '1' && colorKey <= '9')
                    ? (colorKey - '1')   // '1'→0 ... '9'→8
                    : 9;                 // 'T'→9
        // // if you want to guard against invalid:
        if (theme >= 0) {
         Color_Generation(theme);
        }
        
     
     
      }
    }
  }
 //  Handle color reset (&C followed by matching color key)
  //    else if (key == '&') {
  //    //  Serial.println("test");
  //     //   char roundKey = KP.waitForKey();
  //      //  Serial.print("Next key: ");
  //   //     if (roundKey == 'C') {
  //   //     char colorKey = KP.waitForKey();
  //   //     Serial.print("colorKey: ");
  //   //     Serial.println(colorKey);
  //   //     if (colorKey == currentSpecialColorKey) {
  //   //       // analogWrite(redPin,   0); // Turn off LED
  //   //       // analogWrite(greenPin, 0);
  //   //       // analogWrite(bluePin,  0);
  //   //       currentSpecialColorKey = '\0';
  //   //     }
  //   //    }
  //    }
  //  // // Handle sound playback (S followed by 1-9 or T)
  //   // else if (key == 'S') {
  //   //   char soundKey = KP.waitForKey();
  //   //   Serial.print("soundKey: ");
  //   //   Serial.println(soundKey);
  //   //   if ((soundKey >= '1' && soundKey <= '9') || soundKey == 'T') {
  //   //     int melodyIndex = (soundKey == 'T') ? 9 : (soundKey - '1');
  //   //     Serial.print("Playing melody index: ");
  //   //     Serial.println(melodyIndex);
  //   //     Speaker_Sound(melodies[melodyIndex], speakerPin);
  //   //     Serial.println("Sound finished");
  //   //   } else {
  //   //     Serial.println("Invalid soundKey");
  //   //   }
  //   // }
  // }
}

int mapColorKeyToTheme(char colorKey) {
  if (colorKey >= '1' && colorKey <= '9') {
    return colorKey - '1';  // '1' -> 0, '2' -> 1, ..., '9' -> 8
  } else if (colorKey == 'T') {
    return 9;              // 'T' -> 9
  } else {
    return -1;             // Invalid key
  }
}

*The Sound_Emission function:*



void Round1() {
   	transitToRound(16, " ", " ");
  
    currentSpecialColorKey = '\0';  // Reset special color
    const byte round1Chars[] = {6, 0, 7, 8, 1, 9, 10}; // CROSS, PLAYER, SPYKE, MONSTER, OBSTACLE, BOSS, BWALL

    // Create custom characters for Round 1 (codes 0 to 6)
    for (byte i = 0; i < 7; i++) {
        lcd.createChar(i, specialCharacters[round1Chars[i]]);
    }

    // Prepare the display array for row 0: space, char, space, char, ...
    byte row0[16];
    memset(row0, ' ', 16); // Fill all with space to prevent character adding themselves
    for (int i = 0; i < 7; i++) {
        row0[2 * i] = ' ';      // Space before each character
        row0[2 * i + 1] = i;    // Custom character code (0 to 6)
    }

    // Clear the LCD and display everything
    lcd.clear();
    lcd.setCursor(0, 0);
    for (int i = 0; i < 16; i++) {
        lcd.write(row0[i]); // Write each character individually
    }
    lcd.setCursor(0, 1);
    lcd.print("START ADVENTURE");
    // Sound_Emission(1);
    delay(2500);
  	transitToRound(16, " ", " ");
}

void Round2() {
    currentTheme = 1;            // Set the theme for Round 1
    currentSpecialColorKey = '\0';  // Reset special color
    transitToRound(16, "Jumps!", " ");
    int obs1X = 6; int obs1Y = 1;
    int obs2X = 10; int obs2Y = 1;
    doorMode = false;
  
    // Create custom characters
    lcd.createChar(0, specialCharacters[CHAR_PLAYER]);   // Code 0: Player
   	lcd.createChar(1, specialCharacters[SPYKE]);         // Code 1: Spyke
   	lcd.createChar(2, specialCharacters[CHAR_OBSTACLE]); // Code 2: Obstacle

    // Clear the LCD and place obstacles
    lcd.clear();
    lcd.setCursor(obs1X, obs1Y);  // Spyke at (7,1)
    lcd.write(1);
    lcd.setCursor(obs2X, obs2Y); // Obstacle at (11,1)
    lcd.write(2);

    // Set up obstacles for game logic
    activeObstacles = 2;
    obstacleX[0] = obs1X;  obstacleY[0] = obs1Y; // Spyke
    obstacleX[1] = obs2X;  obstacleY[1] = obs2Y; // Obstacle

    // Initialize player state
    playerX = 0;
    playerY = 1;
    isJumping = false;
    jumpCounter = 0;
    lastMove = millis();
  
    while (playerX < 16) {
    if (readyToMove(lastMove, MOVE_INTERVAL)) {
      updateGame();  // Handle movement and jumping
      drawScene();   // Update display
      lastMove = millis();
    }
  }
  
  
  	showCompletionMessage("Round complete");
}

void Round3() {
  transitToRound(16, " ");
  currentTheme = 2;            // Set the theme for Round 1
  currentSpecialColorKey = '\0';  // Reset special color
  Color_Generation(currentTheme);
  transitToRound(16, "Monster Chase!", "Jump wisely");

  lcd.createChar(P_CODE, specialCharacters[CHAR_PLAYER]);
  lcd.createChar(O_CODE, specialCharacters[CHAR_OBSTACLE]);
  lcd.createChar(M_CODE, specialCharacters[MONSTER]);

  obstacleX[0] = 4;  
  obstacleY[0] = 1;

  playerX = 0;  
  playerY = 1;
  lastMove = millis();

  monsterX = 15;  
  monsterY = 1;
  monsterActive = true;
  lastMonsterMove = millis();

  bool jumpedOnBlock   = false;
  bool droppedOffBlock = false;
  bool monsterArrived  = false;
  bool hasSquished     = false;

  lcd.clear();
  lcd.setCursor(obstacleX[0], obstacleY[0]); lcd.write(O_CODE);
  lcd.setCursor(monsterX, monsterY);         lcd.write(M_CODE);
  lcd.setCursor(playerX, playerY);           lcd.write(P_CODE);

  while (playerX < 16 && !hasSquished) {
    unsigned long now = millis();

    jumpedOnBlock = handlePlayerApproach(now, jumpedOnBlock);

    if (jumpedOnBlock) {
      monsterArrived = waitForMonster(monsterArrived, obstacleX[0]);
    }

    if (jumpedOnBlock && monsterArrived && !droppedOffBlock) {
      droppedOffBlock = dropFromMonster();
    }

    if (droppedOffBlock) {
      continueWalking(now, obstacleX[0] + 5);
    }

    if (droppedOffBlock && playerX + 1 == monsterX && playerY == 1 && monsterActive) {
      squish();
      hasSquished = true;
    }
  }

  slideToEnd();
 // Speaker_Sound(melodies[S_ROUND3]);
  showCompletionMessage("Round complete");
}

void Round4() {
  transitToRound(16, " ");
  currentTheme = 3;            // Set the theme for Round 1
  currentSpecialColorKey = '\0';  // Reset special color
  Color_Generation(currentTheme);
  transitToRound(16, " ");
  doorMode = false;

  const byte spikePositions[][2] = {{3, 1}};
  const byte wallPositions[][2]  = {{9, 1}, {9, 0}};
  const byte spikeCount = sizeof(spikePositions) / sizeof(spikePositions[0]);
  const byte wallCount  = sizeof(wallPositions)  / sizeof(wallPositions[0]);

  lcd.createChar(CHAR_PLAYER, specialCharacters[CHAR_PLAYER]);
  lcd.createChar(SPYKE,       specialCharacters[SPYKE]);
  lcd.createChar(CHAR_OBSTACLE, specialCharacters[CHAR_OBSTACLE]);
  lcd.createChar(CROSS,       specialCharacters[CROSS]);
  lcd.createChar(BWALL,       specialCharacters[BWALL]);

  lcd.clear();
  lcd.setCursor(spikePositions[0][0], spikePositions[0][1]);
  lcd.write(SPYKE);
  for (byte i = 0; i < wallCount; i++) {
    lcd.setCursor(wallPositions[i][0], wallPositions[i][1]);
    lcd.write(CHAR_OBSTACLE);
  }

  activeObstacles = spikeCount + wallCount;
  obstacleX[0] = spikePositions[0][0];
  obstacleY[0] = spikePositions[0][1];
  for (byte i = 0; i < wallCount; i++) {
    obstacleX[i + 1] = wallPositions[i][0];
    obstacleY[i + 1] = wallPositions[i][1];
  }

  playerX = -1;
  playerY = 1;
  isJumping = false;
  jumpCounter = 0;
  lastMove = millis();

  while (playerX < 16) {
    if (readyToMove(lastMove, MOVE_INTERVAL)) {
      updateGame();

      if (crossOut) {
        removeWallLogicAndDraw(wallPositions, wallCount, BWALL);
      }

      drawScene();
      lastMove = millis();
    }
  }
 // Speaker_Sound(melodies[S_ROUND4]);
  showCompletionMessage("Round complete");
}


void Round5() {
  transitToRound(16, " ", " ");
  currentTheme = 4;            // Set the theme for Round 1
  currentSpecialColorKey = '\0';  // Reset special color
  Color_Generation(currentTheme);
  doorMode = false;
  transitToRound(16, "A boss is", "comming...");
  activeObstacles = 0; 

  // Character setup
  lcd.createChar(CHAR_PLAYER, specialCharacters[CHAR_PLAYER]);
  lcd.createChar(SPYKE, specialCharacters[SPYKE]);
  lcd.createChar(BOSS, specialCharacters[BOSS]); 
  lcd.clear();

  // Initialize positions
  playerX = 0; 
  playerY = 1;
  byte bossX = 15; 
  byte bossY = 0;
  
  // Spyke positions [X, Y]
  const byte spykePositions[6][2] = {
    {0, 1}, {1, 1}, {2, 1},
    {13, 1}, {14, 1}, {15, 1}
  };

  // Timers
  unsigned long lastMove = millis();
  unsigned long lastBossMove = millis();

  // Phase 1: Player movement to X=5
  while (playerX < 5) {
    if (millis() - lastMove >= MOVE_INTERVAL) {
      lcd.clear();
      lcd.setCursor(playerX, playerY);
      lcd.write(CHAR_PLAYER);
      updateGame();
      lastMove = millis();
    }
  }
  playerX = playerX-1;

  // Phase 2: Initial boss draw
  lcd.setCursor(bossX, bossY);  // Now valid (15,0)
  lcd.write(BOSS);
  delay(200);


  // Phase 3: Boss movement (15 -> 12)
  while (bossX > 12) {  // FIXED: Stop at 12 (not 11)
    if (millis() - lastBossMove >= BOSS_MOVE_INTERVAL) {
      // Update boss position
      lcd.setCursor(bossX, bossY);
      lcd.print(' ');
      moveLeft(bossX);
      lcd.setCursor(bossX, bossY);
      lcd.write(BOSS);
      lastBossMove = millis();
    }
  }

  delay(500);

  // Final persistent draw
  lcd.clear();
  
  // Draw Spykes first
  for (byte i = 0; i < 6; i++) {
    lcd.setCursor(spykePositions[i][0], spykePositions[i][1]);
    lcd.write(SPYKE);
  }
  lcd.setCursor(playerX, playerY);  
  lcd.write(CHAR_PLAYER);
  lcd.setCursor(bossX, bossY);      
  lcd.write(BOSS);
  lcd.setCursor(0,0);
  lcd.print("I WILL END U");
  delay(2500);
  menu();
}

void Round6() {
  transitToRound(16, " ");
  currentTheme = 5;            // Set the theme for Round 1
  currentSpecialColorKey = '\0';  // Reset special color
  Color_Generation(currentTheme);
  byte playerX, playerY;
  byte bossX,   bossY;
  byte crossX,  crossY;
  bool roundOver = false;
  unsigned long lastMove = millis();

  const byte spykePositions[6][2] = {
    {0,1},{1,1},{2,1},{13,1},{14,1},{15,1}
  };

  doorMode = false;
  transitToRound(16, "FIGHT");
  activeObstacles = 0;
  lcd.createChar(CHAR_PLAYER, specialCharacters[CHAR_PLAYER]);
  lcd.createChar(SPYKE,       specialCharacters[SPYKE]);
  lcd.createChar(BOSS,        specialCharacters[BOSS]);
  lcd.createChar(CROSS,       specialCharacters[CROSS]);

  // Initialize player(4,1), boss(12,1), draw spykes
  initRoundBase(
    playerX, playerY, 4, 1,
    bossX,   bossY,   12, 1,
    spykePositions, 6
  );

  // Draw boss, player, cross
  lcd.setCursor(bossX, bossY);      lcd.write(BOSS);
  lcd.setCursor(playerX, playerY);  lcd.write(CHAR_PLAYER);
  crossX = bossX - 1;  crossY = bossY;
  lcd.setCursor(crossX, crossY);    lcd.write(CROSS);

  while (!roundOver) {
    if (!readyToMove(lastMove, CROSS_MOVE_INTERVAL)) continue;

    lcd.setCursor(crossX, crossY); lcd.write(' ');
    moveLeft(crossX);
    lcd.setCursor(crossX, crossY); lcd.write(CROSS);

    if (checkHit(crossX, crossY, playerX, playerY)) {
      doHitSequence(playerX, playerY, crossX, crossY, CHAR_PLAYER, CROSS);
      roundOver = true;
    }
  }
 // Speaker_Sound(melodies[S_ROUND6]);
  showCompletionMessage("Round complete");
}

void Round7() {
  transitToRound(16, " ");
  currentTheme = 6;            // Set the theme for Round 1
  currentSpecialColorKey = '\0';  // Reset special color
  Color_Generation(currentTheme);
  byte playerX, playerY;
  byte bossX,   bossY;
  byte mSpykeX, mSpykeY;
  bool roundOver   = false;
  bool bossMoving  = false;
  bool spikeActive = true;
  unsigned long lastMove     = millis();
  unsigned long lastBossMove = millis();

  const byte spykePositions[6][2] = {
    {0,1},{1,1},{2,1},{13,1},{14,1},{15,1}
  };

  doorMode = false;
  transitToRound(16, "FIGHT");
  lcd.createChar(CHAR_PLAYER, specialCharacters[CHAR_PLAYER]);
  lcd.createChar(SPYKE,       specialCharacters[SPYKE]);
  lcd.createChar(BOSS,        specialCharacters[BOSS]);

  // Initialize player(4,1), boss(12,0), draw spykes
  initRoundBase(
    playerX, playerY, 4, 1,
    bossX,   bossY,   12, 0,
    spykePositions, 6
  );

  // Draw boss, player, moving spyke
  lcd.setCursor(bossX, bossY);    lcd.write(BOSS);
  lcd.setCursor(playerX, playerY);lcd.write(CHAR_PLAYER);
  mSpykeX = bossX; mSpykeY = bossY + 1; // bossY+1 = 1
  lcd.setCursor(mSpykeX, mSpykeY);lcd.write(SPYKE);

  while (!roundOver) {
    if (spikeActive && readyToMove(lastMove, CROSS_MOVE_INTERVAL)) {
      lcd.setCursor(mSpykeX, mSpykeY); lcd.write(' ');
      mSpykeX--;
      lcd.setCursor(mSpykeX, mSpykeY); lcd.write(SPYKE);

      if (checkHit(mSpykeX, mSpykeY, playerX, playerY)) {
        doHitSequence(playerX, playerY, mSpykeX, mSpykeY, CHAR_PLAYER, SPYKE);
        spikeActive = false;
        bossMoving  = true;
      }
    }

    if (bossMoving && millis() - lastBossMove >= BOSS_MOVE_INTERVAL) {
      lcd.setCursor(bossX, bossY);     lcd.write(' ');
      lcd.setCursor(playerX, playerY); lcd.write(' ');
      lcd.setCursor(mSpykeX, mSpykeY); lcd.write(' ');
      
      bossX = min(bossX + 1, (byte)15);
      lcd.setCursor(bossX, bossY);     lcd.write(BOSS);

      if (bossX == 15) roundOver = true;
      lastBossMove = millis();
    }
  }
  //Speaker_Sound(melodies[S_ROUND7]);
  showCompletionMessage("Boss Escaped!");
}

void Round8() {
  transitToRound(16, " ");
  currentTheme = 7;            // Set the theme for Round 1
  currentSpecialColorKey = '\0';  // Reset special color
  Color_Generation(currentTheme);
  byte playerX, playerY;
  byte bossX,   bossY;
  bool roundOver   = false;
  unsigned long lastMove   = millis();
  unsigned long actionDelay = 0;

  enum BossState { APPROACHING, ON_PLAYER, RETREATING_UP, RETREATING_RIGHT };
  BossState bossState = APPROACHING;

  const byte spykePositions[6][2] = {
    {0,1},{1,1},{2,1},{13,1},{14,1},{15,1}
  };

  // Setup
  doorMode = false;
  transitToRound(16, "BOSS SHOWDOWN");
  lcd.createChar(CHAR_PLAYER, specialCharacters[CHAR_PLAYER]);
  lcd.createChar(BOSS,        specialCharacters[BOSS]);
  lcd.createChar(SPYKE,       specialCharacters[SPYKE]);

  // Initialize and draw spykes at start
  // Player at (4,1), Boss at (0,0)
  initRoundBase(
    playerX, playerY,   // out refs
    4,       1,         // initial player position
    bossX,   bossY,     // out refs
    0,       0,         // initial boss position
    spykePositions, 6
  );

  // Draw boss & player on top
  lcd.setCursor(bossX, bossY);    lcd.write(BOSS);
  lcd.setCursor(playerX, playerY);lcd.write(CHAR_PLAYER);

  // Main loop
  while (!roundOver) {
    switch (bossState) {
      case APPROACHING:
        if (millis() - lastMove >= BOSS_MOVE_INTERVAL) {
          // Horizontal approach
          if (bossX < playerX) {
            lcd.setCursor(bossX, bossY);
            lcd.print(' ');
            bossX++;
          }
          // Vertical approach
          else if (bossY < playerY) {
            lcd.setCursor(bossX, bossY);
            lcd.print(' ');
            bossY++;
          }
          // Reach player position
          else {
            bossState = ON_PLAYER;
            actionDelay = millis();
            
            // Move player right
            lcd.setCursor(playerX, playerY);
            lcd.print(' ');
            playerX++;
            lcd.setCursor(playerX, playerY);
            lcd.write(CHAR_PLAYER);
          }
          
          lcd.setCursor(bossX, bossY);
          lcd.write(BOSS);
          lastMove = millis();
        }
        break;

      case ON_PLAYER:
        if (millis() - actionDelay >= 500) {
          bossState = RETREATING_UP;
          lastMove  = millis();
        }
        break;

      case RETREATING_UP:
        if (readyToMove(lastMove, BOSS_MOVE_INTERVAL)) {
          if (bossY > 0) {
            lcd.setCursor(bossX, bossY); lcd.print(' ');
            bossY--;
            lcd.setCursor(bossX, bossY); lcd.write(BOSS);
          } else {
            bossState = RETREATING_RIGHT;
            lastMove  = millis();
          }
        }
        break;

      case RETREATING_RIGHT:
        if (readyToMove(lastMove, BOSS_MOVE_INTERVAL)) {
          if (bossX < playerX + 3) {
            lcd.setCursor(bossX, bossY); lcd.print(' ');
            bossX++;
            lcd.setCursor(bossX, bossY); lcd.write(BOSS);
          } else {
            roundOver = true;
          }
        }
        break;
    }
  }
 // Speaker_Sound(melodies[S_ROUND8]);
  showCompletionMessage("BOSS RAN AWAY");
  
}


void Round9() {
  currentTheme = 8;            
  Color_Generation(currentTheme);
  currentSpecialColorKey = '\0';  
  byte playerX, playerY;
  byte bossX,   bossY;
  bool roundOver      = false;
  bool bossDead       = false;
  bool projectileActive = false;
  byte projectileX, projectileY;
  unsigned long lastCrossMove = 0;
  unsigned long hitTimestamp  = 0;

  const byte spykePositions[6][2] = {{0,1},{1,1},{2,1},{13,1},{14,1},{15,1}};
  doorMode = false;
  transitToRound(16, "BOSS SHOWDOWN");

  lcd.createChar(CHAR_PLAYER, specialCharacters[CHAR_PLAYER]);
  lcd.createChar(BOSS,  specialCharacters[BOSS]);
  lcd.createChar(SPYKE, specialCharacters[SPYKE]);
  lcd.createChar(CROSS, specialCharacters[CROSS]);
  lcd.createChar(BWALL, specialCharacters[BWALL]);

  // Initialize positions using valid slots
  initRoundBase(
    playerX, playerY, 5, 1,
    bossX,   bossY,   8, 0,
    spykePositions, 6
  );
  
  // Draw using assigned slots
  lcd.setCursor(bossX, bossY);    lcd.write(BOSS);  // Boss in slot 1
  lcd.setCursor(playerX, playerY);lcd.write(CHAR_PLAYER);  // Player in slot 0

  unsigned long shootTime = millis() + 1000;

  while (!roundOver) {
    if (tryFireProjectile(projectileActive, playerX, playerY, projectileX, projectileY, shootTime)) {
      lastCrossMove = millis();
      continue;
    }

    if (updateProjectile(projectileX, projectileY, projectileActive, bossDead, bossX, bossY, lastCrossMove)) {
      hitTimestamp = millis();
      continue;
    }

    if (bossDead && handleBossFall(bossX, bossY, hitTimestamp)) {
      lcd.setCursor(projectileX, projectileY);
      lcd.write(' ');
      roundOver = true;
    }
  }
  
  delay(2000);
  showCompletionMessage("BOSS DEAD");
}

void Round10() {
  transitToRound(16, " ");
  currentTheme = 9;            // Set the theme for Round 1
  Color_Generation(currentTheme);
  currentSpecialColorKey = '\0';  // Reset special color
  lcd.createChar(CHAR_PLAYER, specialCharacters[CHAR_PLAYER]);
  lcd.createChar(CHAR_KEY, specialCharacters[CHAR_KEY]);
  lcd.createChar(CHAR_DOOR_CLOSED, specialCharacters[CHAR_DOOR_CLOSED]);
  lcd.createChar(CHAR_DOOR_OPEN, specialCharacters[CHAR_DOOR_OPEN]);
  lcd.createChar(CHAR_PLANT, specialCharacters[CHAR_PLANT]);
  lcd.createChar(CHAR_OBSTACLE, specialCharacters[CHAR_OBSTACLE]);

  doorMode = false;

  transitToRound(16, "Find the key", "in the temple");
  // Speaker_Sound(melodies[S_ROUND2], speakerPin); // Uncomment if sound is needed
  loadRound(1); // index 1 = Round 2
  playerX = 0; playerY = 1; isJumping = false; jumpCounter = 0; lastMove = millis();

  lcd.clear();
  activeKEYs = 1;
  KEYX[0] = 10; KEYY[0] = 0;
  for (byte i = 0; i < activeObstacles; i++) {
    lcd.setCursor(obstacleX[i], obstacleY[i]);
    lcd.write((uint8_t)CHAR_OBSTACLE);
  }
  for (byte i = 0; i < activeKEYs; i++) {
    lcd.setCursor(KEYX[i], KEYY[i]);
    lcd.write(CHAR_KEY);
  }
  drawScene();

  while (playerX < 17) {
    if (millis() - lastMove >= MOVE_INTERVAL) {
      updateGame();
      drawScene();
      lastMove = millis();
    }
  }

  // Check if key was obtained
  if (activeKEYs == 0) {
    lcd.clear();
    lcd.setCursor(0, 0);
    lcd.print("Key obtained");
    delay(3000);

    // Phase 2: Find the door (Round3 logic)
    doorMode = true;
    transitToRound(17, "Find the door", "to end the game");
    currentZone = 0;
    loadZone(currentZone);

    while (currentZone < ZONES) {
      if (millis() - lastMove >= MOVE_INTERVAL) {
        updateGame();
        drawScene();
        lastMove = millis();
      }
    }

    lcd.clear();
    lcd.setCursor(0, 4);
    lcd.print("STUDENT WINS!!!");
  //  Speaker_Sound(melodies[S_ROUND10]);
    delay(3000);
    menu();
  } 
}


  
void transitToRound(int steps, String topText, String botText) {
  for (int i = 0; i < steps; i++) {
    lcd.scrollDisplayLeft();
    delay(50);
  }
  lcd.clear();
  lcd.setCursor(0, 0);
  lcd.print(topText);
  if (botText.length() > 0) {
    lcd.setCursor(0, 1);
    lcd.print(botText);
  }
  delay(1000);
  for (int i = 0; i < steps; i++) {
    lcd.scrollDisplayLeft();
    delay(50);
  }
}



 
void Color_Generation(int theme) {
  if (theme >= 0 && theme <= 10) {
    analogWrite(redPin,   RGB_LED_CK[theme][0]);
    analogWrite(greenPin, RGB_LED_CK[theme][1]);
    analogWrite(bluePin,  RGB_LED_CK[theme][2]);
  }
}

void menu() {
    lcd.clear();
    lcd.print("Press R 1-9/T");
    lcd.setCursor(0, 1);
    lcd.print("to start round");
    Color_Generation(0);   // Ensure LED is off at start
}

bool readyToMove(unsigned long &lastMove, unsigned long interval) {
  if (millis() - lastMove < interval) return false;
  lastMove = millis();
  return true;
}

void showCompletionMessage(String text) {
  lcd.clear();
  lcd.setCursor(0, 0);
  lcd.print(text);
  delay(1000);
  transitToRound(16, " ", " ");
  menu();
}

void removeWallLogicAndDraw(
  const byte wallPositions[][2],
  byte wallCount,
  byte bwallChar
) {
  // Draw destroyed animation
  delay(300);
  for (byte i = 0; i < wallCount; i++) {
    lcd.setCursor(wallPositions[i][0], wallPositions[i][1]);
    lcd.write(bwallChar);
  }

  delay(200);
  lcd.setCursor(wallPositions[1][0], wallPositions[1][1]);
  lcd.print(' ');
  lcd.setCursor(wallPositions[0][0] + 1, wallPositions[0][1]);
  lcd.write(bwallChar);

  // Remove wall from logic arrays
  for (byte i = 0; i < wallCount; i++) {
    for (byte j = 0; j < activeObstacles; j++) {
      if (obstacleX[j] == wallPositions[i][0] && obstacleY[j] == wallPositions[i][1]) {
        obstacleX[j] = 255;
        obstacleY[j] = 255;
      }
    }
  }

  crossOut = false;
  delay(400);
}

void initRoundBase(
  byte &playerX, byte &playerY,
  byte initPlayerX, byte initPlayerY,
  byte &bossX,   byte &bossY,
  byte initBossX,   byte initBossY,
  const byte spykePos[][2], byte spykeCount) {
  // 1) Set positions
  playerX = initPlayerX;
  playerY = initPlayerY;
  bossX   = initBossX;
  bossY   = initBossY;

  // 2) Draw spykes
  lcd.clear();
  for (byte i = 0; i < spykeCount; ++i) {
    lcd.setCursor(spykePos[i][0], spykePos[i][1]);
    lcd.write(SPYKE);
  }
}

bool tryFireProjectile(
  bool &projectileActive,
  byte playerX, byte playerY,
  byte &projectileX, byte &projectileY,
  unsigned long shootTime) {
  if (!projectileActive && millis() > shootTime) {
    projectileActive = true;
    projectileX = playerX + 1;
    projectileY = playerY;
    lcd.setCursor(projectileX, projectileY);
    lcd.write(CROSS);
    delay(500);
    return true;
  }
  return false;
}


bool updateProjectile(
  byte &projectileX, byte &projectileY,
  bool &projectileActive, bool &bossDead,
  byte bossX, byte bossY,
  unsigned long &lastCrossMove) {
  if (projectileActive && millis() - lastCrossMove >= CROSS_MOVE_INTERVAL && !bossDead) {
    // Erase old
    lcd.setCursor(projectileX, projectileY);
    lcd.print(' ');

    // Move
    projectileX++;
    if (projectileY > 0) projectileY--;

    lcd.setCursor(projectileX, projectileY);
    lcd.write(' ');

    // Draw new
    lcd.setCursor(projectileX, projectileY);
    lcd.write(CROSS);

    lastCrossMove = millis();

    // Hit check
    if (projectileX == bossX - 1 && projectileY == bossY) {
      projectileActive = false;
      delay(500);
      lcd.setCursor(bossX, bossY);
      lcd.write(BWALL);
      lcd.setCursor(projectileX, projectileY);
      lcd.write(' ');
      bossDead = true;
      return true;
    }
  }
  return false;
}

bool handleBossFall(
  byte bossX,         // pass in the boss’s X coordinate
  byte &bossY,        // reference to boss’s Y coordinate
  unsigned long hitTimestamp
) {
  // Step 1: fall after 500ms
  if (bossY < 1 && millis() - hitTimestamp > 500) {
    lcd.setCursor(bossX, bossY);
    lcd.print(' ');
    bossY = 1;
    lcd.setCursor(bossX, bossY);
    lcd.write(BWALL);
  }
  // Step 2: finish round 1000ms after fall
  if (bossY == 1 && millis() - hitTimestamp > 1500) {
    return true;
  }
  return false;
}



void moveLeft(byte &x) {
  x--;
}

bool checkHit(byte actorX, byte actorY, byte playerX, byte playerY) {
  return (actorX == playerX && actorY == playerY);
}

void doHitSequence(byte playerX, byte &playerY, byte &actorX, byte actorY, byte playerGlyph, byte actorGlyph, unsigned long onHitDelay) {
  lcd.setCursor(playerX, playerY);
  lcd.write(actorGlyph);
  delay(CROSS_MOVE_INTERVAL);
  lcd.setCursor(actorX, actorY);
  lcd.write(' ');
  moveLeft(actorX);
  lcd.setCursor(actorX, actorY);
  lcd.write(actorGlyph);
  lcd.setCursor(playerX, playerY);
  lcd.write(' ');
  playerY = 0;
  lcd.setCursor(playerX, playerY);
  lcd.write(playerGlyph);
  delay(onHitDelay);
}

void moveMonster(uint8_t startX, uint8_t distance) {
  if (!monsterActive || monsterX <= startX + distance) return;
  if (millis() - lastMonsterMove < MONSTER_MOVE_INTERVAL) return;

  // erase old
  lcd.setCursor(monsterX, monsterY); lcd.print(' ');
  monsterX--;
  // draw new
  lcd.setCursor(monsterX, monsterY); lcd.write(M_CODE);
  lastMonsterMove = millis();
}

void squish() {

  // erase player on ground
  lcd.setCursor(playerX, playerY); lcd.print(' ');
  
  // small jump up to monster (Y=0)
  lcd.setCursor(monsterX, 0); lcd.write(P_CODE);
  delay(300);
  lcd.setCursor(monsterX, 0); lcd.print(' ');

  // clear monster
  lcd.setCursor(monsterX, monsterY); lcd.print(' ');

  // land on monster's cell (Y=1)
  playerX = monsterX;
  playerY = 1;
  lcd.setCursor(playerX, playerY); lcd.write(P_CODE);

  monsterActive = false;
  // no need to update lastMove here if we finish immediately
}

bool handlePlayerApproach(unsigned long now, bool jumpedOnBlock) {
  if (!jumpedOnBlock && now - lastMove >= MOVE_INTERVAL) {
    lcd.setCursor(playerX, playerY); 
    lcd.print(' ');
    playerX++;
    if (playerX == obstacleX[0]) {
      playerY = 0;
      jumpedOnBlock = true;
    }
    lcd.setCursor(playerX, playerY); 
    lcd.write(P_CODE);
    lastMove = now;
  }
  return jumpedOnBlock;
}

bool waitForMonster(bool monsterArrived, byte obsX) {
  if (!monsterArrived) {
    moveMonster(obsX, 5);
    if (monsterX <= obsX + 5) {
      return true;
    }
  }
  return monsterArrived;
}

bool dropFromMonster() {
  delay(200);
  lcd.setCursor(playerX, playerY); 
  lcd.print(' ');
  playerY = 1;
  playerX++;
  lcd.setCursor(playerX, playerY); 
  lcd.write(P_CODE);
  lastMove = millis();
  return true;
}

void continueWalking(unsigned long now, byte stopX) {
  if (now - lastMove >= MOVE_INTERVAL && playerX < stopX) {
    lcd.setCursor(playerX, playerY); 
    lcd.print(' ');
    playerX++;
    lcd.setCursor(playerX, playerY); 
    lcd.write(CHAR_PLAYER);
    lastMove = now;
  }
}

void slideToEnd() {
  while (playerX < 16) {
    if (millis() - lastMove >= MOVE_INTERVAL) {
      lcd.setCursor(playerX, playerY); 
      lcd.print(' ');
      playerX++;
      lcd.setCursor(playerX, playerY); 
      lcd.write(P_CODE);
      lastMove = millis();
    }
  }
}

void loadZone(byte z) {
  lcd.clear();

  for (byte i = 0; i < zonePlantCount[z]; i++) {
    lcd.setCursor(zonePlantX[z][i], zonePlantY[z][i]);
    lcd.write((uint8_t)CHAR_PLANT);
  }

  for (byte i = 0; i < zoneDoorCount[z]; i++) {
    lcd.setCursor(zoneDoorX[z][i], zoneDoorY[z][i]);
    lcd.write((uint8_t)CHAR_DOOR_CLOSED);
  }

  for (byte d = 0; d < zoneDoorCount[z]; d++) {
    doorOpenFlags[z][d] = false;
  }

  playerX = 0;
  playerY = 1;
  isJumping = false;
  jumpCounter = 0;
  lastMove = millis();
  drawScene();
}



void animateDoor(byte doorX, byte doorY, bool isCorrect) {
  // Blink door on LCD
  for (int i = 0; i < 2; i++) {
    lcd.setCursor(doorX, doorY);
    lcd.write((uint8_t)CHAR_DOOR_CLOSED);
    delay(200);
    lcd.setCursor(doorX, doorY);
    lcd.write((uint8_t)CHAR_DOOR_OPEN);
    delay(200);
  }

  // Final state
  lcd.setCursor(doorX, doorY);
  lcd.write((uint8_t)CHAR_DOOR_OPEN);

  // Show transition text for correct door
  if (isCorrect) {
    lcd.clear();
    lcd.setCursor(0, 0);
    lcd.print("Door Unlocked!");
    lcd.setCursor(0, 1);
    if (currentZone == ZONES - 1) {
      lcd.print("  ");
    } else {
      lcd.print("Next Zone");
    }
    delay(2000);
  } 
}



void updateGame() {
  // ——— Wall-Proximity Halt & Cross Display ———
  // If player at X=7, spot 8 is clear, and there's a wall at X=9 (stacked blocks),
  // then show cross at (8, playerY) and halt movement this frame.
  // there were a huge struggle to make this general 
   if (!isObstacleAt(playerX + 1, playerY) && isObstacleAt(playerX + 2, 0) && isObstacleAt(playerX + 2, 1) && !doorMode) {
     lcd.setCursor(8, playerY);
     lcd.write((uint8_t)CROSS);
     crossOut = true;
     return;
   }

   bool shouldTeleport = false;
   int teleportDistance = 0;
   byte landingY = 1; // Ground level (Y=1)

  if (isJumping && jumpCounter == 1) { // Player is landing from a jump
    int landingX = playerX;
    // Check if landing on a block at Y=1
    for (byte i = 0; i < activeObstacles; i++) {
      if (landingX == obstacleX[i] && landingY == obstacleY[i]) {
        int currentX = landingX;
        // Find consecutive blocks ahead at Y=1
        while (true) {
          bool foundNext = false;
          for (byte j = 0; j < activeObstacles; j++) {
            if (obstacleX[j] == currentX + 1 && obstacleY[j] == 1) {
              foundNext = true;
              currentX++;
              teleportDistance++;
              break;
            }
          }
          if (!foundNext) break;
        }
        if (teleportDistance > 0) {
          shouldTeleport = true;
          int targetX = currentX;
          playerY = isObstacleAt(targetX, 1) ? 0 : 1;
          playerX = targetX;
        }
      }
    }
  }

  if (!shouldTeleport) {
    if (!doorMode && !isJumping) {
      for (byte i = 0; i < activeObstacles; i++) {
        if (playerY == obstacleY[i] && playerX + 1 == obstacleX[i]) {
          isJumping = true;
          jumpCounter = 0;
          break;
        }
      }
    }
    playerX++;
    if (isJumping) {
      if (jumpCounter == 0) {
        playerY = 0;
        jumpCounter++;
      } else {
        playerY = 1;
        isJumping = false;
        jumpCounter = 0;
      }
    }
  }

  // Round 2 Key Logic
  if (!doorMode && activeKEYs > 0) {
    for (byte i = 0; i < activeKEYs; i++) {
      if (playerX == KEYX[i] && playerY == KEYY[i]) activeKEYs = 0;
    }
  }

  // Round 3 Door Logic
  if (doorMode && !isJumping && playerY == 1) {
    for (byte d = 0; d < zoneDoorCount[currentZone]; d++) {
      if (playerX == zoneDoorX[currentZone][d] && !doorOpenFlags[currentZone][d]) {
        doorOpenFlags[currentZone][d] = true;
        bool isCorrect = (playerX == correctDoorX[currentZone]);
        animateDoor(playerX, playerY, isCorrect);
        for (byte i = 0; i < zoneDoorCount[currentZone]; i++) {
          lcd.setCursor(zoneDoorX[currentZone][i], zoneDoorY[currentZone][i]);
          lcd.write((uint8_t)(doorOpenFlags[currentZone][i] ? CHAR_DOOR_OPEN : CHAR_DOOR_CLOSED));
        }
        if (isCorrect) {
          currentZone++;
          if (currentZone < ZONES) loadZone(currentZone);
          return;
        }
        return;
      }
    }
  }
}



bool isObstacleAt(byte x, byte y) {
  for (byte i = 0; i < activeObstacles; i++) {
    if (obstacleX[i] == x && obstacleY[i] == y) {
      return true;
    }
  }
  return false;
}

void drawScene() {
  static byte lastX = playerX, lastY = playerY;

  lcd.setCursor(lastX, lastY);
  bool restored = false;
  if (doorMode) {
    for (byte d = 0; d < zoneDoorCount[currentZone]; d++) {
      if (lastX == zoneDoorX[currentZone][d] && lastY == zoneDoorY[currentZone][d]) {
        lcd.write((uint8_t)(doorOpenFlags[currentZone][d] ? CHAR_DOOR_OPEN : CHAR_DOOR_CLOSED));
        restored = true;
        break;
      }
    }
    for (byte p = 0; p < zonePlantCount[currentZone]; p++) {
      if (lastX == zonePlantX[currentZone][p] && lastY == zonePlantY[currentZone][p]) {
        lcd.write((uint8_t)CHAR_PLANT);
        restored = true;
        break;
      }
    }
  } else {
    if (isObstacleAt(lastX, lastY)) {
      lcd.write((byte)CHAR_OBSTACLE);
      restored = true;
    }
    for (byte i = 0; i < activeKEYs; i++) {
      if (lastX == KEYX[i] && lastY == KEYY[i]) {
        lcd.write((byte)CHAR_KEY);
        restored = true;
        break;
      }
    }
  //}
  if (!restored) {
    lcd.print(' ');
  }

  lcd.setCursor(playerX, playerY);
  lcd.write((byte)CHAR_PLAYER);

  lastX = playerX;
  lastY = playerY;
  }
}

void loadRound(byte round) {
  activeObstacles = roundObstacleCount[round];
  for (byte i=0;i<activeObstacles;i++) {
    obstacleX[i]=roundObstacleX[round][i];
    obstacleY[i]=roundObstacleY[round][i];
  }
}

/**
 * @brief Plays a melody on a speaker corresponding to the specified round number.
 * 
 * This function selects a melody from the global `melodies` array based on the input round number
 * and plays it using the Arduino `tone` function on a predefined speaker pin. 
 * @param round The round number (1 to 10) that determines which melody to play.
 *              - Round 1 maps to `melodies[0]`
 */
void Sound_Emission(int round) {
    // Validate round number (1 to 10)
    if (round < 1 || round > 10) {
        return; // Do nothing for invalid rounds
    }

    // Map round number to melody index (1-based to 0-based)
    int index = round - 1;
    const Melody& melody = melodies[index]; // Reference to the melody

    // Timing constants
    const int whole_note_duration = 2000; // Whole note duration in milliseconds
    const int gap = 10;                   // Gap between notes in milliseconds

    // Play each note in the melody
    for (int i = 0; i < melody.length; i++) {
        int note = melody.notes[i];       // Frequency of the note
        int d = melody.durations[i];      // Duration denominator
        int duration_ms = whole_note_duration / d; // Calculate note duration

        if (note != 0) {
            // Play note
            tone(2, note);
            delay(duration_ms);    // Wait for note to play
            noTone(2);    // Stop the note
        } else {
            // Rest (silence)
            delay(duration_ms);    // Wait for rest duration
        }
        delay(gap); // Add small gap between notes
    }
}

In fact, the function should work and debugs perfectly on the Arduino IDE. The code as a whole work practially on an arduino uno board. However, whenever I try to call that exact function inside my Round1, or any other one, I am getting this error.

The Sound_Emission function:

/**
 * @brief Plays a melody on a speaker corresponding to the specified round number.
 * 
 * This function selects a melody from the global `melodies` array based on the input round number
 * and plays it using the Arduino `tone` function on a predefined speaker pin. 
 * @param round The round number (1 to 10) that determines which melody to play.
 *              - Round 1 maps to `melodies[0]` (e.g., Mario theme).
 *              - Round 2 maps to `melodies[1]`, and so on up to Round 10 (`melodies[9]`).
 *              If the round is outside this range, the function does nothing.
 */
void Sound_Emission(int round) {
    // Validate round number (1 to 10)
    if (round < 1 || round > 10) {
        return; // Do nothing for invalid rounds
    }

    // Map round number to melody index (1-based to 0-based)
    int index = round - 1;
    const Melody& melody = melodies[index]; // Reference to the melody

    // Timing constants
    const int whole_note_duration = 2000; // Whole note duration in milliseconds
    const int gap = 10;                   // Gap between notes in milliseconds

    // Play each note in the melody
    for (int i = 0; i < melody.length; i++) {
        int note = melody.notes[i];       // Frequency of the note
        int d = melody.durations[i];      // Duration denominator
        int duration_ms = whole_note_duration / d; // Calculate note duration

        if (note != 0) {
            // Play note
            tone(2, note);
            delay(duration_ms);    // Wait for note to play
            noTone(2);    // Stop the note
        } else {
            // Rest (silence)
            delay(duration_ms);    // Wait for rest duration
        }
        delay(gap); // Add small gap between notes
    }
}

The Round1 function:


void Round1() {
   	transitToRound(16, " ", " ");
  
    currentSpecialColorKey = '\0';  // Reset special color
    const byte round1Chars[] = {6, 0, 7, 8, 1, 9, 10}; // CROSS, PLAYER, SPYKE, MONSTER, OBSTACLE, BOSS, BWALL

    // Create custom characters for Round 1 (codes 0 to 6)
    for (byte i = 0; i < 7; i++) {
        lcd.createChar(i, specialCharacters[round1Chars[i]]);
    }

    // Prepare the display array for row 0: space, char, space, char, ...
    byte row0[16];
    memset(row0, ' ', 16); // Fill all with space to prevent character adding themselves
    for (int i = 0; i < 7; i++) {
        row0[2 * i] = ' ';      // Space before each character
        row0[2 * i + 1] = i;    // Custom character code (0 to 6)
    }

    // Clear the LCD and display everything
    lcd.clear();
    lcd.setCursor(0, 0);
    for (int i = 0; i < 16; i++) {
        lcd.write(row0[i]); // Write each character individually
    }
    lcd.setCursor(0, 1);
    lcd.print("START ADVENTURE");
    //Sound_Emission(1);
    delay(2500);
  	transitToRound(16, " ", " ");
}

The error:

invalid header file

If anyone has a clue about what is happening, feel free to answer :slight_smile:
I have been getting this error for four days, not a single clue about what is wrong.

Well, please share the link to your TinkerCad project so we'll be able to import in our space and see it "running" to test it and see what happens when compiling.

There you go:
Link

That's quite weird, and the error doesn't help much (e.g. it should tell us which header file looks like to be wrong... ).
I can't find anything wrong on the code, but after some (unsuccessful) tests, I noticed if you keep the "Sound_Emission(1)" in "void Round1()" but comment those calls out, it compiles without any error (obviously the game isn't complete):

      if (roundKey == '1') { Round1(); }
      else if (roundKey == '2') { Round2(); }
      else if (roundKey == '3') { Round3(); }
      else if (roundKey == '4') { Round4(); }
      else if (roundKey == '5') { Round5(); }
      else if (roundKey == '6') { Round6(); }
//      else if (roundKey == '7') { Round7(); }
//      else if (roundKey == '8') { Round8(); }
//      else if (roundKey == '9') { //Round9();
//      }
//      else if (roundKey == 'T') { //Round10(); 
//                                }

I hope this can lead you to find the problem, but I think it has somehow to do with Tinkercad limitations (main code length?) or kinda bug but I can't tell you the "culprit", sorry...

Yup this were the result I also got. I'll try to figure it out, thank you

Try reducing the code size, but after Tinkercad has been acquired by Autodesk they completely ruined the simulator. I often use WokWi, evnen if it has a much slower compilation. But in this case I think you can't put two UNO on the same diagram on Wokwi, so you can't move to Wokwi with the same (virtual) hardware.

PS: Sorry to say I'd keep going with physical project and forget TinkerCad.

Yup I know right, however this a school project and I think I did a bit too much. We have to provide both tinkercad and practical circuit working, sadly. But thank you for your time.