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@mandyRae
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Raspberry Pi's GPIO pins with some LEDs and pushbuttons to make a tic tac toe arcade game; Python RPi.GPIO with PWM
'''
Tic Tac Toe -- Raspberry Pi GPIO -- v0.0
Amanda on Electrothoughts -- March 2016
--arcade game
--four-way keypad
--3x3 LED grid
--sound FX
--decent computer AI
--uses software PWM
Functions defined here:
startLEDs
up
down
right
left
select
checkForWin
computerMove
playSong
'''
import RPi.GPIO as GPIO, time, random
GPIO.setmode(GPIO.BCM)
GPIO.setwarnings(False)
#LED grid vars; "c0" is column 1
c0 = [5, 17, 25]
c1 = [6, 27, 8]
c2 = [13, 22, 7]
#generate grid
grid = [c0, c1, c2]
downb = 19
upb = 21
rightb = 26
selectb = 16
leftb = 20
speaker = 18
#setup GPIO
GPIO.setup(c0, GPIO.OUT, initial=0)
GPIO.setup(c1, GPIO.OUT, initial=0)
GPIO.setup(c2, GPIO.OUT, initial=0)
GPIO.setup(downb, GPIO.IN)
GPIO.setup(upb, GPIO.IN)
GPIO.setup(rightb, GPIO.IN)
GPIO.setup(leftb, GPIO.IN)
GPIO.setup(selectb, GPIO.IN)
GPIO.setup(speaker, GPIO.OUT)
speaker = GPIO.PWM(speaker, 50)
speaker.start(0)
#setup PWM objects in grid
for row in grid:
for i in row:
grid[grid.index(row)][row.index(i)] = GPIO.PWM(i, 50)
#lists to store moves made
played =[]
computer_moves = []
player_moves = []
#for setting the freq and duty cycle of player's and computer's 'pieces'
player_freq = 3
computer_freq = 50
computer_duty_cycle = 10
#game vars
playing_game = True
winner = None
players_turn = True
#coordinates for cursor
#LEDs referenced by coordinate plane, where (0,0) is lower left corner
curx = 0
cury = 0
#winning sequences, should be eight total
winning_sequences = [[grid[0][0], grid[1][0], grid[2][0]],
[grid[0][1], grid[1][1], grid[2][1]],
[grid[0][2], grid[1][2], grid[2][2]],
[grid[0][0], grid[0][1], grid[0][2]],
[grid[1][0], grid[1][1], grid[1][2]],
[grid[2][0], grid[2][1], grid[2][2]],
[grid[0][0], grid[1][1], grid[2][2]],
[grid[2][0], grid[1][1], grid[0][2]]]
#events for buttons
GPIO.add_event_detect(upb, GPIO.FALLING, bouncetime = 200)
GPIO.add_event_detect(downb, GPIO.FALLING, bouncetime = 200)
GPIO.add_event_detect(rightb, GPIO.FALLING, bouncetime=200)
GPIO.add_event_detect(leftb, GPIO.FALLING, bouncetime=200)
GPIO.add_event_detect(selectb, GPIO.FALLING, bouncetime=200)
#faulty func
def startLEDs(duty_cycle, freq):
for row in grid:
for i in row:
i.start(duty_cycle)
i.ChangeFrequency(freq)
#DELETE THIS FUNC
def flash(freq):
for row in grid:
for i in row:
i.stop()
i.start(50)
i.ChangeFrequency(freq)
time.sleep(3)
for row in grid:
for i in row:
i.ChangeDutyCycle(0)
def select():
global curx
global cury
global players_turn
if grid[curx][cury] not in played:
grid[curx][cury].ChangeDutyCycle(50)
grid[curx][cury].ChangeFrequency(player_freq)
played.append(grid[curx][cury])
player_moves.append(grid[curx][cury])
players_turn = False
speaker.ChangeFrequency(800)
speaker.ChangeDutyCycle(50)
time.sleep(0.25)
speaker.ChangeDutyCycle(0)
return players_turn
else:
players_turn = True
speaker.ChangeFrequency(450)
speaker.ChangeDutyCycle(50)
time.sleep(0.25)
speaker.ChangeDutyCycle(0)
return players_turn
def up():
global cury
global curx
if cury < 2:
cury += 1
grid[curx][cury].ChangeDutyCycle(100)
grid[curx][cury].ChangeFrequency(50)
if grid[curx][cury-1] in played:
if grid[curx][cury-1] in player_moves:
grid[curx][cury-1].ChangeDutyCycle(50)
grid[curx][cury-1].ChangeFrequency(player_freq)
if grid[curx][cury-1] in computer_moves:
grid[curx][cury-1].ChangeDutyCycle(computer_duty_cycle)
grid[curx][cury-1].ChangeFrequency(computer_freq)
else:
grid[curx][cury-1].ChangeDutyCycle(0)
speaker.ChangeFrequency(650)
speaker.ChangeDutyCycle(50)
time.sleep(0.15)
speaker.ChangeDutyCycle(0)
def down():
global cury
global curx
if cury > 0:
cury -= 1
grid[curx][cury].ChangeDutyCycle(100)
grid[curx][cury].ChangeFrequency(50)
if grid[curx][cury+1] in played:
if grid[curx][cury+1] in player_moves:
grid[curx][cury+1].ChangeDutyCycle(50)
grid[curx][cury+1].ChangeFrequency(player_freq)
if grid[curx][cury+1] in computer_moves:
grid[curx][cury+1].ChangeDutyCycle(computer_duty_cycle)
grid[curx][cury+1].ChangeFrequency(computer_freq)
else:
grid[curx][cury+1].ChangeDutyCycle(0)
speaker.ChangeFrequency(650)
speaker.ChangeDutyCycle(50)
time.sleep(0.15)
speaker.ChangeDutyCycle(0)
def right():
global cury
global curx
if curx < 2:
curx += 1
grid[curx][cury].ChangeDutyCycle(100)
grid[curx][cury].ChangeFrequency(50)
if grid[curx-1][cury] in played:
if grid[curx-1][cury] in player_moves:
grid[curx-1][cury].ChangeDutyCycle(50)
grid[curx-1][cury].ChangeFrequency(player_freq)
if grid[curx-1][cury] in computer_moves:
grid[curx-1][cury].ChangeDutyCycle(computer_duty_cycle)
grid[curx-1][cury].ChangeFrequency(computer_freq)
else:
grid[curx-1][cury].ChangeDutyCycle(0)
speaker.ChangeFrequency(650)
speaker.ChangeDutyCycle(50)
time.sleep(0.15)
speaker.ChangeDutyCycle(0)
def left():
global cury
global curx
if curx > 0:
curx -= 1
grid[curx][cury].ChangeDutyCycle(100)
grid[curx][cury].ChangeFrequency(50)
if grid[curx+1][cury] in played:
if grid[curx+1][cury] in player_moves:
grid[curx+1][cury].ChangeDutyCycle(50)
grid[curx+1][cury].ChangeFrequency(player_freq)
if grid[curx+1][cury] in computer_moves:
grid[curx+1][cury].ChangeDutyCycle(computer_duty_cycle)
grid[curx+1][cury].ChangeFrequency(computer_freq)
else:
grid[curx+1][cury].ChangeDutyCycle(0)
speaker.ChangeFrequency(650)
speaker.ChangeDutyCycle(50)
time.sleep(0.15)
speaker.ChangeDutyCycle(0)
def checkForWin():
global winning_sequences
global computer_moves
global player_moves
check = 0
for sequence in winning_sequences:
for point in sequence:
if point in computer_moves:
check += 1
else:
break
if check == 3:
return 'computer'
check = 0
for sequence in winning_sequences:
for point in sequence:
if point in player_moves:
check += 1
else:
break
if check == 3:
return 'player'
check = 0
if (len(player_moves) + len(computer_moves)) >= 9:
return 'tie'
return None
def computerMove():
global players_turn
#picked var is flag to indicate whether the computer has made a choice yet
#choice is computer's move
picked = False
choice = None
#if computer has two in a row, pick third one to win gamep
if picked == False:
for sequence in winning_sequences:
current_points = []
check = 0
for point in sequence:
if point in computer_moves:
check += 1
current_points.append(point)
if check == 2:
for point in sequence:
if point not in current_points and point not in played:
choice = point
picked = True
break
break
#block player if player will win on next turn
if picked == False:
for sequence in winning_sequences:
current_points = []
check = 0
for point in sequence:
if point in player_moves:
check += 1
current_points.append(point)
if check == 2:
for point in sequence:
if point not in current_points and point not in played:
choice = point
picked = True
break
break
#pick center of grid if not already played
if picked == False:
if grid[1][1] not in played:
choice = grid[1][1]
picked = True
else:
picked = False
#otherwise pick random point
if picked == False:
choice = grid[random.randint(0,2)][random.randint(0,2)]
while choice in played:
choice = grid[random.randint(0,2)][random.randint(0,2)]
picked = True
played.append(choice)
computer_moves.append(choice)
#computer's move is made, return that it's now the player's turn
players_turn = True
speaker.ChangeFrequency(65)
speaker.ChangeDutyCycle(50)
time.sleep(0.25)
speaker.ChangeDutyCycle(0)
######---Start Buzzer Code---######
#frequencies of musical notes suitable to be played on buzzer
c = [32, 65, 131, 262]
db= [34, 69, 139, 277]
d = [36, 73, 147, 294]
eb= [37, 78, 156, 311]
e = [41, 82, 165, 330]
f = [43, 87, 175, 349]
gb= [46, 92, 185, 370]
g = [49, 98, 196, 392]
ab= [52, 104, 208, 415]
a = [55, 110, 220, 440]
bb= [58, 117, 223, 466]
b = [61, 123, 246, 492]
#this func plays a melody given a list of notes and beats
def playSong(songnotes, songbeats, tempo):
speaker.ChangeDutyCycle(50)
for i in range(0, len(songnotes)):
speaker.ChangeFrequency(songnotes[i])
time.sleep(songbeats[i]*tempo)
speaker.ChangeDutyCycle(0)
#data list vars for melodies
loser_song_notes = [a[1], g[1], a[1], e[1], a[0]]
loser_song_beats = [1, 1, 2, 4, 4]
victory_song_notes = [g[2], g[1], g[2], d[3], b[2], d[3], g[3]]
victory_song_beats = [0.8, 0.2, 1, 2, 1, 1, 4]
tied_song_notes = [g[2], g[1], c[1], g[1], g[0], c[0]]
tied_song_beats = [1, 1, 1, 1, 1, 1, 2]
######---End Buzzer Code---######
try:
#intro flash
startLEDs(0, 1)
startLEDs(50, 2)
time.sleep(2)
startLEDs(0, 2)
while playing_game:
while players_turn:
if GPIO.event_detected(upb):
up()
if GPIO.event_detected(downb):
down()
if GPIO.event_detected(rightb):
right()
if GPIO.event_detected(leftb):
left()
if GPIO.event_detected(selectb):
select()
if checkForWin() == 'player':
winner = 'player'
playing_game = False
break
if checkForWin() == 'tie':
winner = 'tie'
playing_game = False
break
time.sleep(1.25)
computerMove()
#see if anyone won
if checkForWin() == 'computer':
for move in computer_moves:
move.ChangeFrequency(computer_freq)
move.stop()
move.start(computer_duty_cycle)
winner = 'computer'
playing_game = False
break
if checkForWin() == 'tie':
for move in computer_moves:
move.ChangeFrequency(computer_freq)
move.stop()
move.start(computer_duty_cycle)
winner = 'tie'
playing_game = False
break
#display current moves
for move in computer_moves:
move.ChangeFrequency(computer_freq)
move.stop()
move.start(computer_duty_cycle)
for move in player_moves:
move.ChangeFrequency(player_freq)
move.stop()
move.start(50)
#main game loop exited
time.sleep(0.5)
#display winning/losing animation and song
if winner == 'player':
startLEDs(0, 2)
startLEDs(50, 2)
playSong(victory_song_notes, victory_song_beats, 0.25)
time.sleep(2)
startLEDs(0, 1)
if winner == 'computer':
startLEDs(0, 2)
startLEDs(50, 2)
playSong(loser_song_notes, loser_song_beats, 0.25)
time.sleep(3)
startLEDs(0, 1)
if winner == 'tie':
startLEDs(0, 2)
startLEDs(50, 2)
playSong(tied_song_notes, tied_song_beats, 0.25)
time.sleep(3)
startLEDs(0, 1)
except KeyboardInterrupt:
GPIO.cleanup()
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