/* Secret Maze 2 - see http://www.technoblogy.com/show?4NRC David Johnson-Davies - www.technoblogy.com - 15th April 2024 ATtiny85 @ 1 MHz (internal oscillator; BOD disabled) CC BY 4.0 Licensed under a Creative Commons Attribution 4.0 International license: http://creativecommons.org/licenses/by/4.0/ */ #include #include volatile int Lights, Buttons = 0; volatile int Bit = 0; // For multiplexing volatile unsigned long Millis; const int Timeout = 30; // Sleep after this many secs // Maze packing ********************************************** union Rows { struct { uint8_t rowf:2, rowe:2, rowd:2, rowc:2, rowb:2, rowa:2, row9:2, row8:2, row7:2, row6:2, row5:2, row4:2, row3:2, row2:2, row1:2, row0:2; }; uint32_t Row; }; // The Mazes ********************************************** uint8_t Maze = 0; const int TotalMazes = 6; // Increase if you add your own mazes const union Rows Mazes[TotalMazes][16] PROGMEM = { // Maze in the original Secret Maze { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 2, 1, 0, 1, 0, 1, 3, 0, 1, 1, 0, 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, }, // PacMan Maze { 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 2, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 3, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, // Clown Maze { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 2, 0, 1, 0, 3, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0 }, // Catherine Maze { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 2, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 1, 3, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, // Clover maze { 0, 0, 0, 1, 0, 0, 2, 1, 3, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, // Minotaur maze { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1, 1, 0, 2, 0, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } }; // Patterns for choosing a maze uint8_t Patterns[10]= {0b0101, 0b0011, 0b1010, 0b1100, 0b0110, 0b1001, 0b0111, 0b1110, 0b1101, 0b1011 }; // Get one cell in the maze: 0,0 is top right uint8_t Cell (uint8_t x, uint8_t y) { uint32_t row = pgm_read_dword(&Mazes[Maze][y].Row); return row>>((15-x)*2) & 3; } // Is the cell a wall? Anything outside the 16 x 16 grid is a wall. bool Wall (int x, int y) { if ((x == -1) || (y == -1) || (x == 16) || (y == 16)) return true; return (Cell(x, y) == 1); } // Returns the walls around x,y uint8_t Look (int x, int y) { return Wall(x, y+1)<<3 | Wall(x+1, y)<<2 | Wall(x-1, y)<<1 | Wall(x, y-1); } // Tiny Tone ********************************************** const int Output = 4; const int Clock = 0; // 1 MHz const uint8_t scale[] PROGMEM = {239,226,213,201,190,179,169,160,151,142,134,127}; void note (int n, int octave) { int prescaler = 8 + Clock - (octave + n/12); if (prescaler<1 || prescaler>15 || octave==0) prescaler = 0; DDRB = (DDRB & ~(1< Timeout*1000) { Sleep(); Start = Mymillis(); } } while (Buttons == 0); // Wait for keypress // Wait until keys are stable int keys, count = 0, lastkeys = 0; do { keys = Buttons; count++; if (lastkeys != keys) count = 0; lastkeys = keys; } while (count < 7); return keys; } // Sleep ********************************************** void Sleep () { TIMSK = 0; // Disable interrupt DDRB = 0b1000; PORTB = 0b0100; // Set up for interrupt GIMSK = 1< Timeout*1000) { Sleep(); Start = Mymillis(); } maze = (maze + 1) % TotalMazes; Lights = Patterns[maze]; // Show next pattern unsigned long Delay = Mymillis(); // Delay 1 s while ((Mymillis() - Delay < 1000) && (Buttons == 0)); } while (Buttons == 0); // Wait for release key Click(); while (Buttons != 0); Maze = maze; Lights = 0b1111; Mydelay(1000); // New maze int x, y; // Player's position for (int xx=0; xx<16; xx++) { for (int yy=0; yy<16; yy++) { if (Cell(xx, yy) == 2) { x = xx; y = yy; // Set player to start } } } Lights = Look(x, y); // Display starting position do { int keys = ReadKeys(); int dx = 0, dy = 0; // Movement if (keys & 0b1000) dy = 1; else if (keys & 0b100) dx = 1; else if (keys & 0b10) dx = -1; else if (keys & 0b1) dy = -1; // Can we go this way? if (Wall(x+dx, y+dy)) Beep(); // Hit a wall else { x = x + dx; y = y + dy; // Move Click(); } Lights = Look(x, y); // Display new position do { if (Buttons == 0b1111) { while (Buttons != 0); wdt_enable(4); // Will cause a reset for(;;); } } while (Buttons != 0); // Wait for key release } while (Cell(x, y) != 3); // Have we reached goal? Lights = 0; for (int n=0; n<=7; n++) { // Success tune! Lights = Lights ^ 0b1111; // Flash lights note(n, 4); if (n!=4 && n!=11) n++; Mydelay(400); } note(0, 0); // Stop notes Mydelay(2000); // Pause }