eee174 cpe185 laboratory spring 2016 arduino lab...

20
EEE174 CpE185 Laboratory Spring 2016 1 Arduino Lab Part 1, 2, and 3: Arduino Projects In this section, you will begin familiarizing yourself with the Arduino microcontroller both hardware and software. You will use the Arduino Max32. Examine the Arduino Tutorial documentation and code. Complete 3 projects. See the following projects. You may choose 3 from the following projects or similar projects approved by your lab instructor. Demonstrate the Arduino circuits are functioning to your Lab Instructor. Part 4: Max 32 with PicKit3 programmer – debugger Complete a project of your choosing using the Microchip Max 32 and PicKit3 programmer debugger. Lab Report Due: Week 10

Upload: nguyenminh

Post on 26-Aug-2018

222 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

EEE174 CpE185 Laboratory Spring 2016

1

Arduino Lab Part 1, 2, and 3: Arduino Projects In this section, you will begin familiarizing yourself with the Arduino microcontroller both hardware and software. You will use the Arduino Max32. Examine the Arduino Tutorial documentation and code. Complete 3 projects. See the following projects. You may choose 3 from the following projects or similar projects approved by your lab instructor. Demonstrate the Arduino circuits are functioning to your Lab Instructor. Part 4: Max 32 with PicKit3 programmer – debugger Complete a project of your choosing using the Microchip Max 32 and PicKit3 programmer debugger. Lab Report Due: Week 10

Page 2: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Arduino Music and Light Show Project using Max 32 Adapt the instructions below for the Uno to the Max32

Buzzers are widely used in computers, printers, copiers, alarms, electronic toys, automotive electronic equipment, telephones, cell phones, timers, and etc...

A buzzer contains a crystal that changes shape slightly when voltage is applied to it. By applying high and low voltages to a piezoelectric crystal at a rapid rate, it causes the crystal to rapidly change shape. The result is vibration. Vibrating objects cause the air around them to vibrate also. This is what our ear detects as sounds and tones. Every rate of vibration has a different tone.

Connect the Arduino Uno R3 compatible board with a breadboard and a passive buzzer, using jumper wires. The following figure shows that the positive terminal of the buzzer is connected to the Uno’s digital I/O pin 7 and the negative terminal is connected to the ground.

Page 3: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Connect the Arduino Uno R3 compatible board with a breadboard using jumping wires, and serially connect a 220Ω resistor with one Red light emitting diode (LED). The following figure shows that the positive terminal of the LED is connected to the 220Ω resistor, and the 220Ω resistor is connected to the Uno’s digital I/O pin 8 and the negative terminal of the LED is connected to the ground.

Repeat the steps above again and connect another LED to the Uno’s digital I/O pin 9.

Page 4: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Write a c program, using the Arduino’s integrated development environment (IDE), to play a song that contains a minimum of 30 music notes. Design your program to blink a minimum of two (2) lights after the song to provide visual effects. Play the song again faster at 75%-80% of its original duration and follow with another faster light show. (Blinking the lights during the song is encouraged but optional.)

The frequency of each key on a piano keyboard is listed on the following table.

Piano Key Frequency Note 1 2 3 4 5 6 7 8 C 33 65 131 262 523 1047 2093 4186 C sharp/D flat 35 69 139 277 554 1109 2217 4434 D 37 73 147 294 587 1175 2349 4698 D sharp/E flat 39 78 156 311 622 1245 2489 4978 E 41 82 165 330 659 1319 2637 F 44 87 175 349 698 1397 2794 F sharp/G flat 46 92 185 370 740 1480 2960 G 49 98 196 392 784 1568 3136 G sharp/A flat 52 104 208 415 831 1661 3322 A 55 110 220 440 880 1760 3520 A sharp/B flat 58 117 233 466 932 1865 3729 B 62 123 247 494 988 1976 3951

Zip the entire Sketch folder for Project Music and Light Show. Rename the folder to LastNameFirstName_Proj_ML.zip and submit the zipped file on Moodle2 with your report. Demo the Project to your Lab Instructor.

Page 5: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Arduino Project – FM Radio Stations Display Adapt the instructions below for the Uno to the Max32

Seven-segment displays are widely used in digital clocks, digital watch, microwaves, ovens, electronic meters, temperature controllers, radio, CD, DVD, Blu-ray players, basic calculators, pedometers, and other electronic devices that display numerical information.

A 7-segment display is an assembly of light emitting diode-bars (segments). Each bar can be powered individually. They are arranged and labeled as shown in the diagram below. When all the segments are powered on, the display shows the number 8. Powering up segments a, b, c, d, and g will display the number 3. Some single displays have an additional input pin for the decimal point (DP) in their lower right or left handcorner.

Each individual 7-segment can display numbers from 0 to 9.

Potentiometers are commonly used to control electrical devices such as volume controls on audio equipment and light dimmers. A potentiometer is a simple knob that provides a variable resistance. It is a three-terminal resistor with a rotating or sliding contact that forms an adjustable voltage divider. It is used for measuring electric potential (voltage).

Connect one of the outer pins of the potentiometer to ground.

Connect the other outer pin of the potentiometer to 5 volts.

Connect the middle pin of the potentiometer to the analog pin A0.

Page 6: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

By turning the knob of the potentiometer, we change the amount of resistance of the potentiometer. The voltage of the potentiometer changes between 0 volts and 5 volts. When we read the value from the analog pin A0, we will read a value between 0 and 1023. If there is 0 volt going to the analog pin A0, we read 0. If there is 5 volt going to the analog pin A0, we read 1023. The values in between is proportional to the amount of voltage being applied to the pin.

A multi-digit 7-segment display is an integration of several 7-segment displays into a single package. To reduce the total number of registers needed to control many digits, the segment pins are shared by all the digits. There is a single pin that connects to all the “a” segments, a single pin that connects all the “b” segments, etc. When all the segments are powered on at the same time, every digit will display the same number.

Page 7: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Time division multiplexing allows each digit to take a turn to be enabled to display a particular digit. When this is done fast enough, our eyes are not able to tell the difference. The numbers will appear to be lit at the same time, although they are not.

There are 12 pins in one 4-digit 7-segment display. The pin numbers for the 4-digit 7-segment display are shown below.

Connect the Arduino Uno R3 compatible board with a breadboard and a 4-digit 7-segment display module using the circuit diagram below.

Page 8: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Instead of a button, connect a LED light to digital pin 13.

The FM broadcast band, used for FM broadcast radio by radio stations, usually spans from 87.5 to 108.0 megahertz (MHz).

Page 9: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Write a c program, using the Arduino’s integrated development environment (IDE), to simulate a FM broadcast radio display. Rotating the Potentiometer should display radio frequency from 87.5 to 108.0 megahertz (MHz).

When the potentiometer is turned to the following FM radio stations, turn the LED light ON.

Frequency Call Sign Format 88.9 KXPR CSU-Sacramento 90.9 KXJZ CSU-Sacramento 92.5 KBEB Country 96.9 KSEG Classic Rock 102.5 KSFM Hip Hop 107.9 KDND Top 40

The LED light should be turned off when the 4-digit 7-segment display is not showing any FM radio station. Turning the light on for additional FM radio stations is welcome.

When the radio frequencies are 3 digits, for example 88.9, the leading 0 should be omitted in the display.

Zip the entire Sketch folder for Project FM Radio Stations Display. Rename the folder to LastNameFirstName_Proj_FM-Disp.zip and submit the zipped file on Moodle2 with your report. Demo the Project to your Lab Instructor.

Page 10: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Arduino Project – Multi-purpose Infrared Remote Control Adapt the instructions below for the Uno to the Max32 Infrared remote controls are commonly used to control TVs, DVD players, stereos, cable boxes, and so on… Infrared remote controls send a series of binary pulse code using infrared light signals. The signal between a remote control handset and the device it controls consists of pulses of infrared light, which is invisible to the human eye, but can be seen through a digital camera, video camera, or a phone camera.

The transmitter in the remote control handset sends out a stream of pulses of infrared light when the user presses a button on the handset. A transmitter is often a light emitting diode (LED) which is built into the pointing end of the remote control handset. The infrared light pulses form a pattern unique to that button. The receiver in the device can be programmed to recognize the pattern and causes the device to respond accordingly.

Connect the Arduino Uno R3 compatible board with a breadboard and a passive buzzer, using jumper wires. The following figure shows that the positive terminal of the buzzer is connected to the Uno’s digital I/O pin 7 and the negative terminal is connected to the ground.

Page 11: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Connect the Arduino Uno R3 compatible board with a breadboard using jumping wires, and serially connect a 220Ω resistor with one light emitting diode (LED). The following figure shows that the positive terminal of the LED is connected to the 220Ω resistor, and the 220Ω resistor is connected to the Uno’s digital I/O pin 8 and the negative terminal of the LED is connected to the ground.

Repeat the steps above again and connect a different color LED to the Uno’s digital I/O pin 3, 4, 5, 6, 9, 10, and 11. Install a total of 8 LED lights (using I/O Pins 3, 4, 5, 6, 8, 9, 10, and 11) in one line.

Page 12: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Connect the 3 pins of the infrared receiver sensor to the bread board and add jumping wires as follows:

• Connect VOUT to the Uno’s digital I/O pin 2. • Connect GND to the Uno’s GND. • Connect VCC to the Uno’s +5 v source. Ensure the power source of the Uno board is set to 5v.

Page 13: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Write a c program, using the Arduino’s integrated development environment (IDE), to utilize an infrared remote controller to simulate the following:

1. A piano keyboard. 2. Garage door opener. 3. Sound volume controller. 4. Play a song.

The remote control buttons and actions are listed below:

Simulation Mode # Button Action Piano keyboard

Press then

Play C note (frequency: 1047) for 0.5 sec. Turn on light #1 during the note plays.

Initialize Mode 1 with all the lights turned off.

Play C sharp / D flat note (frequency: 1109) for 0.5 sec. Turn on light #1 and #2 during the note plays.

Play D note (frequency: 1175) for 0.5 sec. Turn on light 2 during the note plays.

Play D sharp / E flat note (frequency: 1245) for 0.5 sec. Turn on light #2 and #3 during the note plays.

Play E note (frequency: 1319) for 0.5 sec. Turn on light #3 during the note plays.

Play F note (frequency: 1397) for 0.5 sec. Turn on light #4 during the note plays.

Page 14: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Play F sharp / G flat note (frequency: 1480) for 0.5 sec. Turn on light #4 and #5 during the note plays.

Play G note (frequency: 1568) for 0.5 sec. Turn on light #5 during the note plays.

Play G sharp / A flat note (frequency: 1661) for 0.5 sec. Turn on light #5 and #6 during the note plays.

Play A note (frequency: 1760) for 0.5 sec. Turn on light #6 during the note plays.

Play A sharp / B flat note (frequency: 1865) for 0.5 sec. Turn on light #6 and #7 during the note plays.

Play B note (frequency: 1976) for 0.5 sec. Turn on light #7 during the note plays.

Garage Door Opener Press then

Press this button the first time should sequentially turn on an additional light per second, starting from light #1. Play frequency 466 continuously to simulate the garage door opening, until all the lights are on.

The button simulates the garage door opener button. Initialize Mode 2 with all the lights turned off to simulate a closed garage door.

Press this button when all the lights are on should sequentially turn off one light per second, starting from light #8. Play frequency 156 continuously to simulate the garage door closing until all the lights are off.

Press this button during the garage door opening up should pause the garage door. The buzzer should stop humming and the number of lights turned on should stop increasing. The next time when this button is pressed, the garage door should move down.

Press this button during the garage door closing down should pause the garage door. The buzzer should stop humming and the number of lights turned off should stop increasing. The next time when this button is pressed, the garage door should move up.

Sound Volume Control Press then

Press this button each time will sequentially increment the number of lights on by 1, starting from light #1. This button has no effect after all 8 lights are on.

Initialize Mode 3 with all the lights turned off.

Press this button each time will sequentially decrement the number of lights on by 1, starting from light #8. This button has no effect after all 8 lights are off.

Play music and light show Press then

n/a Welcome to reuse the music and light show from Homework 4.

The millis() function in the Arduino Library (http://arduino.cc/en/reference/millis ) can be used to track time in milliseconds after the program starts. The millis() function returns the number of milliseconds since the Arduino board began running the current program. This number will go back to zero after approximately 50 days. To calculate the actual game time in milliseconds, the value returned by the millis() function call should

Page 15: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

be compared to a value returned by a previous call to the millis() function. The millis() function call output is a unsigned long data type.

IMPORTANT:

The Arduino IRremote library functions and the Arduino built-in tone() and noTone() functions can NOT be used in the same program! Functions to send/receive infrared light frequency and the functions to produce sound frequency are both trying to control the same hardware interrupt timer 2 on the Arduino board.

The workaround is to use the NewTone library functions to produce sound. The NewTone library functions use the hardware interrupt timer 1 to produce the desired frequency.

To use the <NewTone.h> library functions, include the NewTone.h header file in the program. The syntax of the NewTone() function call is:

NewTone(pin#, frequency, duration);

Using the <IRremote.h> library functions, we can capture and decode the signals send from each infrared remote control buttons (for example):

#include <IRremote.h> int RECV_PIN = 2; IRrecv irrecv(RECV_PIN); decode_results results; void setup() Serial.begin(9600); irrecv.enableIRIn(); void loop() if (irrecv.decode(&results)) Serial.println(results.value, HEX); irrecv.resume(); delay(100);

The IR decoded value of each button from the SainSmart remote control is listed below. The button IR decode results need to be defined in your program for your program to recognize the IR signal.

Page 16: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Infrared Remote Control Button Decoded Value in Hexadecimal Format Mode 0xFF629D

+ 0xFF906F - 0xFFA857

0xFF9867

U/SD 0xFFB04F 0 0xFF6897 1 0xFF30CF 2 0xFF18E7 3 0xFF7A85 4 0xFF10EF 5 0xFF38C7 6 0xFF5AA5 7 0xFF42BD 8 0xFF4AB5 9 0xFF52AD

Zip the entire Sketch folder for Project Infrared Remote Control. Rename the folder to LastNameFirstName_Proj_IR-Remote.zip and submit the zipped file on Moodle2 with your report. Demo the Project to your Lab Instructor.

Page 17: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

Arduino Project – a Keypad Controlled Pink Panther and Detective Game Adapt the instructions below for the Uno to the Max32 A keypad is a set of buttons arranged in a block or “pad” which usually bear digits, symbols and usually a complete set of alphabetical letters. Keypads are commonly found on many alphanumeric keyboards and on other devices such as calculators, telephones, microwaves, combination locks, and digital door locks, which require mainly numeric input.

The keypad that comes with the Starter Kits has buttons arranged in 4 rows and 4 columns. A connection is made between the corresponding row line and column line when a button is pressed. When none of the button is pressed, there is no connection between the row or column lines.

Connect the left most pin of the keypad to the Uno’s digital I/O pin 9 and connect the remaining pins in succession, so that the right most pin of the keypad connects to the Uno’s digital I/O pin 2.

Since the keypad is using Uno’s digital I/O pin 2 through 9, the buzzer and lights can’t use digital I/O pin 2 through 9.

Connect the buzzer to the Uno’s digital I/O pin 10.

Install a circle of 8 LED lights on the bread board. The following light numbers can be used to identify the location and wiring of each light:

Page 18: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

3 4 5

2 6

1 8 7

Connect 3 LEDs to the Uno’s digital I/O pin 11, 12, and 13 to represent the LED light #1, #2, and #3.

The Arduino IDE Serial data connections, Serial.begin() and Serial.println() functions, use digital I/O pin 0 and 1. Therefore, if we want to use the 9600 baud rate window to print debug statements, the use of digital I/O pin 0 and 1 should be avoided.

The 6 Analog pins (A0 – A5) on the Uno board can also be used to send digital output as digital pins 14-19.

The analog pins are mapped to be extra digital pins as follows:

Analog Pin Number Digital Pin Number A0 14 A1 15 A2 16 A3 17 A4 18 A5 19

Connect the fourth (4th) LED to the Uno’s analog pin A2 (digital I/O pin 16) to represent the light #4.

Connect the fifth (5th) LED to the Uno’s analog pin A3 (digital I/O pin 17) to represent the light #5.

Connect the fifth (6th) LED to the Uno’s analog pin A3 (digital I/O pin 18) to represent the light #6.

Connect the fifth (7th) LED to the Uno’s analog pin A3 (digital I/O pin 19) to represent the light #7.

Connect the fifth (8th) LED to the Uno’s analog pin A3 (digital I/O pin 15) to represent the light #8.

Write a c program, using the Arduino’s integrated development environment (IDE), to make a Pink Panther and Detective Game that utilizes a keypad to obtain the player inputs.

Keypad #

1 2 3 A

4 6

7 8 9

* 0 D

Page 19: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

The following table contains the keypad key functions:

Keypad Key

Function

A Start the game. D End the game and report score. Blink light 1 and buzz frequency 262 for 50 ms for each score

point. * Turn on all 8 lights when not playing the game. 0 Turn off all 8 lights when not playing the game. 7 During the game, if light 1 is on, turn off light 1,buzz frequency 262 for 25 ms., and score 1 pt. 4 During the game, if light 2 is on, turn off light 2,buzz frequency 262 for 25 ms., and score 1 pt. 1 During the game, if light 3 is on, turn off light 3,buzz frequency 262 for 25 ms., and score 1 pt. 2 During the game, if light 4 is on, turn off light 4,buzz frequency 262 for 25 ms., and score 1 pt. 3 During the game, if light 5 is on, turn off light 5,buzz frequency 262 for 25 ms., and score 1 pt. 6 During the game, if light 6 is on, turn off light 6,buzz frequency 262 for 25 ms., and score 1 pt. 9 During the game, if light 7 is on, turn off light 7,buzz frequency 262 for 25 ms., and score 1 pt. 8 During the game, if light 8 is on, turn off light 8,buzz frequency 262 for 25 ms., and score 1 pt.

Install a circle of 8 lights.

The following table suggests the mapping between the light numbers and the Keypad numbers.

Light # Keypad #

3 4 5 1 3 2

2 6 4 6

1 8 7 7 8 9

The program should automatically turn on each light by looping through the circle clockwise one at a time.

When the program starts, each light stays on for 1 second during the first circle. During the second circle, each light stays on 90% of the previous duration, 900 milliseconds (1000 ms * 90 / 100 = 900 ms). During the third circle, each light stays on 810 milliseconds (900 ms * 90 / 100 = 810 ms). The lights loop faster and faster after each circle by reducing the duration 10% each circle.

The millis() function in the Arduino Library (http://arduino.cc/en/reference/millis ) can be used to track time in milliseconds after the game starts. The millis() function returns the number of milliseconds since the Arduino board began running the current program. This number will go back to zero after approximately 50 days. To calculate the actual game time in milliseconds, the value returned by the millis() function call should be compared to a value returned by a previous call to the millis() function. The millis() function call output is a unsigned long data type.

Page 20: EEE174 CpE185 Laboratory Spring 2016 Arduino Lab …athena.ecs.csus.edu/~eee174/S2016/.../Labs/ArduinoLab/ArduinoLab.pdf · EEE174 CpE185 Laboratory Spring 2016 . 1 . Arduino Lab

The player can turn off the light by pressing the keypad key when the light is on. A successful hit scores 1 point. Pressing the keypad key when the light is off will not score any point.

Add sound effect from the buzzer when each light turns on.

An example Pink Panther sound effect can be as follows:

Situation Frequency Duration in Milliseconds Light 1 turns on 1109 then 1175 25 then 75 Light 2 turns on 1319 then 1397 25 then 75 Light 3 turns on 1109 then 1175 25 then 75 Light 4 turns on 1319 then 1397 25 then 75 Light 5 turns on 1865 then 1760 25 then 75 Light 6 turns on 1175 then 1397 25 then 75 Light 7 turns on 1760 then 1661 25 then 75 Light 8 turns on 1661 100

Additional game functions are always welcome!

Zip the entire Sketch folder for Project Keypad Game. Rename the folder to LastNameFirstName_Proj_KeyGame.zip and submit the zipped file on Moodle2 with your report. Demo the Project to your Lab Instructor.