.. note:: Hello, welcome to the SunFounder Raspberry Pi & Arduino & ESP32 Enthusiasts Community on Facebook! Dive deeper into Raspberry Pi, Arduino, and ESP32 with fellow enthusiasts. **Why Join?** - **Expert Support**: Solve post-sale issues and technical challenges with help from our community and team. - **Learn & Share**: Exchange tips and tutorials to enhance your skills. - **Exclusive Previews**: Get early access to new product announcements and sneak peeks. - **Special Discounts**: Enjoy exclusive discounts on our newest products. - **Festive Promotions and Giveaways**: Take part in giveaways and holiday promotions. 👉 Ready to explore and create with us? Click [|link_sf_facebook|] and join today! .. _4.1.17_py: 4.1.17 GAME– Guess Number ============================================== Introduction ------------------ Guessing Numbers is a fun party game where you and your friends take turns inputting a number (0~99). The range will be smaller with the inputting of the number till a player answers the riddle correctly. Then the player is defeated and punished. For example, if the lucky number is 51 which the players cannot see, and the player ① inputs 50, the prompt of number range changes to 50~99; if the player ② inputs 70, the range of number can be 50~70; if the player ③ inputs 51, this player is the unlucky one. Here, we use keypad to input numbers and use LCD to output outcomes. Required Components ------------------------------ In this project, we need the following components. .. image:: ../img/list_GAME_Guess_Number.png :align: center It's definitely convenient to buy a whole kit, here's the link: .. list-table:: :widths: 20 20 20 :header-rows: 1 * - Name - ITEMS IN THIS KIT - LINK * - Raphael Kit - 337 - |link_Raphael_kit| You can also buy them separately from the links below. .. list-table:: :widths: 30 20 :header-rows: 1 * - COMPONENT INTRODUCTION - PURCHASE LINK * - :ref:`cpn_gpio_board` - |link_gpio_board_buy| * - :ref:`cpn_breadboard` - |link_breadboard_buy| * - :ref:`cpn_wires` - |link_wires_buy| * - :ref:`cpn_resistor` - |link_resistor_buy| * - :ref:`cpn_keypad` - \- * - :ref:`cpn_i2c_lcd` - |link_i2clcd1602_buy| Schematic Diagram ----------------------- ============ ======== ======== ======= T-Board Name physical wiringPi BCM GPIO18 Pin 12 1 18 GPIO23 Pin 16 4 23 GPIO24 Pin 18 5 24 GPIO25 Pin 22 6 25 SPIMOSI Pin 19 12 10 GPIO22 Pin 15 3 22 GPIO27 Pin 13 2 27 GPIO17 Pin 11 0 17 SDA1 Pin 3 SDA1(8) SDA1(2) SCL1 Pin 5 SCL1(9) SDA1(3) ============ ======== ======== ======= .. image:: ../img/Schematic_three_one12.png :align: center Experimental Procedures ----------------------------- **Step 1:** Build the circuit. .. image:: ../img/image273.png **Step 2**: Setup I2C (see :ref:`i2c_config`.) **Step 3**: Change directory. .. raw:: html .. code-block:: cd ~/raphael-kit/python/ **Step 4**: Run. .. raw:: html .. code-block:: sudo python3 4.1.17_GAME_GuessNumber.py After the program runs, there displays the initial page on the LCD: .. code-block:: Welcome! Press A to go! Press ‘A’, and the game will start and the game page will appear on the LCD. .. code-block:: Enter number: 0 ‹point‹ 99 A random number ‘\ **point**\ ’ is produced but not displayed on the LCD when the game starts, and what you need to do is to guess it. The number you have typed appears at the end of the first line till the final calculation is finished. (Press ‘D’ to start the comparation, and if the input number is larger than **10**, the automatic comparation will start.) The number range of ‘point’ is displayed on the second line. And you must type the number within the range. When you type a number, the range narrows; if you got the lucky number luckily or unluckily, there will appear “You've got it!” .. note:: * If you get the error ``FileNotFoundError: [Errno 2] No such file or directory: '/dev/i2c-1'``, you need to refer to :ref:`i2c_config` to enable the I2C. * If you get ``ModuleNotFoundError: No module named 'smbus2'`` error, please run ``sudo apt install python3-smbus2``. * If the error ``OSError: [Errno 121] Remote I/O error`` appears, it means the module is miswired or the module is broken. * If the code and wiring are fine, but the LCD still does not display content, you can turn the potentiometer on the back to increase the contrast. **Code** .. note:: You can **Modify/Reset/Copy/Run/Stop** the code below. But before that, you need to go to source code path like ``raphael-kit/python``. After modifying the code, you can run it directly to see the effect. .. raw:: html .. code-block:: python #!/usr/bin/env python3 import RPi.GPIO as GPIO import time import LCD1602 import random ##################### HERE IS THE KEYPAD LIBRARY TRANSPLANTED FROM Arduino ############ #class Key:Define some of the properties of Key class Keypad(): def __init__(self, rowsPins, colsPins, keys): self.rowsPins = rowsPins self.colsPins = colsPins self.keys = keys GPIO.setwarnings(False) GPIO.setmode(GPIO.BCM) GPIO.setup(self.rowsPins, GPIO.OUT, initial=GPIO.LOW) GPIO.setup(self.colsPins, GPIO.IN, pull_up_down=GPIO.PUD_DOWN) def read(self): pressed_keys = [] for i, row in enumerate(self.rowsPins): GPIO.output(row, GPIO.HIGH) for j, col in enumerate(self.colsPins): index = i * len(self.colsPins) + j if (GPIO.input(col) == 1): pressed_keys.append(self.keys[index]) GPIO.output(row, GPIO.LOW) return pressed_keys ################ EXAMPLE CODE START HERE ################ count = 0 pointValue = 0 upper=99 lower=0 def setup(): global keypad, last_key_pressed,keys rowsPins = [18,23,24,25] colsPins = [10,22,27,17] keys = ["1","2","3","A", "4","5","6","B", "7","8","9","C", "*","0","#","D"] keypad = Keypad(rowsPins, colsPins, keys) last_key_pressed = [] LCD1602.init(0x27, 1) # init(slave address, background light) LCD1602.clear() LCD1602.write(0, 0, 'Welcome!') LCD1602.write(0, 1, 'Press A to Start!') def init_new_value(): global pointValue,upper,count,lower pointValue = random.randint(0,99) upper = 99 lower = 0 count = 0 print('point is %d' %(pointValue)) def detect_point(): global count,upper,lower if count > pointValue: if count < upper: upper = count elif count < pointValue: if count > lower: lower = count elif count == pointValue: count = 0 return 1 count = 0 return 0 def lcd_show_input(result): LCD1602.clear() if result == 1: LCD1602.write(0,1,'You have got it!') time.sleep(5) init_new_value() lcd_show_input(0) return LCD1602.write(0,0,'Enter number:') LCD1602.write(13,0,str(count)) LCD1602.write(0,1,str(lower)) LCD1602.write(3,1,' < Point < ') LCD1602.write(13,1,str(upper)) def loop(): global keypad, last_key_pressed,count while(True): result = 0 pressed_keys = keypad.read() if len(pressed_keys) != 0 and last_key_pressed != pressed_keys: if pressed_keys == ["A"]: init_new_value() lcd_show_input(0) elif pressed_keys == ["D"]: result = detect_point() lcd_show_input(result) elif pressed_keys[0] in keys: if pressed_keys[0] in list(["A","B","C","D","#","*"]): continue count = count * 10 count += int(pressed_keys[0]) if count >= 10: result = detect_point() lcd_show_input(result) print(pressed_keys) last_key_pressed = pressed_keys time.sleep(0.1) # Define a destroy function for clean up everything after the script finished def destroy(): # Release resource GPIO.cleanup() LCD1602.clear() if __name__ == '__main__': # Program start from here try: setup() while True: loop() except KeyboardInterrupt: # When 'Ctrl+C' is pressed, the program destroy() will be executed. destroy() **Code Explanation** At the beginning part of the code are the functional functions of **keypad** and **I2C LCD1602**. You can learning more details about them in :ref:`1.1.7_py` and :ref:`2.1.8_py`. Here, what we need to know is as follows: .. code-block:: python def init_new_value():     global pointValue,upper,count,lower     pointValue = random.randint(0,99)     upper = 99     lower = 0     count = 0     print('point is %d' %(pointValue)) The function produces the random number ‘\ **point**\ ’ and resets the range hint of the point. .. code-block:: python def detect_point():     global count,upper,lower     if count > pointValue:         if count < upper:             upper = count      elif count < pointValue:         if count > lower:             lower = count     elif count == pointValue:         count = 0         return 1     count = 0     return 0 ``detect_point()`` compares the input number (**count**) with the produced “\ **point**\ ”. If the comparing outcome is that they are not same, **count** will assign values to **upper** and **lower** and return ‘\ **0**\ ’; otherwise, if the outcome indicates they are same, there returns ‘\ **1**\ ’. .. code-block:: python def lcd_show_input(result):     LCD1602.clear()     if result == 1:         LCD1602.write(0,1,'You have got it!')         time.sleep(5)         init_new_value()         lcd_show_input(0)         return     LCD1602.write(0,0,'Enter number:')     LCD1602.write(13,0,str(count))     LCD1602.write(0,1,str(lower))     LCD1602.write(3,1,' < Point < ')     LCD1602.write(13,1,str(upper)) This function works for displaying the game page. ``str(count)``: Because ``write()`` can only support the data type — **string**, ``str()`` is needed to convert the **number** into **string**. .. code-block:: python def loop():     global keypad, last_key_pressed,count     while(True):         result = 0         pressed_keys = keypad.read()         if len(pressed_keys) != 0 and last_key_pressed != pressed_keys:             if pressed_keys == ["A"]:                 init_new_value()                 lcd_show_input(0)             elif pressed_keys == ["D"]:                 result = detect_point()                 lcd_show_input(result)             elif pressed_keys[0] in keys:                 if pressed_keys[0] in list(["A","B","C","D","#","*"]):                     continue                 count = count * 10                 count += int(pressed_keys[0])                 if count >= 10:                     result = detect_point()                 lcd_show_input(result)             print(pressed_keys)         last_key_pressed = pressed_keys         time.sleep(0.1)     ``main()`` contains the whole process of the program, as show below: 1) Initialize **I2C LCD1602** and **Keypad**. 2) Judge whether the button is pressed and get the button reading. 3) If the button ‘\ **A**\ ’ is pressed, a random number **0-99** will appear then the game starts. 4) If the button ‘\ **D**\ ’ is detected to have been pressed, the program will enter into the outcome judgement. 5) If the button **0-9** is pressed, the value of **count** will be changed; if the **count** is larger than **10**, then the judgement starts. 6) The changes of the game and its values are displayed on **LCD1602**. Phenomenon Picture ------------------------ .. image:: ../img/image274.jpeg :align: center