//Declarations
//Lights
const int led1 = 1;
const int led2 = 2;
const int led3 = 3;
const int led4 = 4;
const int led5 = 5;
const int led6 = 6;
const int led7 = 7;
const int led8 = 8;
const int led9 = 9;
const int led10 = 10;
const int led11 = 11;
const int led12 = 12;
const int led13 = 13;
const int led14 = 14;
const int led15 = 15;
const int led16 = 16;
const int greenLed = 17;
const int redLed = 18;
const int doubleLed = 19;
const int ballChuteLed1 = 20;
const int ballChuteLed2 = 21;
const int gameOverLed1 = 22;
const int lowCoinLed2 = 23;
const int gameOverLed2 = 24;
const int lowCoinLed3 = 25;
const int gameOverLed3 = 26;
const int lowCoinLed1 = 27;
//Solenoids
const int payoutSolenoid = 28;
const int coinRejectSolenoid = 29;
const int ballSolenoid = 30;
// Switchs
const int sw1 = 31;
const int sw2 = 32;
const int sw3 = 33;
const int sw4 = 34;
const int sw5 = 35;
const int sw6 = 36;
const int sw7 = 37;
const int sw8 = 38;
const int sw9 = 39;
const int sw10 = 40;
const int sw11 = 41;
const int sw12 = 42;
const int sw13 = 43;
const int sw14 = 44;
const int sw15 = 45;
const int sw16 = 46;
const int swGreen = 47;
const int swRed = 48;
const int swFull = 49;
const int swDouble = 50;
const int swCoin = 51;
const int swPay = 52;
const int swLow = 53;
int ss1 = 0;
int ps1 = 0;
int sc1 = 0;
int ss2 = 0;
int ps2 = 0;
int sc2 = 0;
int ss3 = 0;
int ps3 = 0;
int sc3 = 0;
int ss4 = 0;
int ps4 = 0;
int sc4 = 0;
int ss5 = 0;
int ps5 = 0;
int sc5 = 0;
int ss6 = 0;
int ps6 = 0;
int sc6 = 0;
int ss7 = 0;
int ps7 = 0;
int sc7 = 0;
int ss8 = 0;
int ps8 = 0;
int sc8 = 0;
int ss9 = 0;
int ps9 = 0;
int sc9 = 0;
int ss10 = 0;
int ps10 = 0;
int sc10 = 0;
int ss11 = 0;
int ps11 = 0;
int sc11 = 0;
int ss12 = 0;
int ps12 = 0;
int sc12 = 0;
int ss13 = 0;
int ps13 = 0;
int sc13 = 0;
int ss14 = 0;
int ps14 = 0;
int sc14 = 0;
int ss15 = 0;
int ps15 = 0;
int sc15 = 0;
int ss16 = 0;
int ps16 = 0;
int sc16 = 0;
int ssGreen = 0;
int psGreen = 0;
int scGreen = 0;
int ssRed = 0;
int psRed = 0;
int scRed = 0;
int ssFull = 0;
int psFull = 0;
int scFull = 0;
int ssDouble = 0;
int psDouble = 0;
int scDouble = 0;
int ssCoin = 0;
int psCoin = 0;
int scCoin = 0;
int ssPay = 0;
int psPay = 0;
int scPay = 0;
int runOnce = 0;
// LED Blink without delay
int ledState = LOW; // ledState used to set the LED
int ledState2 = LOW;
// Generally, you should use "unsigned long" for variables that hold time
// The value will quickly become too large for an int to store
unsigned long previousMillis = 0; // will store last time LED was updated
// constants won't change:
const long interval = 1000; // interval at which to blink (milliseconds)
const long interval2 = 300;
int newGame = 0;
void setup() {
// put your setup code here, to run once:
//OUPUT LIGHTS
pinMode(led1, OUTPUT);
pinMode(led2, OUTPUT);
pinMode(led3, OUTPUT);
pinMode(led4, OUTPUT);
pinMode(led5, OUTPUT);
pinMode(led6, OUTPUT);
pinMode(led7, OUTPUT);
pinMode(led8, OUTPUT);
pinMode(led9, OUTPUT);
pinMode(led10, OUTPUT);
pinMode(led11, OUTPUT);
pinMode(led12, OUTPUT);
pinMode(led13, OUTPUT);
pinMode(led14, OUTPUT);
pinMode(led15, OUTPUT);
pinMode(led16, OUTPUT);
pinMode(greenLed, OUTPUT);
pinMode(redLed, OUTPUT);
pinMode(doubleLed, OUTPUT);
pinMode(lowCoinLed1, OUTPUT);
pinMode(gameOverLed1, OUTPUT);
pinMode(lowCoinLed1, OUTPUT);
pinMode(gameOverLed2, OUTPUT);
pinMode(lowCoinLed3, OUTPUT);
pinMode(gameOverLed3, OUTPUT);
pinMode(ballChuteLed1, OUTPUT);
pinMode(ballChuteLed2, OUTPUT);
// OUPUT RELAYS
pinMode(payoutSolenoid, OUTPUT);
pinMode(ballSolenoid, OUTPUT);
pinMode(coinRejectSolenoid, OUTPUT);
digitalWrite(ballSolenoid, HIGH);
digitalWrite(coinRejectSolenoid, HIGH);
digitalWrite(payoutSolenoid, HIGH);
//INPUT SWITCHES
pinMode(sw1, INPUT_PULLUP);
pinMode(sw2, INPUT_PULLUP);
pinMode(sw3, INPUT_PULLUP);
pinMode(sw4, INPUT_PULLUP);
pinMode(sw5, INPUT_PULLUP);
pinMode(sw6, INPUT_PULLUP);
pinMode(sw7, INPUT_PULLUP);
pinMode(sw8, INPUT_PULLUP);
pinMode(sw9, INPUT_PULLUP);
pinMode(sw10, INPUT_PULLUP);
pinMode(sw11, INPUT_PULLUP);
pinMode(sw12, INPUT_PULLUP);
pinMode(sw13, INPUT_PULLUP);
pinMode(sw14, INPUT_PULLUP);
pinMode(sw15, INPUT_PULLUP);
pinMode(sw16, INPUT_PULLUP);
pinMode(swGreen, INPUT_PULLUP);
pinMode(swRed, INPUT_PULLUP);
pinMode(swDouble, INPUT_PULLUP);
pinMode(swFull, INPUT_PULLUP);
pinMode(swCoin, INPUT_PULLUP);
pinMode(swPay, INPUT_PULLUP);
pinMode(swLow, INPUT_PULLUP);
// Lamp Test on initial power
delay(251);
digitalWrite(led1, HIGH);
delay(251);
digitalWrite(led1, LOW);
delay(251);
digitalWrite(led2, HIGH);
delay(251);
digitalWrite(led2, LOW);
delay(251);
digitalWrite(led3, HIGH);
delay(251);
digitalWrite(led3, LOW);
delay(251);
digitalWrite(led4, HIGH);
delay(251);
digitalWrite(led4, LOW);
delay(251);
digitalWrite(led5, HIGH);
delay(251);
digitalWrite(led5, LOW);
delay(251);
digitalWrite(led6, HIGH);
delay(251);
digitalWrite(led6, LOW);
delay(251);
digitalWrite(led7, HIGH);
delay(251);
digitalWrite(led7, LOW);
delay(251);
digitalWrite(led8, HIGH);
delay(251);
digitalWrite(led8, LOW);
delay(251);
digitalWrite(led9, HIGH);
delay(251);
digitalWrite(led9, LOW);
delay(251);
digitalWrite(led10, HIGH);
delay(251);
digitalWrite(led10, LOW);
delay(251);
digitalWrite(led11, HIGH);
delay(251);
digitalWrite(led11, LOW);
delay(251);
digitalWrite(led12, HIGH);
delay(251);
digitalWrite(led12, LOW);
delay(251);
digitalWrite(led13, HIGH);
delay(251);
digitalWrite(led13, LOW);
delay(251);
digitalWrite(led14, HIGH);
delay(251);
digitalWrite(led14, LOW);
delay(251);
digitalWrite(led15, HIGH);
delay(251);
digitalWrite(led15, LOW);
delay(251);
digitalWrite(led16, HIGH);
delay(251);
digitalWrite(led16, LOW);
delay(251);
digitalWrite(greenLed, HIGH);
delay(251);
digitalWrite(greenLed, LOW);
delay(251);
digitalWrite(redLed, HIGH);
delay(251);
digitalWrite(redLed, LOW);
delay(251);
digitalWrite(doubleLed, HIGH);
delay(251);
digitalWrite(doubleLed, LOW);
delay(251);
digitalWrite(lowCoinLed1, HIGH);
delay(251);
digitalWrite(lowCoinLed1, LOW);
delay(251);
digitalWrite(lowCoinLed2, HIGH);
delay(251);
digitalWrite(lowCoinLed2, LOW);
delay(251);
digitalWrite(lowCoinLed3, HIGH);
delay(251);
digitalWrite(lowCoinLed3, LOW);
delay(251);
digitalWrite(gameOverLed1, HIGH);
delay(251);
digitalWrite(gameOverLed1, LOW);
delay(251);
digitalWrite(gameOverLed2, HIGH);
delay(251);
digitalWrite(gameOverLed2, LOW);
delay(251);
digitalWrite(gameOverLed3, HIGH);
delay(251);
digitalWrite(gameOverLed3, LOW);
delay(251);
digitalWrite(ballChuteLed1, HIGH);
delay(251);
digitalWrite(ballChuteLed1, LOW);
delay(251);
digitalWrite(gameOverLed1, HIGH);
digitalWrite(lowCoinLed1, HIGH);
digitalWrite(gameOverLed2, HIGH);
digitalWrite(lowCoinLed2, HIGH);
digitalWrite(gameOverLed3, HIGH);
digitalWrite(lowCoinLed3, HIGH);
delay(351);
digitalWrite(gameOverLed1, LOW);
digitalWrite(lowCoinLed1, LOW);
digitalWrite(gameOverLed2, LOW);
digitalWrite(lowCoinLed2, LOW);
digitalWrite(gameOverLed3, LOW);
digitalWrite(lowCoinLed3, LOW);
digitalWrite(greenLed, HIGH);
digitalWrite(led6, HIGH);
digitalWrite(led2, HIGH);
digitalWrite(led14, HIGH);
delay(351);
digitalWrite(greenLed, LOW);
digitalWrite(led6, LOW);
digitalWrite(led2, LOW);
digitalWrite(led14, LOW);
digitalWrite(led11, HIGH);
digitalWrite(led1, HIGH);
digitalWrite(led15, HIGH);
digitalWrite(led5, HIGH);
delay(351);
digitalWrite(led11, LOW);
digitalWrite(led1, LOW);
digitalWrite(led15, LOW);
digitalWrite(led5, LOW);
digitalWrite(doubleLed, HIGH);
digitalWrite(led13, HIGH);
digitalWrite(led7, HIGH);
digitalWrite(led3, HIGH);
digitalWrite(led9, HIGH);
delay(351);
digitalWrite(doubleLed, LOW);
digitalWrite(led13, LOW);
digitalWrite(led7, LOW);
digitalWrite(led3, LOW);
digitalWrite(led9, LOW);
digitalWrite(led10, HIGH);
digitalWrite(led4, HIGH);
digitalWrite(led12, HIGH);
digitalWrite(led8, HIGH);
digitalWrite(led16, HIGH);
digitalWrite(redLed, HIGH);
delay(351);
digitalWrite(led10, LOW);
digitalWrite(led4, LOW);
digitalWrite(led12, LOW);
digitalWrite(led8, LOW);
digitalWrite(led16, LOW);
digitalWrite(redLed, LOW);
digitalWrite(ballChuteLed1, HIGH);
digitalWrite(ballChuteLed2, HIGH);
delay(351);
digitalWrite(ballChuteLed1, LOW);
digitalWrite(ballChuteLed2, LOW);
// End Lamp Test
// Solenoid Test
digitalWrite(coinRejectSolenoid, LOW);
delay(500);
digitalWrite(coinRejectSolenoid, HIGH);
delay(500);
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
/* uncomment to also test ball release
digitalWrite(ballReleaseSolenoid, LOW);
delay(700);
*/
digitalWrite(ballSolenoid, HIGH);
// END Solenoid Test
} // END setup
void loop() {
// put your main code here, to run repeatedly:
digitalWrite(ballSolenoid, HIGH);
digitalWrite(payoutSolenoid, HIGH);
// LED Blinkers (global)
unsigned long currentMillis = millis();
// Check Low Coin Switch
if (digitalRead(swLow) == HIGH) {
digitalWrite(lowCoinLed1, LOW);
digitalWrite(lowCoinLed2, LOW);
digitalWrite(lowCoinLed3, LOW);
digitalWrite(coinRejectSolenoid, HIGH);
}
if (digitalRead(swLow) == LOW) {
if (currentMillis - previousMillis >= interval) {
previousMillis = currentMillis;
if (ledState == LOW) {
ledState = HIGH;
} else {
ledState = LOW;
}
digitalWrite(lowCoinLed1, ledState);
digitalWrite(lowCoinLed2, ledState);
digitalWrite(lowCoinLed3, ledState);
digitalWrite(coinRejectSolenoid, LOW);
}
}
// COUNTERS
// Check Payout Switch
ssPay = digitalRead(swPay);
if (ssPay != psPay) {
if (ssPay == LOW) {
scPay = 1;
}
delay(50);
}
psPay = ssPay;
// Check Coin Slot Switch
ssCoin = digitalRead(swCoin);
if (ssCoin != psCoin) {
if (ssCoin == LOW) {
scCoin = 1;
}
delay(50);
}
psCoin = ssCoin;
// If New Game Check Switches and Light LEDs
if (scCoin == 1) {
digitalWrite(ballSolenoid, LOW);
delay(500);
digitalWrite(ballSolenoid, HIGH);
digitalWrite(led1, LOW);
digitalWrite(led2, LOW);
digitalWrite(led3, LOW);
digitalWrite(led4, LOW);
digitalWrite(led5, LOW);
digitalWrite(led6, LOW);
digitalWrite(led7, LOW);
digitalWrite(led8, LOW);
digitalWrite(led9, LOW);
digitalWrite(led10, LOW);
digitalWrite(led11, LOW);
digitalWrite(led12, LOW);
digitalWrite(led13, LOW);
digitalWrite(led14, LOW);
digitalWrite(led15, LOW);
digitalWrite(led16, LOW);
digitalWrite(greenLed, LOW);
digitalWrite(redLed, LOW);
digitalWrite(doubleLed, LOW);
newGame = 1;
}
scCoin = 0;
if (newGame == 1) {
digitalWrite(gameOverLed1, LOW);
digitalWrite(gameOverLed2, LOW);
digitalWrite(gameOverLed3, LOW);
digitalWrite(ballChuteLed1, HIGH);
digitalWrite(ballChuteLed2, HIGH);
// Check Full Chance Zone Switch
ssFull = digitalRead(swFull);
if (ssFull != psFull) {
if (ssFull == LOW) {
scFull = 1;
}
delay(50);
}
psFull = ssFull;
// Check Green Zone Switch
ssGreen = digitalRead(swGreen);
if (ssGreen != psGreen) {
if (ssGreen == LOW) {
scGreen = 1;
}
delay(50);
}
psGreen = ssGreen;
if (scGreen == 1 || scFull == 1) {
if (currentMillis - previousMillis >= interval) {
previousMillis = currentMillis;
if (ledState == LOW) {
ledState = HIGH;
} else {
ledState = LOW;
}
}
digitalWrite(greenLed, ledState);
}
// Check Red Zone Switch
ssRed = digitalRead(swRed);
if (ssRed != psRed) {
if (ssRed == LOW) {
scRed = 1;
}
delay(50);
}
psRed = ssRed;
if (scRed == 1 || scFull == 1) {
if (currentMillis - previousMillis >= interval) {
previousMillis = currentMillis;
if (ledState == LOW) {
ledState = HIGH;
} else {
ledState = LOW;
}
}
digitalWrite(redLed, ledState);
}
// Check Double Up Switch
ssDouble = digitalRead(swDouble);
if (ssDouble != psDouble) {
if (ssDouble == LOW) {
scDouble = 1;
}
delay(50);
}
psDouble = ssDouble;
if (scDouble == 1 || scFull == 1) {
if (currentMillis - previousMillis >= interval) {
previousMillis = currentMillis;
if (ledState == LOW) {
ledState = HIGH;
} else {
ledState = LOW;
}
}
digitalWrite(doubleLed, ledState);
}
// Check Number Slot Switch 1
if (digitalRead(sw1) == LOW) {
ss1 = 1;
}
if (ss1 == 1) {
digitalWrite(led1, HIGH);
} else {
digitalWrite(led1, LOW);
}
// Check Number Slot Switch 2
if (digitalRead(sw2) == LOW) {
ss2 = 1;
}
if (ss2 == 1) {
digitalWrite(led2, HIGH);
} else {
digitalWrite(led2, LOW);
}
// Check Number Slot Switch 3
if (digitalRead(sw3) == LOW) {
ss3 = 1;
}
if (ss3 == 1) {
digitalWrite(led3, HIGH);
} else {
digitalWrite(led3, LOW);
}
// Check Number Slot Switch 4
if (digitalRead(sw4) == LOW) {
ss4 = 1;
}
if (ss4 == 1) {
digitalWrite(led4, HIGH);
} else {
digitalWrite(led4, LOW);
}
// Check Number Slot Switch 5
if (digitalRead(sw5) == LOW) {
ss5 = 1;
}
if (ss5 == 1) {
digitalWrite(led5, HIGH);
} else {
digitalWrite(led5, LOW);
}
// Check Number Slot Switch 6
if (digitalRead(sw6) == LOW) {
ss6 = 1;
}
if (ss6 == 1) {
digitalWrite(led6, HIGH);
} else {
digitalWrite(led6, LOW);
}
// Check Number Slot Switch 7
if (digitalRead(sw7) == LOW) {
ss7 = 1;
}
if (ss7 == 1) {
digitalWrite(led7, HIGH);
} else {
digitalWrite(led7, LOW);
}
// Check Number Slot Switch 8
if (digitalRead(sw8) == LOW) {
ss8 = 1;
}
if (ss8 == 1) {
digitalWrite(led8, HIGH);
} else {
digitalWrite(led8, LOW);
}
// Check Number Slot Switch 9
if (digitalRead(sw9) == LOW) {
ss9 = 1;
}
if (ss9 == 1) {
digitalWrite(led9, HIGH);
} else {
digitalWrite(led9, LOW);
}
// Check Number Slot Switch 10
if (digitalRead(sw10) == LOW) {
ss10 = 1;
}
if (ss10 == 1) {
digitalWrite(led10, HIGH);
} else {
digitalWrite(led10, LOW);
}
// Check Number Slot Switch 11
if (digitalRead(sw11) == LOW) {
ss11 = 1;
}
if (ss11 == 1) {
digitalWrite(led11, HIGH);
} else {
digitalWrite(led11, LOW);
}
// Check Number Slot Switch 12
if (digitalRead(sw12) == LOW) {
ss12 = 1;
}
if (ss12 == 1) {
digitalWrite(led12, HIGH);
} else {
digitalWrite(led12, LOW);
}
// Check Number Slot Switch 13
if (digitalRead(sw13) == LOW) {
ss13 = 1;
}
if (ss13 == 1) {
digitalWrite(led13, HIGH);
} else {
digitalWrite(led13, LOW);
}
// Check Number Slot Switch 14
if (digitalRead(sw14) == LOW) {
ss14 = 1;
}
if (ss14 == 1) {
digitalWrite(led14, HIGH);
} else {
digitalWrite(led14, LOW);
}
// Check Number Slot Switch 15
if (digitalRead(sw15) == LOW) {
sc15 = 1;
}
if (ss15 == 1) {
digitalWrite(led15, HIGH);
} else {
digitalWrite(led15, LOW);
}
// Check Number Slot Switch 16
if (digitalRead(sw16) == LOW) {
sc16 = 1;
}
if (ss16 == 1) {
digitalWrite(led16, HIGH);
} else {
digitalWrite(led16, LOW);
}
} //END newGame = 1
if (newGame == 0) {
//Reset Everything
ss1 = 0;
ps1 = 0;
sc1 = 0;
ss2 = 0;
ps2 = 0;
sc2 = 0;
ss3 = 0;
ps3 = 0;
sc3 = 0;
ss4 = 0;
ps4 = 0;
sc4 = 0;
ss5 = 0;
ps5 = 0;
sc5 = 0;
ss6 = 0;
ps6 = 0;
sc6 = 0;
ss7 = 0;
ps7 = 0;
sc7 = 0;
ss8 = 0;
ps8 = 0;
sc8 = 0;
ss9 = 0;
ps9 = 0;
sc9 = 0;
ss10 = 0;
ps10 = 0;
sc10 = 0;
ss11 = 0;
ps11 = 0;
sc11 = 0;
ss12 = 0;
ps12 = 0;
sc12 = 0;
ss13 = 0;
ps13 = 0;
sc13 = 0;
ss14 = 0;
ps14 = 0;
sc15 = 0;
ss16 = 0;
ps16 = 0;
sc16 = 0;
ssGreen = 0;
psGreen = 0;
scGreen = 0;
ssRed = 0;
psRed = 0;
scRed = 0;
ssFull = 0;
psFull = 0;
scFull = 0;
ssDouble = 0;
psDouble = 0;
scDouble = 0;
} //END newGame = 0
// Payout
if (scPay == 1) {
if (newGame == 1) {
// Scoring
// Line 1 scoreboard matrix 2,6 & 14 pays 1
if (ss2 == 1 && ss6 == 1 && ss14 == 1) {
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
}
// Line 2 scoreboard matrix 1,5,11 & 15 pays 1
if (ss1 == 1 && ss5 == 1 && ss11 == 1 && ss15 == 1) {
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
}
// Line 3 scoreboard matrix 3,7,9 & 13 pays 2 with double up lit pays double
if (ss3 == 1 && ss7 == 1 && ss9 == 1 && ss13 == 1) {
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
if (scDouble >= 1) {
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
}
}
// Line 4 scoreboard matrix 4,6,8,10 & 12 pays 3 with double up lit pays double
if (ss4 == 1 && ss16 == 1 && ss8 == 1 && ss10 == 1 && ss12 == 1) {
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
if (scDouble >= 1) {
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
}
}
// green and red zone skill shot scoring
if (ss1 == 1 && ss6 == 1 && ss11 == 1 && ss15 == 1 && ssGreen == 1) {
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
}
if (ss3 == 1 && ss8 == 1 && ss9 == 1 && ss16 == 1 && ssRed == 1) {
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
digitalWrite(payoutSolenoid, LOW);
delay(500);
digitalWrite(payoutSolenoid, HIGH);
delay(500);
}
newGame = 0;
}
} //END scPay
scPay = 0;
if (scPay == 0 && scCoin == 0 && newGame == 0) {
if (currentMillis - previousMillis >= interval) {
previousMillis = currentMillis;
if (ledState == LOW) {
ledState = HIGH;
} else {
ledState = LOW;
}
}
digitalWrite(gameOverLed1, ledState);
digitalWrite(gameOverLed2, ledState);
digitalWrite(gameOverLed3, ledState);
}
} // END LOOP
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