"rand()" might work if you make sure you can vary the seed for the start of each turn
i.e.
Code:
#include ...
#include <stdlib.h>
#use blah... blah...
void playGame(void)
{
int randomNumber;
// You must have a starting point for your
// Pseudo random number generator
srand(get_rtcc());
randomNumber = rand();
/* Do something */
randomNumber = rand();
/* Do something */
randomNumber = rand();
/* Do something */
...
}
/* It's "void main()" or just "main()" for CCS */
void main()
{
setup();
for(;;)
{
if( startButton == PRESSED)
{
playGame();
}
}
}
ok so how do you make the delay time exponentially less then the previous?
As I said earlier, it goes down at a constant percentage
i.e.
Code:
unsigned int16 delayTime;
for(delayTime = 60000; ; delayTime -= (delayTime * 0.05))
{
output_toggle(LED);
delay_ms(delayTime);
}