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Simple Button Code

Prop Wizard base game for a button order puzzle generated from the ordered sequence archetype.

The manual describes this family as: Four-button order puzzle with shared state flow (armed, in_progress, solved, failed, disarmed).

This page covers the Prop Wizard base-game template rather than one fixed setup preset. The exact generated configuration changes with wizard choices such as stage count, output policy, reset mode, feedback modules, and integrations.

Video reference: The Prop Wizard on YouTube.

UI path

  1. Open Prop Wizard.
  2. Choose Simple Button Code.
  3. Use the template defaults or change button count/stage count.
  4. Choose output, feedback, reset, and integration options.
  5. Apply the wizard and review Connections, Behavior, and Lighting.

Generated hardware pattern

Generated itemDefaultPurpose
Buttons4 by defaultGenerated as button inputs and used as short-press gesture tokens.
Pixels16 by defaultUsed for status/progress feedback when pixel feedback is enabled.
OutputSelected in wizardSolenoid latch, mag lock, linear actuator, or pixel-only output policy.

Generated states

  • off when not always armed
  • armed
  • stage_2 through stage_5 when stage count is greater than one
  • solved

Logic and behavior pieces

PieceGenerated behaviorWhy it matters
Input SequenceCreates Main Code or staged Code 1, Code 2, etc.Each button is mapped to an ordered gesture token.
Success actionSequence success sets solved or advances to next stage.The final stage sets solved.
Fail actionSequence fail returns to armed.Gives a predictable soft reset.
Any SuccessGenerated when there are multiple stages.Allows a single stage-advance trigger to handle all per-stage sequence success events.

What the wizard choices change

Wizard choiceWhat changes in the generated config
Stage countAdds stage states and stage-advance action triggers.
Output typeChanges what happens when solved is entered: relay pulse, mag-lock hold/release, actuator movement, or pixel-only output.
Reset modeChooses immediate reset, manual reset input, manual network/operator reset, or timer reset.
Always armedStarts directly in armed; otherwise adds an off state.
Feedback modeAdds input acknowledgements, success feedback, fail feedback, or richer per-input feedback.
Integration protocolAdds MQTT, OSC, or HTTP bindings when selected.

Review after applying

  • Open Configuration > Connections > Inputs, Outputs, and Modules and confirm generated hardware names and pins.
  • Open Configuration > Definitions and review any generated states, level inputs, RFID tag sets, or variables.
  • Open Configuration > Behavior > Logic Rules and confirm the generated condition checks.
  • Open Configuration > Behavior > Action Triggers and confirm the output, reset, feedback, and state-change steps.
  • Open Configuration > Lighting if pixel feedback was enabled.

Design notes

  • Use this for symbol panels, button codes, colored button orders, or any puzzle where order matters.
  • For multi-stage games, each stage has its own sequence but shares the same state/output policy.
  • The generated sequence uses wrap: true, so the same sequence can be attempted repeatedly while armed.