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
- Open Prop Wizard.
- Choose Simple Button Code.
- Use the template defaults or change button count/stage count.
- Choose output, feedback, reset, and integration options.
- Apply the wizard and review Connections, Behavior, and Lighting.
Generated hardware pattern
| Generated item | Default | Purpose |
|---|---|---|
| Buttons | 4 by default | Generated as button inputs and used as short-press gesture tokens. |
| Pixels | 16 by default | Used for status/progress feedback when pixel feedback is enabled. |
| Output | Selected in wizard | Solenoid latch, mag lock, linear actuator, or pixel-only output policy. |
Generated states
off when not always armedarmedstage_2 through stage_5 when stage count is greater than onesolved
Logic and behavior pieces
| Piece | Generated behavior | Why it matters |
|---|---|---|
| Input Sequence | Creates Main Code or staged Code 1, Code 2, etc. | Each button is mapped to an ordered gesture token. |
| Success action | Sequence success sets solved or advances to next stage. | The final stage sets solved. |
| Fail action | Sequence fail returns to armed. | Gives a predictable soft reset. |
| Any Success | Generated 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 choice | What changes in the generated config |
|---|---|
| Stage count | Adds stage states and stage-advance action triggers. |
| Output type | Changes what happens when solved is entered: relay pulse, mag-lock hold/release, actuator movement, or pixel-only output. |
| Reset mode | Chooses immediate reset, manual reset input, manual network/operator reset, or timer reset. |
| Always armed | Starts directly in armed; otherwise adds an off state. |
| Feedback mode | Adds input acknowledgements, success feedback, fail feedback, or richer per-input feedback. |
| Integration protocol | Adds 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.