#include <FastLED.h>
FASTLED_USING_NAMESPACE
#include <Adafruit_GFX.h>
#include <Adafruit_NeoMatrix.h>
#include <Adafruit_NeoPixel.h>
#ifndef PSTR
#define PSTR // Make Arduino Due happy
#endif
#define PIN 6
//#if defined(FASTLED_VERSION) && (FASTLED_VERSION < 3001000)
//#warning "Requires FastLED 3.1 or later; check github for latest code."
//#endif
#define DATA_PIN 6
#define LED_TYPE WS2811
#define COLOR_ORDER GRB
#define NUM_LEDS 192
CRGB leds[NUM_LEDS];
const uint8_t kMatrixWidth = 24;
const uint8_t kMatrixHeight = 8;
const bool kMatrixSerpentineLayout = true;
#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
#define MAX_DIMENSION ((kMatrixWidth>kMatrixHeight) ? kMatrixWidth : kMatrixHeight)
#define BRIGHTNESS 50
#define FRAMES_PER_SECOND 120
// The 16 bit version of our coordinates
static uint16_t x;
static uint16_t y;
static uint16_t z;
Adafruit_NeoMatrix matrix = Adafruit_NeoMatrix(24, 8, PIN,
NEO_MATRIX_TOP + NEO_MATRIX_RIGHT +
NEO_MATRIX_COLUMNS + NEO_MATRIX_PROGRESSIVE,
NEO_GRB + NEO_KHZ800);
const uint16_t colors[] = {
matrix.Color(255, 0, 0), matrix.Color(0, 255, 0), matrix.Color(0, 0, 255), matrix.Color(0, 255, 255), matrix.Color(255, 0, 255), matrix.Color(255, 255, 0), matrix.Color(255, 255, 255)};
uint16_t speed = 20; // speed is set dynamically once we've started up
uint16_t scale = 30; // scale is set dynamically once we've started
uint8_t noise[MAX_DIMENSION][MAX_DIMENSION];
CRGBPalette16 currentPalette( PartyColors_p );
uint8_t colorLoop = 1;
int pirSensorPin = 5; // choose the input pin (for PIR sensor)
int pirState = true; // we start, assuming no motion detected
int val = 0; // variable for reading the pin status
int minimummSecsLowForInactive = 5000; // If the sensor reports low for
// more than this time, then assume no activity
long unsigned int timeLow;
boolean takeLowTime;
//the time we give the sensor to calibrate (10-60 secs according to the datasheet)
int calibrationTime = 30;
void setup() {
delay(3000); // 3 second delay for recovery
// tell FastLED about the LED strip configuration
FastLED.addLeds<LED_TYPE, DATA_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip);
//FastLED.addLeds<LED_TYPE,DATA_PIN,CLK_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip);
// set master brightness control
FastLED.setBrightness(BRIGHTNESS);
matrix.setTextWrap(false);
matrix.setBrightness(40);
matrix.setTextColor(colors[0]);
pinMode(pirSensorPin, INPUT); // declare sensor as input
LEDS.addLeds<WS2812, DATA_PIN, RGB>(leds, NUM_LEDS);
x = random16();
y = random16();
z = random16();
}
int a = matrix.width();
int pass = 0;
// List of patterns to cycle through. Each is defined as a separate function below.
typedef void (*SimplePatternList[])();
SimplePatternList gPatterns = { rainbow, rainbowWithGlitter, confetti, sinelon, juggle, bpm, cylon};
uint8_t gCurrentPatternNumber = 0; // Index number of which pattern is current
uint8_t gHue = 0; // rotating "base color" used by many of the patterns
void fadeall() {
for (int i = 0; i < NUM_LEDS; i++) {
leds[i].nscale8(250);
}
}
void loop()
{
val = digitalRead(pirSensorPin); // read input value
if (val == HIGH) { // check if the input is HIGH
matrix.fillScreen(1);
matrix.setCursor(a, 0);
matrix.print(F("Happy Holidays & Happy New Year!"));
if (--a < -200) {
a = matrix.width();
if (++pass >= 6) pass = 0;
matrix.setTextColor(colors[pass]);
}
matrix.show();
delay(100);
if (pirState) {
// we have just turned on
pirState = false;
}
takeLowTime = true;
}
else {
// Call the current pattern function once, updating the 'leds' array
gPatterns[gCurrentPatternNumber]();
// send the 'leds' array out to the actual LED strip
FastLED.show();
// insert a delay to keep the framerate modest
FastLED.delay(1000 / FRAMES_PER_SECOND);
// do some periodic updates
EVERY_N_MILLISECONDS( 20 ) {
gHue++; // slowly cycle the "base color" through the rainbow
}
EVERY_N_SECONDS( 10 ) {
nextPattern(); // change patterns periodically
}
}
}
#define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0]))
void nextPattern()
{
// add one to the current pattern number, and wrap around at the end
gCurrentPatternNumber = (gCurrentPatternNumber + 1) % ARRAY_SIZE( gPatterns);
}
void rainbow()
{
// FastLED's built-in rainbow generator
fill_rainbow( leds, NUM_LEDS, gHue, 7);
}
void rainbowWithGlitter()
{
// built-in FastLED rainbow, plus some random sparkly glitter
rainbow();
addGlitter(80);
}
void addGlitter( fract8 chanceOfGlitter)
{
if ( random8() < chanceOfGlitter) {
leds[ random16(NUM_LEDS) ] += CRGB::White;
}
}
void confetti()
{
// random colored speckles that blink in and fade smoothly
fadeToBlackBy( leds, NUM_LEDS, 10);
int pos = random16(NUM_LEDS);
leds[pos] += CHSV( gHue + random8(64), 200, 255);
}
void sinelon()
{
// a colored dot sweeping back and forth, with fading trails
fadeToBlackBy( leds, NUM_LEDS, 20);
int pos = beatsin16( 13, 0, NUM_LEDS - 1 );
leds[pos] += CHSV( gHue, 255, 192);
}
void bpm()
{
// colored stripes pulsing at a defined Beats-Per-Minute (BPM)
uint8_t BeatsPerMinute = 62;
CRGBPalette16 palette = PartyColors_p;
uint8_t beat = beatsin8( BeatsPerMinute, 64, 255);
for ( int i = 0; i < NUM_LEDS; i++) { //9948
leds[i] = ColorFromPalette(palette, gHue + (i * 2), beat - gHue + (i * 10));
}
}
void juggle() {
// eight colored dots, weaving in and out of sync with each other
fadeToBlackBy( leds, NUM_LEDS, 20);
byte dothue = 0;
for ( int i = 0; i < 8; i++) {
leds[beatsin16( i + 7, 0, NUM_LEDS - 1 )] |= CHSV(dothue, 200, 255);
dothue += 32;
}
}
void cylon() {
static uint8_t hue = 0;
// First slide the led in one direction
for(int i = 0; i < NUM_LEDS; i++) {
// Set the i'th led to red
leds[i] = CHSV(hue++, 255, 255);
// Show the leds
FastLED.show();
// now that we've shown the leds, reset the i'th led to black
// leds[i] = CRGB::Black;
fadeall();
// Wait a little bit before we loop around and do it again
delay(10);
}
// Now go in the other direction.
for(int i = (NUM_LEDS)-1; i >= 0; i--) {
// Set the i'th led to red
leds[i] = CHSV(hue++, 255, 255);
// Show the leds
FastLED.show();
// now that we've shown the leds, reset the i'th led to black
// leds[i] = CRGB::Black;
fadeall();
// Wait a little bit before we loop around and do it again
delay(10);
}
}
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