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Jerware revised this gist
May 23, 2017 . 1 changed file with 1 addition and 4 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -61,10 +61,7 @@ void loop() if (random8(3) == 0 || emptyScreen) // lower number == more frequent spawns { int8_t spawnX = random8(kMatrixWidth); leds[getIndex(spawnX, 0)] = CRGB(175,255,175 ); } FastLED.show(); -
Jerware revised this gist
May 23, 2017 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -26,7 +26,7 @@ void setup() void loop() { EVERY_N_MILLIS(75) // falling speed { // move code downward // start with lowest row to allow proper overlapping on each column -
Jerware created this gist
May 23, 2017 .There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,91 @@ // Matrix effect by Jeremy Williams // Designed for Game Frame // http://www.ledseq.com #include <FastLED.h> // LED setup #define kMatrixWidth 16 #define kMatrixHeight 16 #define DATA_PIN 2 #define CLOCK_PIN 4 #define NUM_LEDS 256 #define LED_TYPE APA102 #define COLOR_ORDER BGR uint8_t ledBrightness = 64; CRGB leds[NUM_LEDS]; void setup() { // LED Init FastLED.addLeds<LED_TYPE, DATA_PIN, CLOCK_PIN, COLOR_ORDER>(leds, NUM_LEDS).setDither(0); FastLED.setBrightness(ledBrightness); FastLED.show(); } void loop() { EVERY_N_MILLIS(75) // faling speed { // move code downward // start with lowest row to allow proper overlapping on each column for (int8_t row=kMatrixHeight-1; row>=0; row--) { for (int8_t col=0; col<kMatrixWidth; col++) { if (leds[getIndex(col, row)] == CRGB(175,255,175)) { leds[getIndex(col, row)] = CRGB(27,130,39); // create trail if (row < kMatrixHeight-1) leds[getIndex(col, row+1)] = CRGB(175,255,175); } } } // fade all leds for(int i = 0; i < NUM_LEDS; i++) { if (leds[i].g != 255) leds[i].nscale8(192); // only fade trail } // check for empty screen to ensure code spawn bool emptyScreen = true; for(int i = 0; i < NUM_LEDS; i++) { if (leds[i]) { emptyScreen = false; break; } } // spawn new falling code if (random8(3) == 0 || emptyScreen) // lower number == more frequent spawns { int8_t spawnX = random8(kMatrixWidth); if (leds[getIndex(spawnX, 0)] != CRGB(175,255,175)) // free pixel { leds[getIndex(spawnX, 0)] = CRGB(175,255,175 ); } } FastLED.show(); } } // convert x/y cordinates to LED index on zig-zag grid uint16_t getIndex(uint16_t x, uint16_t y) { uint16_t index; if (y == 0) { index = x; } else if (y % 2 == 0) { index = y * kMatrixWidth + x; } else { index = ((y * kMatrixWidth) + (kMatrixWidth-1)) - x; } return index; }