// This is a demonstration on how to use an input device to trigger changes on your neo pixels. // You should wire a momentary push button to connect from ground to a digital IO pin. When you // press the button it will change to a new pixel animation. Note that you need to press the // button once to start the first animation! #include #define BUTTON_PIN 2 // Digital IO pin connected to the button. This will be // driven with a pull-up resistor so the switch should // pull the pin to ground momentarily. On a high -> low // transition the button press logic will execute. #define PIXEL_PIN 0 // Digital IO pin connected to the NeoPixels #define PIXEL_COUNT 16 // Since this is for the static version of the library, we need to supply the pixel array // This saves space by eliminating use of malloc() and free(), and makes the RAM used for // the frame buffer show up when the sketch is compiled. byte pixels[PIXEL_COUNT * 3]; // Parameter 1 = number of pixels in strip, neopixel stick has 8 // Parameter 2 = pin number (most are valid) // Parameter 3 = pixel type flags, add together as needed: // NEO_RGB Pixels are wired for RGB bitstream // NEO_GRB Pixels are wired for GRB bitstream, correct for neopixel stick tinyNeoPixel strip = tinyNeoPixel(PIXEL_COUNT, PIXEL_PIN, NEO_GRB, pixels); bool oldState = HIGH; int showType = 0; void setup() { pinMode(BUTTON_PIN, INPUT_PULLUP); pinMode(PIXEL_PIN, OUTPUT); //strip.begin(); strip.show(); // Initialize all pixels to 'off' } void loop() { // Get current button state. bool newState = digitalRead(BUTTON_PIN); // Check if state changed from high to low (button press). if (newState == LOW && oldState == HIGH) { // Short delay to debounce button. delay(20); // Check if button is still low after debounce. newState = digitalRead(BUTTON_PIN); if (newState == LOW) { showType++; if (showType > 9) { showType = 0; } startShow(showType); } } // Set the last button state to the old state. oldState = newState; } void startShow(int i) { switch (i) { case 0: colorWipe(strip.Color(0, 0, 0), 50); // Black/off break; case 1: colorWipe(strip.Color(255, 0, 0), 50); // Red break; case 2: colorWipe(strip.Color(0, 255, 0), 50); // Green break; case 3: colorWipe(strip.Color(0, 0, 255), 50); // Blue break; case 4: theaterChase(strip.Color(127, 127, 127), 50); // White break; case 5: theaterChase(strip.Color(127, 0, 0), 50); // Red break; case 6: theaterChase(strip.Color(0, 0, 127), 50); // Blue break; case 7: rainbow(20); break; case 8: rainbowCycle(20); break; case 9: theaterChaseRainbow(50); break; } } // Fill the dots one after the other with a color void colorWipe(uint32_t c, uint8_t wait) { for (uint16_t i = 0; i < strip.numPixels(); i++) { strip.setPixelColor(i, c); strip.show(); delay(wait); } } void rainbow(uint8_t wait) { uint16_t i, j; for (j = 0; j < 256; j++) { for (i = 0; i < strip.numPixels(); i++) { strip.setPixelColor(i, Wheel((i + j) & 255)); } strip.show(); delay(wait); } } // Slightly different, this makes the rainbow equally distributed throughout void rainbowCycle(uint8_t wait) { uint16_t i, j; for (j = 0; j < 256 * 5; j++) { // 5 cycles of all colors on wheel for (i = 0; i < strip.numPixels(); i++) { strip.setPixelColor(i, Wheel(((i * 256 / strip.numPixels()) + j) & 255)); } strip.show(); delay(wait); } } //Theatre-style crawling lights. void theaterChase(uint32_t c, uint8_t wait) { for (int j = 0; j < 10; j++) { //do 10 cycles of chasing for (int q = 0; q < 3; q++) { for (uint16_t i = 0; i < strip.numPixels(); i = i + 3) { strip.setPixelColor(i + q, c); //turn every third pixel on } strip.show(); delay(wait); for (uint16_t i = 0; i < strip.numPixels(); i = i + 3) { strip.setPixelColor(i + q, 0); //turn every third pixel off } } } } //Theatre-style crawling lights with rainbow effect void theaterChaseRainbow(uint8_t wait) { for (int j = 0; j < 256; j++) { // cycle all 256 colors in the wheel for (int q = 0; q < 3; q++) { for (uint16_t i = 0; i < strip.numPixels(); i = i + 3) { strip.setPixelColor(i + q, Wheel((i + j) % 255)); //turn every third pixel on } strip.show(); delay(wait); for (uint16_t i = 0; i < strip.numPixels(); i = i + 3) { strip.setPixelColor(i + q, 0); //turn every third pixel off } } } } // Input a value 0 to 255 to get a color value. // The colours are a transition r - g - b - back to r. uint32_t Wheel(byte WheelPos) { WheelPos = 255 - WheelPos; if (WheelPos < 85) { return strip.Color(255 - WheelPos * 3, 0, WheelPos * 3); } if (WheelPos < 170) { WheelPos -= 85; return strip.Color(0, WheelPos * 3, 255 - WheelPos * 3); } WheelPos -= 170; return strip.Color(WheelPos * 3, 255 - WheelPos * 3, 0); }