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Matrix LED Effect using FastLED
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// 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) // falling 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); | |
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; | |
} |
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