WIP: le boutton permet de lancer/couper l'animation
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@ -4,6 +4,18 @@
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#include "ledmask.h"
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#include "ledmask.h"
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/** LEDS **/
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/**
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* Coupe tout le strip de led.
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*/
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void ledBlackAll()
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{
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FastLED.clear();
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FastLED.show();
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}
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/** FIRE2012 **/
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/*
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/*
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TODO: à adapter
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TODO: à adapter
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LED attached from pin 13 to ground
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LED attached from pin 13 to ground
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@ -11,7 +23,6 @@
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10K resistor attached to pin 2 from ground
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10K resistor attached to pin 2 from ground
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*/
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*/
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/** FIRE2012 **/
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void Fire2012()
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void Fire2012()
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{
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{
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// Array of temperature readings at each simulation cell
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// Array of temperature readings at each simulation cell
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@ -67,6 +78,8 @@ void setup() {
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void loop() {
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void loop() {
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/** BOUTON **/
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/** BOUTON **/
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// TODO : temporaire car le but est d'appuyer sur le boutton pour lancer/couper les yeux
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// pas de rester appuyé dessus
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EVERY_N_MILLISECONDS(500) {
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EVERY_N_MILLISECONDS(500) {
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buttonState = digitalRead(BUTTON_PIN);
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buttonState = digitalRead(BUTTON_PIN);
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@ -78,10 +91,14 @@ void loop() {
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}
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}
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/** LEDS **/
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/** LEDS **/
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if (buttonState == HIGH) {
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// TODO : il faudra ici conditioner l'animation au fait que le button n'ai pas été pressé
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// TODO : il faudra ici conditioner l'animation au fait que le button n'ai pas été pressé
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// Add entropy to random number generator; we use a lot of it.
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// Add entropy to random number generator; we use a lot of it.
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random16_add_entropy(random());
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random16_add_entropy(random());
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Fire2012(); // run simulation frame
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Fire2012(); // run simulation frame
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FastLED.show(); // display this frame
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FastLED.delay(1000 / LED_FPS);
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FastLED.delay(1000 / LED_FPS);
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} else {
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// TODO : ne devrait pas être aussi simple, il faut que les yeux se fadent
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ledBlackAll();
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}
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}
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}
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@ -17,6 +17,8 @@ int buttonState;
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const bool gReverseDirection = false;
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const bool gReverseDirection = false;
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CRGB leds[LED_NUM];
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CRGB leds[LED_NUM];
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void ledBlackAll();
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/** FIRE2012 **/
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/** FIRE2012 **/
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#define COOLING 55
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#define COOLING 55
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#define SPARKING 120
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#define SPARKING 120
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