// This program allows for several buttons to trigger specific colors.
// It also allows a button for rainbow and random effects.
#include <Adafruit_NeoPixel.h>
// Define the buttons and pin location
#define BUTTON_PIN_2 5 // Cycle/Random
#define BUTTON_PIN_3 6 // Red
#define BUTTON_PIN_4 7 // Green
#define BUTTON_PIN_5 8 // Blue
#define BUTTON_PIN_6 9 // Yellow
#define BUTTON_PIN_7 10 // Rainbow
#define PIXEL_PIN 3 // Digital IO pin connected to the NeoPixels.
#define PIXEL_COUNT 30 // Number of LEDs in the Neopixel
// 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
// NEO_KHZ400 400 KHz bitstream (e.g. FLORA pixels)
// NEO_KHZ800 800 KHz bitstream (e.g. High Density LED strip), correct for neopixel stick
Adafruit_NeoPixel strip = Adafruit_NeoPixel(PIXEL_COUNT, PIXEL_PIN, NEO_GRB + NEO_KHZ800);
// State variables and initial condition
bool oldState_2 = HIGH;
bool oldState_3 = HIGH;
bool oldState_4 = HIGH;
bool oldState_5 = HIGH;
bool oldState_6 = HIGH;
bool oldState_7 = HIGH;
int showType = 0;
int colorSpeed = 40; // Delay in pixel color wipe
int rainbowSpeed = .8; // Delay in rainbow wipe
int theaterSpeed = 100; // Delay in theater chase
void setup() {
pinMode(BUTTON_PIN_2, INPUT_PULLUP);
pinMode(BUTTON_PIN_3, INPUT_PULLUP);
pinMode(BUTTON_PIN_4, INPUT_PULLUP);
pinMode(BUTTON_PIN_5, INPUT_PULLUP);
pinMode(BUTTON_PIN_6, INPUT_PULLUP);
pinMode(BUTTON_PIN_7, INPUT_PULLUP);
strip.begin();
strip.show(); // Initialize all pixels to 'off'
}
void loop() {
// Get current button state.
bool newState_2 = digitalRead(BUTTON_PIN_2);
bool newState_3 = digitalRead(BUTTON_PIN_3);
bool newState_4 = digitalRead(BUTTON_PIN_4);
bool newState_5 = digitalRead(BUTTON_PIN_5);
bool newState_6 = digitalRead(BUTTON_PIN_6);
bool newState_7 = digitalRead(BUTTON_PIN_7);
// Check if button 2 state changed from high to low (button press).
if (newState_2 == LOW && oldState_2 == HIGH) {
// Short delay to debounce button.
delay(20);
// Check if button is still low after debounce.
newState_2 = digitalRead(BUTTON_PIN_2);
if (newState_2 == LOW) {
showType++;
if (showType > 3)
showType=0;
startShow(showType);}
}
// Check if button 3 state changed from high to low (button press).
else if (newState_3 == LOW && oldState_3 == HIGH) {
// Short delay to debounce button.
delay(20);
// Check if button is still low after debounce.
newState_3 = digitalRead(BUTTON_PIN_3);
if (newState_3 == LOW) {
colorWipe(strip.Color(255, 0, 0), colorSpeed); // Red
}
}
// Check if button 4 state changed from high to low (button press).
else if (newState_4 == LOW && oldState_4 == HIGH) {
// Short delay to debounce button.
delay(20);
// Check if button is still low after debounce.
newState_4 = digitalRead(BUTTON_PIN_4);
if (newState_4 == LOW) {
colorWipe(strip.Color(0, 128, 0), colorSpeed); // Green
}
}
// Check if button 5 state changed from high to low (button press).
else if (newState_5 == LOW && oldState_5 == HIGH) {
// Short delay to debounce button.
delay(20);
// Check if button is still low after debounce.
newState_5 = digitalRead(BUTTON_PIN_5);
if (newState_5 == LOW) {
colorWipe(strip.Color(0, 0, 255), colorSpeed); // Blue
}
}
// Check if button 6 state changed from high to low (button press).
else if (newState_6 == LOW && oldState_6 == HIGH) {
// Short delay to debounce button.
delay(20);
// Check if button is still low after debounce.
newState_6 = digitalRead(BUTTON_PIN_6);
if (newState_6 == LOW) {
colorWipe(strip.Color(255, 255, 0), colorSpeed); // Yellow
}
}
// Check if button 7 state changed from high to low (button press).
else if (newState_7 == LOW && oldState_7 == HIGH) {
// Short delay to debounce button.
delay(20);
// Check if button is still low after debounce.
newState_7 = digitalRead(BUTTON_PIN_7);
if (newState_7 == LOW) {
rainbowCycle(rainbowSpeed);
}
}
// Set the last button state to the old state.
oldState_2 = newState_2;
oldState_3 = newState_3;
oldState_3 = newState_4;
oldState_3 = newState_5;
oldState_3 = newState_6;
oldState_3 = newState_7;
}
//Cycle
void startShow(int i) {
switch(i){
case 0: theaterChase(strip.Color(127, 127, 127), theaterSpeed); // White
break;
case 1: theaterChase(strip.Color(127, 0, 0), theaterSpeed); // Red
break;
case 2: theaterChase(strip.Color( 0, 0, 127), theaterSpeed); // Blue
break;
case 3: theaterChase(strip.Color( 0, 127, 0), theaterSpeed); // Green
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 (int i=0; i < strip.numPixels(); i=i+3) {
strip.setPixelColor(i+q, c); //turn every third pixel on
}
strip.show();
delay(wait);
for (int 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);
} else if(WheelPos < 170) {
WheelPos -= 85;
return strip.Color(0, WheelPos * 3, 255 - WheelPos * 3);
} else {
WheelPos -= 170;
return strip.Color(WheelPos * 3, 255 - WheelPos * 3, 0);
}
}