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Propmaker_Master_Sword/code.py
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Propmaker_Master_Sword/code.py
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"""
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Prop-Maker based Master Sword
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Adafruit invests time and resources providing this open source code.
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Please support Adafruit and open source hardware by purchasing
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products from Adafruit!
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Written by Kattni Rembor & Limor Fried for Adafruit Industries
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Copyright (c) 2019 Adafruit Industries
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Licensed under the MIT license.
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All text above must be included in any redistribution.
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"""
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import time
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import digitalio
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import audioio
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import busio
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import board
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import neopixel
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import adafruit_lis3dh
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# CUSTOMISE COLORS HERE:
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COLOR = (0, 120, 120) # Default idle is light blue
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ALT_COLOR = (255, 255, 255) # hit color is bright white
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# CUSTOMISE IDLE PULSE SPEED HERE: 0 is fast, above 0 slows down
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IDLE_PULSE_SPEED = 0.05 # Default is 0.1 seconds
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SWING_BLAST_SPEED = 0.01
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# CUSTOMISE BRIGHTNESS HERE: must be a number between 0 and 1
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IDLE_PULSE_BRIGHTNESS_MIN = 0.3 # Default minimum idle pulse brightness
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IDLE_PULSE_BRIGHTNESS_MAX = 0.6 # Default maximum idle pulse brightness
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# CUSTOMISE SENSITIVITY HERE: smaller numbers = more sensitive to motion
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HIT_THRESHOLD = 500
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SWING_THRESHOLD = 125
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# Set to the length in seconds of the "on.wav" file
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POWER_ON_SOUND_DURATION = 1.7
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NUM_PIXELS = 30 # Number of pixels used in project
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NEOPIXEL_PIN = board.D5
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POWER_PIN = board.D10
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enable = digitalio.DigitalInOut(POWER_PIN)
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enable.direction = digitalio.Direction.OUTPUT
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enable.value = False
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strip = neopixel.NeoPixel(NEOPIXEL_PIN, NUM_PIXELS, brightness=1, auto_write=False)
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strip.fill(0) # NeoPixels off ASAP on startup
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strip.show()
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audio = audioio.AudioOut(board.A0) # Speaker
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wave_file = None
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# Set up accelerometer on I2C bus, 4G range:
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i2c = busio.I2C(board.SCL, board.SDA)
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accel = adafruit_lis3dh.LIS3DH_I2C(i2c)
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accel.range = adafruit_lis3dh.RANGE_4_G
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COLOR_IDLE = COLOR # 'idle' color is the default
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COLOR_HIT = ALT_COLOR # "hit" color is ALT_COLOR set above
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COLOR_SWING = ALT_COLOR # "swing" color is ALT_COLOR set above
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def play_wav(name, loop=False):
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"""
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Play a WAV file in the 'sounds' directory.
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:param name: partial file name string, complete name will be built around
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this, e.g. passing 'foo' will play file 'sounds/foo.wav'.
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:param loop: if True, sound will repeat indefinitely (until interrupted
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by another sound).
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"""
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global wave_file
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print("playing", name)
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if wave_file:
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wave_file.close()
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try:
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wave_file = open('sounds/' + name + '.wav', 'rb')
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wave = audioio.WaveFile(wave_file)
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audio.play(wave, loop=loop)
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except OSError:
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pass # we'll just skip playing then
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def power_on(sound, duration):
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"""
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Animate NeoPixels with accompanying sound effect for power on.
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:param sound: sound name (similar format to play_wav() above)
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:param duration: estimated duration of sound, in seconds (>0.0)
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"""
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prev = 0
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start_time = time.monotonic() # Save audio start time
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play_wav(sound)
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while True:
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elapsed = time.monotonic() - start_time # Time spent playing sound
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if elapsed > duration: # Past sound duration?
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break # Stop animating
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animation_time = elapsed / duration # Animation time, 0.0 to 1.0
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threshold = int(NUM_PIXELS * animation_time + 0.5)
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num = threshold - prev # Number of pixels to light on this pass
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if num != 0:
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strip[prev:threshold] = [ALT_COLOR] * num
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strip.show()
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prev = threshold
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def mix(color_1, color_2, weight_2):
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"""
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Blend between two colors with a given ratio.
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:param color_1: first color, as an (r,g,b) tuple
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:param color_2: second color, as an (r,g,b) tuple
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:param weight_2: Blend weight (ratio) of second color, 0.0 to 1.0
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:return (r,g,b) tuple, blended color
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"""
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if weight_2 < 0.0:
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weight_2 = 0.0
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elif weight_2 > 1.0:
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weight_2 = 1.0
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weight_1 = 1.0 - weight_2
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return (int(color_1[0] * weight_1 + color_2[0] * weight_2),
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int(color_1[1] * weight_1 + color_2[1] * weight_2),
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int(color_1[2] * weight_1 + color_2[2] * weight_2))
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mode = 0 # Initial mode = OFF
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# Setup idle pulse
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idle_brightness = IDLE_PULSE_BRIGHTNESS_MIN # current brightness of idle pulse
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idle_increment = 0.01 # Initial idle pulse direction
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# Main loop
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while True:
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if mode == 0: # If currently off...
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enable.value = True
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power_on('on', POWER_ON_SOUND_DURATION) # Power up!
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play_wav('idle', loop=True) # Play idle sound now
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mode = 1 # Idle mode
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# Setup for idle pulse
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idle_brightness = IDLE_PULSE_BRIGHTNESS_MIN
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idle_increment = 0.01
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strip.fill([int(c*idle_brightness) for c in COLOR])
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strip.show()
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elif mode >= 1: # If not OFF mode...
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x, y, z = accel.acceleration # Read accelerometer
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accel_total = x * x + z * z
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# (Y axis isn't needed, due to the orientation that the Prop-Maker
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# Wing is mounted. Also, square root isn't needed, since we're
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# comparing thresholds...use squared values instead.)
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if accel_total > HIT_THRESHOLD: # Large acceleration = HIT
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TRIGGER_TIME = time.monotonic() # Save initial time of hit
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play_wav('hit') # Start playing 'hit' sound
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COLOR_ACTIVE = COLOR_HIT # Set color to fade from
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mode = 3 # HIT mode
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elif mode == 1 and accel_total > SWING_THRESHOLD: # Mild = SWING
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TRIGGER_TIME = time.monotonic() # Save initial time of swing
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play_wav('swing') # Start playing 'swing' sound
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# make a larson scanner animation_time
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strip_backup = strip[0:-1]
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for p in range(-1, len(strip)):
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for i in range (p-1, p+2): # shoot a 'ray' of 3 pixels
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if 0 <= i < len(strip):
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strip[i] = COLOR_SWING
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strip.show()
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time.sleep(SWING_BLAST_SPEED)
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if 0 <= (p-1) < len(strip):
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strip[p-1] = strip_backup[p-1] # restore previous color at the tail
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strip.show()
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while audio.playing:
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pass # wait till we're done
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mode = 2 # we'll go back to idle mode
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elif mode == 1:
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# Idle pulse
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idle_brightness += idle_increment # Pulse up
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if idle_brightness > IDLE_PULSE_BRIGHTNESS_MAX or idle_brightness < IDLE_PULSE_BRIGHTNESS_MIN: # Then...
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idle_increment *= -1 # Pulse direction flip
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strip.fill([int(c*idle_brightness) for c in COLOR_IDLE])
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strip.show()
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time.sleep(IDLE_PULSE_SPEED) # Idle pulse speed set above
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elif mode > 1: # If in SWING or HIT mode...
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if audio.playing: # And sound currently playing...
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blend = time.monotonic() - TRIGGER_TIME # Time since triggered
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if mode == 2: # If SWING,
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blend = abs(0.5 - blend) * 2.0 # ramp up, down
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strip.fill(mix(COLOR_ACTIVE, COLOR, blend)) # Fade from hit/swing to base color
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strip.show()
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else: # No sound now, but still SWING or HIT modes
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play_wav('idle', loop=True) # Resume idle sound
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mode = 1 # Return to idle mode
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Propmaker_Master_Sword/sounds/hit.wav
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Propmaker_Master_Sword/sounds/hit.wav
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Propmaker_Master_Sword/sounds/idle.wav
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Propmaker_Master_Sword/sounds/on.wav
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Propmaker_Master_Sword/sounds/on.wav
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Propmaker_Master_Sword/sounds/swing.wav
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Propmaker_Master_Sword/sounds/swing.wav
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