# SPDX-FileCopyrightText: 2019 Kattni Rembor Adafruit Industries # SPDX-FileCopyrightText: 2019 Erin St Blaine for Adafruit Industries # SPDX-FileCopyrightText: 2019 Limor Fried for Adafruit Industries # # SPDX-License-Identifier: MIT """ Prop-Maker based Burning Wizard Staff Adafruit invests time and resources providing this open source code. Please support Adafruit and open source hardware by purchasing products from Adafruit! Written by Kattni Rembor, Erin St Blaine & Limor Fried for Adafruit Industries Copyright (c) 2020 Adafruit Industries Licensed under the MIT license. All text above must be included in any redistribution. """ import time import random import digitalio import audioio import audiocore import board import neopixel import adafruit_lis3dh # CHANGE TO MATCH YOUR RING AND STRIP SETUP NUM_RING = 12 #12 pixel ring NUM_STRIP = 44 # 44 pixels in my NeoPixel strip NUM_PIXELS = NUM_STRIP + NUM_RING #total number of pixels NEOPIXEL_PIN = board.D5 # PropMaker Wing uses D5 for NeoPixel plug POWER_PIN = board.D10 # CUSTOMISE COLORS HERE: COLOR = (200, 30, 0) # Default idle is orange ALT_COLOR = (0, 200, 200) # hit color is teal SWING_COLOR = (200, 200, 200) #swing animation color is white TOP_COLOR = (100, 100, 0) #top color is yellow-green YELL_COLOR = (200, 0, 200) #yell color is purple # CUSTOMISE IDLE PULSE SPEED HERE: 0 is fast, above 0 slows down IDLE_PULSE_SPEED = 0 # Default is 0 seconds SWING_BLAST_SPEED = 0.007 # CUSTOMISE BRIGHTNESS HERE: must be a number between 0 and 1 IDLE_PULSE_BRIGHTNESS_MIN = 0.2 # Default minimum idle pulse brightness IDLE_PULSE_BRIGHTNESS_MAX = 1 # Default maximum idle pulse brightness # CUSTOMISE SENSITIVITY HERE: smaller numbers = more sensitive to motion HIT_THRESHOLD = 1150 SWING_THRESHOLD = 800 YELL_THRESHOLD = 700 # Set to the length in seconds of the "on.wav" and "yell1.wav" files POWER_ON_SOUND_DURATION = 3.0 YELL_SOUND_DURATION = 1.0 enable = digitalio.DigitalInOut(POWER_PIN) enable.direction = digitalio.Direction.OUTPUT enable.value = False # Set up NeoPixels strip = neopixel.NeoPixel(NEOPIXEL_PIN, NUM_PIXELS, brightness=1, auto_write=False) strip.fill(0) # NeoPixels off ASAP on startup strip.show() audio = audioio.AudioOut(board.A0) # Speaker wave_file = None # Set up accelerometer on I2C bus, 4G range: i2c = board.I2C() # uses board.SCL and board.SDA # i2c = board.STEMMA_I2C() # For using the built-in STEMMA QT connector on a microcontroller accel = adafruit_lis3dh.LIS3DH_I2C(i2c) accel.range = adafruit_lis3dh.RANGE_4_G COLOR_IDLE = COLOR # 'idle' color is the default for the staff handle COLOR_HIT = ALT_COLOR # "hit" color is ALT_COLOR set above COLOR_SWING = SWING_COLOR # "swing" color is SWING_COLOR set above COLOR_TOP = TOP_COLOR #"top" color is idle color for the ring def play_wav(name, loop=False): """ Play a WAV file in the 'sounds' directory. :param name: partial file name string, complete name will be built around this, e.g. passing 'foo' will play file 'sounds/foo.wav'. :param loop: if True, sound will repeat indefinitely (until interrupted by another sound). """ global wave_file # pylint: disable=global-statement print("playing", name) if wave_file: wave_file.close() try: wave_file = open('sounds/' + name + '.wav', 'rb') wave = audiocore.WaveFile(wave_file) audio.play(wave, loop=loop) except OSError: pass # we'll just skip playing then def power(sound, duration, reverse): """ Animate NeoPixels with accompanying sound effect for power on. @param sound: sound name (similar format to play_wav() above) @param duration: estimated duration of sound, in seconds (>0.0) @param reverse: Reverses animation. If True, begins animation at end of strip. """ if reverse: prev = NUM_PIXELS else: prev = 0 start_time = time.monotonic() # Save audio start time play_wav(sound) while True: elapsed = time.monotonic() - start_time # Time spent playing sound if elapsed > duration: # Past sound duration? break # Stop animating total_animation_time = elapsed / duration # Animation time, 0.0 to 1.0 if reverse: total_animation_time = 1.0 - total_animation_time # 1.0 to 0.0 if reverse threshold = int(NUM_PIXELS * total_animation_time + 0.5) num = threshold - prev # Number of pixels to light on this pass if num != 0: if reverse: strip[threshold:prev] = [ALT_COLOR] * -num else: strip[prev:threshold] = [ALT_COLOR] * num strip.show() prev = threshold def mix(color_1, color_2, weight_2): """ Blend between two colors with a given ratio. :param color_1: first color, as an (r,g,b) tuple :param color_2: second color, as an (r,g,b) tuple :param weight_2: Blend weight (ratio) of second color, 0.0 to 1.0 :return (r,g,b) tuple, blended color """ if weight_2 < 0.0: weight_2 = 0.0 elif weight_2 > 1.0: weight_2 = 1.0 weight_1 = 1.0 - weight_2 return (int(color_1[0] * weight_1 + color_2[0] * weight_2), int(color_1[1] * weight_1 + color_2[1] * weight_2), int(color_1[2] * weight_1 + color_2[2] * weight_2)) # List of swing wav files without the .wav in the name for use with play_wav() swing_sounds = [ 'swing1', 'swing2', 'swing3', ] # List of hit wav files without the .wav in the name for use with play_wav() hit_sounds = [ 'hit1', 'hit2', 'hit3', 'hit4', ] # List of yell wav files without the .wav in the name for use with play_wav() yell_sounds = [ 'yell1', ] mode = 0 # Initial mode = OFF # Setup idle pulse idle_brightness = IDLE_PULSE_BRIGHTNESS_MIN # current brightness of idle pulse idle_increment = 0.01 # Initial idle pulse direction # Main loop while True: if mode == 0: # If currently off... enable.value = True power('on', POWER_ON_SOUND_DURATION, True) # Power up! play_wav('idle', loop=True) # Play idle sound now mode = 1 # Idle mode time.sleep(1.0) #pause before moving on # Setup for idle pulse idle_brightness = IDLE_PULSE_BRIGHTNESS_MIN idle_increment = 0.01 # lights the ring in COLOR_TOP color: strip[0:NUM_RING] = [([int(c*idle_brightness) for c in COLOR_TOP])] * NUM_RING # lights the strip in COLOR_IDLE color: strip[NUM_RING:NUM_PIXELS] = [([int(c*idle_brightness) for c in COLOR_IDLE])] * NUM_STRIP strip.show() elif mode >= 1: # If not OFF mode... x, y, z = accel.acceleration # Read accelerometer accel_total = x * x + z * z #x axis used for hit and for swing accel_yell = y * y + z * z #y axis used for yell # Square root isn't needed, since we're # comparing thresholds...use squared values instead.) if accel_total > HIT_THRESHOLD: # Large acceleration on x axis = HIT TRIGGER_TIME = time.monotonic() # Save initial time of hit play_wav(random.choice(hit_sounds)) # Start playing 'hit' sound COLOR_ACTIVE = COLOR_HIT # Set color to fade from mode = 3 # HIT mode elif mode == 1 and accel_total > SWING_THRESHOLD: # Mild acceleration on x axis = SWING TRIGGER_TIME = time.monotonic() # Save initial time of swing play_wav(random.choice(swing_sounds)) # Randomly choose from available swing sounds # make a larson scanner strip_backup = strip[0:-1] for p in range(-1, len(strip)): for i in range(p-1, p+2): # shoot a 'ray' of 3 pixels if 0 <= i < len(strip): strip[i] = COLOR_SWING strip.show() time.sleep(SWING_BLAST_SPEED) if 0 <= (p-1) < len(strip): strip[p-1] = strip_backup[p-1] # restore previous color at the tail strip.show() while audio.playing: pass # wait till we're done mode = 2 # we'll go back to idle mode elif mode == 1 and accel_yell > YELL_THRESHOLD: # Motion on Y axis = YELL TRIGGER_TIME = time.monotonic() # Save initial time of swing # run a color down the staff, opposite of power-up previous = 0 audio_start_time = time.monotonic() # Save audio start time play_wav(random.choice(yell_sounds)) # Randomly choose from available yell sounds sound_duration = YELL_SOUND_DURATION while True: time_elapsed = time.monotonic() - audio_start_time # Time spent playing sound if time_elapsed > sound_duration: # Past sound duration? break # Stop animating animation_time = time_elapsed / sound_duration # Animation time, 0.0 to 1.0 pixel_threshold = int(NUM_PIXELS * animation_time + 0.5) num_pixels = pixel_threshold - previous # Number of pixels to light on this pass if num_pixels != 0: # light pixels in YELL_COLOR: strip[previous:pixel_threshold] = [YELL_COLOR] * num_pixels strip.show() previous = pixel_threshold while audio.playing: pass # wait till we're done mode = 4 # we'll go back to idle mode elif mode == 1: # Idle pulse idle_brightness += idle_increment # Pulse up if idle_brightness > IDLE_PULSE_BRIGHTNESS_MAX or \ idle_brightness < IDLE_PULSE_BRIGHTNESS_MIN: # Then... idle_increment *= -1 # Pulse direction flip # light the ring: strip[0:NUM_RING] = [([int(c*idle_brightness) for c in COLOR_TOP])] * NUM_RING # light the strip: strip[NUM_RING:NUM_PIXELS] = [([int(c*idle_brightness) for c in COLOR_IDLE])] * NUM_STRIP strip.show() time.sleep(IDLE_PULSE_SPEED) # Idle pulse speed set above elif mode > 1: # If in SWING or HIT or YELL mode... if audio.playing: # And sound currently playing... blend = time.monotonic() - TRIGGER_TIME # Time since triggered if mode == 2: # If SWING, blend = abs(0.5 - blend) * 3.0 # ramp up, down strip.fill(mix(COLOR_ACTIVE, COLOR, blend)) # Fade from hit/swing to base color strip.show() else: # No sound now, but still SWING or HIT modes play_wav('idle', loop=True) # Resume idle sound mode = 1 # Return to idle mode