mirror of https://github.com/arendst/Tasmota.git
252 lines
9.2 KiB
Plaintext
252 lines
9.2 KiB
Plaintext
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// 'roboface' example sketch for Adafruit I2C 8x8 LED backpacks:
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//
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// www.adafruit.com/products/870 www.adafruit.com/products/1049
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// www.adafruit.com/products/871 www.adafruit.com/products/1050
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// www.adafruit.com/products/872 www.adafruit.com/products/1051
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// www.adafruit.com/products/959 www.adafruit.com/products/1052
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//
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// Requires Adafruit_LEDBackpack and Adafruit_GFX libraries.
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// For a simpler introduction, see the 'matrix8x8' example.
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//
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// This sketch demonstrates a couple of useful techniques:
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// 1) Addressing multiple matrices (using the 'A0' and 'A1' solder
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// pads on the back to select unique I2C addresses for each).
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// 2) Displaying the same data on multiple matrices by sharing the
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// same I2C address.
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//
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// This example uses 5 matrices at 4 addresses (two share an address)
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// to animate a face:
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//
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// 0 0
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//
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// 1 2 3
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//
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// The 'eyes' both display the same image (always looking the same
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// direction -- can't go cross-eyed) and thus share the same address
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// (0x70). The three matrices forming the mouth have unique addresses
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// (0x71, 0x72 and 0x73).
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//
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// The face animation as written is here semi-random; this neither
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// generates nor responds to actual sound, it's simply a visual effect
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// Consider this a stepping off point for your own project. Maybe you
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// could 'puppet' the face using joysticks, or synchronize the lips to
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// audio from a Wave Shield (see wavface example). Currently there are
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// only six images for the mouth. This is often sufficient for simple
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// animation, as explained here:
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// http://www.idleworm.com/how/anm/03t/talk1.shtml
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//
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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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//
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// Written by P. Burgess for Adafruit Industries.
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// BSD license, all text above must be included in any redistribution.
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#include <Arduino.h>
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#include <Wire.h>
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#include <Adafruit_GFX.h>
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#include "Adafruit_LEDBackpack.h"
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// Because the two eye matrices share the same address, only four
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// matrix objects are needed for the five displays:
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#define MATRIX_EYES 0
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#define MATRIX_MOUTH_LEFT 1
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#define MATRIX_MOUTH_MIDDLE 2
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#define MATRIX_MOUTH_RIGHT 3
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Adafruit_8x8matrix matrix[4] = { // Array of Adafruit_8x8matrix objects
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Adafruit_8x8matrix(), Adafruit_8x8matrix(),
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Adafruit_8x8matrix(), Adafruit_8x8matrix() };
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// Rather than assigning matrix addresses sequentially in a loop, each
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// has a spot in this array. This makes it easier if you inadvertently
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// install one or more matrices in the wrong physical position --
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// re-order the addresses in this table and you can still refer to
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// matrices by index above, no other code or wiring needs to change.
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static const uint8_t matrixAddr[] = { 0x70, 0x71, 0x72, 0x73 };
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static const uint8_t PROGMEM // Bitmaps are stored in program memory
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blinkImg[][8] = { // Eye animation frames
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{ B00111100, // Fully open eye
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B01111110,
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B11111111,
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B11111111,
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B11111111,
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B11111111,
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B01111110,
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B00111100 },
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{ B00000000,
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B01111110,
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B11111111,
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B11111111,
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B11111111,
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B11111111,
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B01111110,
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B00111100 },
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{ B00000000,
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B00000000,
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B00111100,
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B11111111,
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B11111111,
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B11111111,
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B00111100,
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B00000000 },
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{ B00000000,
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B00000000,
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B00000000,
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B00111100,
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B11111111,
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B01111110,
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B00011000,
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B00000000 },
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{ B00000000, // Fully closed eye
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B00000000,
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B00000000,
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B00000000,
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B10000001,
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B01111110,
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B00000000,
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B00000000 } },
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mouthImg[][24] = { // Mouth animation frames
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{ B00000000, B00000000, B00000000, // Mouth position A
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B00000000, B00000000, B00000000,
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B01111111, B11111111, B11111110,
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B00000000, B00000000, B00000000,
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B00000000, B00000000, B00000000,
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B00000000, B00000000, B00000000,
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B00000000, B00000000, B00000000,
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B00000000, B00000000, B00000000 },
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{ B00000000, B00000000, B00000000, // Mouth position B
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B00000000, B00000000, B00000000,
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B00111111, B11111111, B11111100,
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B00000111, B00000000, B11100000,
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B00000000, B11111111, B00000000,
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B00000000, B00000000, B00000000,
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B00000000, B00000000, B00000000,
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B00000000, B00000000, B00000000 },
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{ B00000000, B00000000, B00000000, // Mouth position C
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B00000000, B00000000, B00000000,
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B00111111, B11111111, B11111100,
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B00001000, B00000000, B00010000,
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B00000110, B00000000, B01100000,
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B00000001, B11000011, B10000000,
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B00000000, B00111100, B00000000,
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B00000000, B00000000, B00000000 },
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{ B00000000, B00000000, B00000000, // Mouth position D
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B00000000, B00000000, B00000000,
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B00111111, B11111111, B11111100,
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B00100000, B00000000, B00000100,
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B00010000, B00000000, B00001000,
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B00001100, B00000000, B00110000,
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B00000011, B10000001, B11000000,
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B00000000, B01111110, B00000000 },
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{ B00000000, B00000000, B00000000, // Mouth position E
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B00000000, B00111100, B00000000,
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B00011111, B11000011, B11111000,
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B00000011, B10000001, B11000000,
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B00000000, B01111110, B00000000,
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B00000000, B00000000, B00000000,
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B00000000, B00000000, B00000000,
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B00000000, B00000000, B00000000 },
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{ B00000000, B00111100, B00000000, // Mouth position F
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B00000000, B11000011, B00000000,
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B00001111, B00000000, B11110000,
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B00000001, B00000000, B10000000,
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B00000000, B11000011, B00000000,
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B00000000, B00111100, B00000000,
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B00000000, B00000000, B00000000,
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B00000000, B00000000, B00000000 } };
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uint8_t
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blinkIndex[] = { 1, 2, 3, 4, 3, 2, 1 }, // Blink bitmap sequence
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blinkCountdown = 100, // Countdown to next blink (in frames)
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gazeCountdown = 75, // Countdown to next eye movement
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gazeFrames = 50, // Duration of eye movement (smaller = faster)
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mouthPos = 0, // Current image number for mouth
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mouthCountdown = 10; // Countdown to next mouth change
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int8_t
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eyeX = 3, eyeY = 3, // Current eye position
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newX = 3, newY = 3, // Next eye position
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dX = 0, dY = 0; // Distance from prior to new position
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void setup() {
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// Seed random number generator from an unused analog input:
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randomSeed(analogRead(A0));
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// Initialize each matrix object:
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for(uint8_t i=0; i<4; i++) {
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matrix[i].begin(matrixAddr[i]);
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// If using 'small' (1.2") displays vs. 'mini' (0.8"), enable this:
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// matrix[i].setRotation(3);
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}
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}
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void loop() {
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// Draw eyeball in current state of blinkyness (no pupil). Note that
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// only one eye needs to be drawn. Because the two eye matrices share
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// the same address, the same data will be received by both.
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matrix[MATRIX_EYES].clear();
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// When counting down to the next blink, show the eye in the fully-
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// open state. On the last few counts (during the blink), look up
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// the corresponding bitmap index.
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matrix[MATRIX_EYES].drawBitmap(0, 0,
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blinkImg[
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(blinkCountdown < sizeof(blinkIndex)) ? // Currently blinking?
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blinkIndex[blinkCountdown] : // Yes, look up bitmap #
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0 // No, show bitmap 0
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], 8, 8, LED_ON);
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// Decrement blink counter. At end, set random time for next blink.
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if(--blinkCountdown == 0) blinkCountdown = random(5, 180);
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// Add a pupil (2x2 black square) atop the blinky eyeball bitmap.
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// Periodically, the pupil moves to a new position...
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if(--gazeCountdown <= gazeFrames) {
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// Eyes are in motion - draw pupil at interim position
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matrix[MATRIX_EYES].fillRect(
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newX - (dX * gazeCountdown / gazeFrames),
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newY - (dY * gazeCountdown / gazeFrames),
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2, 2, LED_OFF);
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if(gazeCountdown == 0) { // Last frame?
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eyeX = newX; eyeY = newY; // Yes. What's new is old, then...
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do { // Pick random positions until one is within the eye circle
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newX = random(7); newY = random(7);
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dX = newX - 3; dY = newY - 3;
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} while((dX * dX + dY * dY) >= 10); // Thank you Pythagoras
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dX = newX - eyeX; // Horizontal distance to move
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dY = newY - eyeY; // Vertical distance to move
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gazeFrames = random(3, 15); // Duration of eye movement
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gazeCountdown = random(gazeFrames, 120); // Count to end of next movement
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}
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} else {
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// Not in motion yet -- draw pupil at current static position
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matrix[MATRIX_EYES].fillRect(eyeX, eyeY, 2, 2, LED_OFF);
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}
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// Draw mouth, switch to new random image periodically
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drawMouth(mouthImg[mouthPos]);
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if(--mouthCountdown == 0) {
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mouthPos = random(6); // Random image
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// If the 'neutral' position was chosen, there's a 1-in-5 chance we'll
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// select a longer hold time. This gives the appearance of periodic
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// pauses in speech (e.g. between sentences, etc.).
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mouthCountdown = ((mouthPos == 0) && (random(5) == 0)) ?
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random(10, 40) : // Longer random duration
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random(2, 8); // Shorter random duration
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}
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// Refresh all of the matrices in one quick pass
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for(uint8_t i=0; i<4; i++) matrix[i].writeDisplay();
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delay(20); // ~50 FPS
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}
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// Draw mouth image across three adjacent displays
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void drawMouth(const uint8_t *img) {
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for(uint8_t i=0; i<3; i++) {
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matrix[MATRIX_MOUTH_LEFT + i].clear();
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matrix[MATRIX_MOUTH_LEFT + i].drawBitmap(i * -8, 0, img, 24, 8, LED_ON);
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}
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}
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