246 lines
8.4 KiB
C++
246 lines
8.4 KiB
C++
#include <stdio.h>
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#include <math.h>
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#include <cstdint>
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#include "pico/stdlib.h"
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#include "plasma2040.hpp"
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#include "common/pimoroni_common.hpp"
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#include "breakout_msa301.hpp"
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#include "rgbled.hpp"
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#include "button.hpp"
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/*
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A simple balancing game, where you use the MSA301 accelerometer to line up a band with a goal on the strip.
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This can either be done using:
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- Angle mode: Where position on the strip directly matches the accelerometer's angle
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- Velocity mode: Where tilting the accelerometer changes the speed the band moves at
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When the goal position is reached, a new position is randomly selected
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Press "A" to change the game mode.
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Press "B" to start or stop the game mode.
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Press "Boot" to invert the direction of the accelerometer tilt
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*/
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using namespace pimoroni;
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using namespace plasma;
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// Set how many LEDs you have
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const uint N_LEDS = 30;
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// How many times the LEDs will be updated per second
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const uint UPDATES = 60;
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// The sensitivity of the accelerometer input
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constexpr float ANGLE_SENSITIVITY = 0.05f;
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constexpr float VELOCITY_SENSITIVITY = 0.2f / UPDATES;
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// The band colour hues to show in Angle mode
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constexpr float ANGLE_MODE_GOAL_HUE = 0.333f;
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constexpr float ANGLE_MODE_EDGE_HUE = 0.0f;
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// The band colour hues to show in Velocity mode
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constexpr float VELOCITY_MODE_GOAL_HUE = 0.667f;
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constexpr float VELOCITY_MODE_EDGE_HUE = 1.0f;
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// The width and colour settings for the band
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constexpr float BAND_PIXEL_WIDTH = 2.0f;
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constexpr float BAND_SATURATION = 1.0f;
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constexpr float BAND_IN_GOAL_SATURATION = 0.5f;
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constexpr float BAND_BRIGHTNESS = 1.0f;
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// The width and colour settings for the goal
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// Goal should be wider than the band by a small amount
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constexpr float GOAL_PIXEL_WIDTH = BAND_PIXEL_WIDTH + 2.0f;
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constexpr float GOAL_BRIGHTNESS = 0.1f;
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// The percentage of the new angle (between 0.0 and 1.0) to apply to the last angle
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// Has the effect of smoothing out the reading, at the cost of making it slower to react
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constexpr float SMOOTHING_FACTOR = 0.1f;
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// Pick *one* LED type by uncommenting the relevant line below:
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// APA102-style LEDs with Data/Clock lines. AKA DotStar
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//APA102 led_strip(N_LEDS, pio0, 0, plasma2040::DAT, plasma2040::CLK);
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// WS28X-style LEDs with a single signal line. AKA NeoPixel
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WS2812 led_strip(N_LEDS, pio0, 0, plasma2040::DAT);
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Button user_sw(plasma2040::USER_SW, Polarity::ACTIVE_LOW, 0);
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Button button_a(plasma2040::BUTTON_A, Polarity::ACTIVE_LOW, 0);
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Button button_b(plasma2040::BUTTON_B, Polarity::ACTIVE_LOW, 0);
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RGBLED led(plasma2040::LED_R, plasma2040::LED_G, plasma2040::LED_B);
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I2C i2c(BOARD::PICO_EXPLORER);
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BreakoutMSA301 msa(&i2c);
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enum LEVEL_MODE {
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ANGLE,
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VELOCITY
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};
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// Maps a value from one range to another
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float map(float x, float in_min, float in_max, float out_min, float out_max) {
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return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
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}
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// Shows a band and goal with the given widths at the positions on the strip
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void colour_band(float centre_position, float width, float goal_position, float goal_width, float hue) {
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if((centre_position >= 0.0f) && (width > 0.0) && (goal_width > 0.0)) {
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float band_pixels_start = centre_position - (width / 2);
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float band_pixels_end = centre_position + (width / 2);
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float goal_pixels_start = goal_position - (goal_width / 2);
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float goal_pixels_end = goal_position + (goal_width / 2);
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// Go through each led in the strip
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uint i2;
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float saturation, brightness, sat, val;
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for(uint i = 0; i < led_strip.num_leds; i++) {
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// Set saturation and brightness values for if the led is inside or outside of the goal
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saturation = BAND_SATURATION;
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brightness = 0.0f;
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if((i >= goal_pixels_start) && (i < goal_pixels_end)) {
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saturation = BAND_IN_GOAL_SATURATION;
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brightness = GOAL_BRIGHTNESS;
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}
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i2 = i + 1;
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if(i2 <= band_pixels_end) {
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if(i2 <= band_pixels_start) {
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// Outside of the band
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led_strip.set_hsv(i, hue, 0.0, brightness);
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}
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else if(i <= band_pixels_start) {
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// Transition into the band
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val = map(band_pixels_start, (float)i, (float)i2, BAND_BRIGHTNESS, brightness);
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sat = map(band_pixels_start, (float)i, (float)i2, BAND_SATURATION, saturation);
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led_strip.set_hsv(i, hue, sat, val);
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}
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else {
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// Inside the band
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led_strip.set_hsv(i, hue, 1.0, 1.0);
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}
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}
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else if(i <= band_pixels_end) {
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// Transition out of the band
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val = map(band_pixels_end, (float)i, (float)i2, brightness, BAND_BRIGHTNESS);
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sat = map(band_pixels_end, (float)i, (float)i2, saturation, BAND_SATURATION);
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led_strip.set_hsv(i, hue, sat, val);
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}
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else {
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// Outside of the band
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led_strip.set_hsv(i, hue, 0.0, brightness);
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}
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}
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}
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}
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int main() {
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stdio_init_all();
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led_strip.start(UPDATES);
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bool accel_detected = msa.init();
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float band_position = 0.0f;
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float goal_position = 0.0f;
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float measured_angle = 0.0f;
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bool invert = false;
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bool game_mode = false;
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LEVEL_MODE mode = LEVEL_MODE::ANGLE;
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while(true) {
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if(accel_detected) {
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// Read the x and y axes of the accelerometer
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float x = msa.get_x_axis();
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float y = msa.get_y_axis();
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// Convert those values to an angle in degrees, and invert if selected
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float new_measured_angle = (atan2(x, -y) * 180.0f) / M_PI;
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if(invert)
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new_measured_angle = -new_measured_angle;
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printf("Angle: %f deg\n", new_measured_angle);
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// Smooth out the measured angle
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measured_angle = ((new_measured_angle - measured_angle) * SMOOTHING_FACTOR) + measured_angle;
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float hue = 0.0;
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float position_diff;
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switch(mode) {
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case LEVEL_MODE::ANGLE:
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// Apply the measured angle directly to the band position, clamping it between -1 and +1
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band_position = measured_angle * ANGLE_SENSITIVITY;
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band_position = std::min(1.0f, std::max(-1.0f, band_position));
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// Convert the difference between the band and goal positions into a colour hue
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position_diff = std::min(abs(band_position - goal_position), 1.0f);
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hue = map(position_diff, 0.0f, 1.0f, ANGLE_MODE_GOAL_HUE, ANGLE_MODE_EDGE_HUE);
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break;
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case LEVEL_MODE::VELOCITY:
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// Apply the measured angle as a velocity to the band position, clamping it between -1 and +1
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band_position += measured_angle * VELOCITY_SENSITIVITY;
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band_position = std::min(1.0f, std::max(-1.0f, band_position));
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// Convert the difference between the band and goal positions into a colour hue
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position_diff = std::min(abs(band_position - goal_position), 1.0f);
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hue = map(position_diff, 0.0f, 1.0f, VELOCITY_MODE_GOAL_HUE, VELOCITY_MODE_EDGE_HUE);
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break;
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}
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// Convert the band and goal positions to positions on the LED strip
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float strip_band_position = map(band_position, -1.0f, 1.0f, 0.0f, float(led_strip.num_leds));
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float strip_goal_position = map(goal_position, -1.0f, 1.0f, 0.0f, float(led_strip.num_leds));
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// Draw the band and goal
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colour_band(strip_band_position, BAND_PIXEL_WIDTH, strip_goal_position, GOAL_PIXEL_WIDTH, hue);
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bool sw_pressed = user_sw.read();
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bool a_pressed = button_a.read();
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bool b_pressed = button_b.read();
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if(b_pressed)
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game_mode = !game_mode;
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if(sw_pressed)
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invert = !invert;
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switch(mode) {
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case ANGLE:
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if(game_mode)
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led.set_rgb(255, 255, 0);
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else
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led.set_rgb(0, 255, 0);
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if(a_pressed)
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mode = VELOCITY;
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break;
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case VELOCITY:
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if(game_mode)
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led.set_rgb(255, 0, 255);
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else
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led.set_rgb(0, 0, 255);
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if(a_pressed)
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mode = ANGLE;
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break;
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}
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if(game_mode) {
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// Check if the band is within the goal, and if so, set a new goal
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bool above_lower = strip_band_position >= strip_goal_position - (GOAL_PIXEL_WIDTH - BAND_PIXEL_WIDTH) / 2;
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bool below_upper = strip_band_position <= strip_goal_position + (GOAL_PIXEL_WIDTH - BAND_PIXEL_WIDTH) / 2;
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if(above_lower && below_upper)
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goal_position = map((float)rand(), 0.0f, (float)RAND_MAX, -1.0f, 1.0f);
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}
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}
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// Sleep time controls the rate at which the LED buffer is updated
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// but *not* the actual framerate at which the buffer is sent to the LEDs
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sleep_ms(1000 / UPDATES);
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}
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}
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