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// Based off code from here - http://www.reddit.com/r/gifs/comments/2on8si/connecting_to_server_so_mesmerizing/cmow0sz | |
var canvas = document.getElementById('canvas'); | |
var ctx = canvas.getContext('2d'); | |
var numBalls = 32; // numb balls | |
var timeStep = 0; | |
var ballYTravel = 32; | |
var animationPosX = 0; |
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final float WAVE_HEIGHT = 16; | |
final float SPACING = 1; | |
final int NUM_BALL = 32; | |
final int BALL_RADIUS = 1; | |
int timeStep = 0; | |
//WAVE_HEIGHT, SPACING, and NUM_BALL all affect the size of the window. BALL_RADIUS does not. | |
void setup() { | |
size((int)(WAVE_HEIGHT * 2), (int)(WAVE_HEIGHT * 2)); | |
/* |
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// The simplest possible way to talk to a BlinkyTape | |
import processing.serial.*; | |
Serial s; | |
void setup() { | |
// Connect to the first serial port we can find | |
// We assume there is a BlinkyTape there | |
s = new Serial(this, "COM6", 115200); | |
} |
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// "Close Encounters" by Jason Coon | |
// https://gist.github.com/pup05/d4c935566ec82731fece | |
// | |
// The start of the main light bar on the ship in Close Encounters of the Third Kind: https://www.youtube.com/watch?v=S4PYI6TzqYk | |
// Multiple anti-aliased light bars running in alternating directions, now just needs the pulses of color. | |
// | |
// A slight modification of Mark Kriegsman's Anti-aliased light bar example: http://pastebin.com/g8Bxi6zW | |
// https://plus.google.com/u/0/112916219338292742137/posts/2VYNQgD38Pw | |
#include <FastLED.h> |
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#include "SmartMatrix.h" | |
#include "FastLED.h" | |
// FireworksXY | |
// Quick and dirty 2-D fireworks simulation using FastLED. | |
// | |
// Originaly designed an Adafruit 5x8 WS2811 shield, but works fine | |
// on other XY matricies. | |
// | |
// by Mark Kriegsman, July 2013 |
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// Falling Fairies pattern by Jason Coon, November 2015 | |
// https://gist.github.com/jasoncoon/ac9f3a4a3e0c2f02bfed | |
#include <FastLED.h> | |
#define LED_PIN 3 | |
#define COLOR_ORDER GRB | |
#define CHIPSET WS2811 |
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#include <FastLED.h> | |
#define DATA_PIN 3 | |
#define CLOCK_PIN 2 | |
#define DATA_PIN_2 7 | |
#define CLOCK_PIN_2 6 | |
#define CHIPSET APA102 | |
#define NUM_LEDS 144 | |
#define BRIGHTNESS 100 |
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#include <SmartMatrix3.h> | |
#define COLOR_DEPTH 24 // known working: 24, 48 - If the sketch uses type `rgb24` directly, COLOR_DEPTH must be 24 | |
const uint8_t kMatrixWidth = 32; // known working: 32, 64, 96, 128 | |
const uint8_t kMatrixHeight = 32; // known working: 16, 32, 48, 64 | |
const uint8_t kRefreshDepth = 36; // known working: 24, 36, 48 | |
const uint8_t kDmaBufferRows = 4; // known working: 2-4, use 2 to save memory, more to keep from dropping frames and automatically lowering refresh rate | |
const uint8_t kPanelType = SMARTMATRIX_HUB75_32ROW_MOD16SCAN; // use SMARTMATRIX_HUB75_16ROW_MOD8SCAN for common 16x32 panels | |
const uint8_t kMatrixOptions = (SMARTMATRIX_OPTIONS_NONE); // see http://docs.pixelmatix.com/SmartMatrix for options | |
const uint8_t kBackgroundLayerOptions = (SM_BACKGROUND_OPTIONS_NONE); |
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// NoiseSmearing by Stefan Petrick: https://gist.github.com/StefanPetrick/9ee2f677dbff64e3ba7a | |
// Attempt at running on smaller matrices by Jason Coon | |
#include <FastLED.h> | |
#define LED_PIN 0 | |
#define COLOR_ORDER GRB | |
#define CHIPSET WS2812B | |
#define NUM_LEDS 240 |
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#include "FastLED.h" | |
// How many leds in your strip? | |
#define NUM_LEDS 60 | |
// For led chips like Neopixels, which have a data line, ground, and power, you just | |
// need to define DATA_PIN. For led chipsets that are SPI based (four wires - data, clock, | |
// ground, and power), like the LPD8806 define both DATA_PIN and CLOCK_PIN | |
#define DATA_PIN 3 | |
#define CLOCK_PIN 13 |
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