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Wini’s Final Halloween Costume + Documentation 

  1. BTF-LIGHTING WS2812B RGB 5050SMD Individually Addressable Digital 16×16 256 Pixels 6.3in x 6.3in LED Matrix Flexible FPCB Dream Full Color Works with SP802E Controller Image Video Text Display DC5V
  2. BTF-LIGHTING WS2812B IC RGB 5050SMD Pure Gold Individual Addressable LED Strip 16.4FT 300LED 60Pixel/m Flexible Full Color IP30 DC5V for DIY Chasing Color Project(No Adapter or Controller)
  3. Cardboard
  4. Acrylic board
  5. Spray paints
  6. Glass paints
  7. Hot glue
// Simple demonstration on using an input device to trigger changes on your
// NeoPixels. Wire a momentary push button to connect from ground to a
// digital IO pin. When the button is pressed it will change to a new pixel
// animation. Initial state has all pixels off -- press the button once to
// start the first animation. As written, the button does not interrupt an
// animation in-progress, it works only when idle.

#include <Adafruit_NeoPixel.h>
#ifdef __AVR__
 #include <avr/power.h> // Required for 16 MHz Adafruit Trinket
#endif

// Digital IO pin connected to the button. This will be driven with a
// pull-up resistor so the switch pulls the pin to ground momentarily.
// On a high -> low transition the button press logic will execute.
#define BUTTON_PIN   2

#define PIXEL_PIN    1  // Digital IO pin connected to the NeoPixels.

//#define PIXEL_COUNT 256 // Number of NeoPixels
#define MATRIX_WIDTH 14
#define MATRIX_HEIGHT 16
#define PIXEL_COUNT (MATRIX_WIDTH * MATRIX_HEIGHT)

//#define BRIGHTNESS 10
// Define the brightness values requested
const uint8_t BACKGROUND_BRIGHTNESS = 100; // For the RGB rainbow part
const uint8_t FACE_BRIGHTNESS = 150; // For the RGB components of the white face

//   // Get current button state.
//   const uint8_t BACKGROUND_BRIGHTNESS = 20; // For the RGB rainbow part
// const uint8_t FACE_BRIGHTNESS = 35; // For the RGB components of the white face

const byte On_HOLDMap[MATRIX_HEIGHT][MATRIX_WIDTH] = {
  {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,1,1,1,1,0,0,0,0,0,0},
  {0,0,0,0,1,1,1,1,0,0,0,0,0,0}, // Eye
  {0,0,0,0,1,1,1,1,0,0,1,0,0,0}, // Eye
  {0,0,0,0,0,1,1,0,0,0,1,0,0,0}, // Eye
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,1,0,0,0}, // Mouth
  {0,0,0,0,1,1,1,1,0,0,1,0,0,0}, // Mouth
  {0,0,0,0,1,1,1,1,0,0,0,0,0,0},
  {0,0,0,0,1,1,1,1,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,0,0,0,0}
};

const byte Wink_Map[MATRIX_HEIGHT][MATRIX_WIDTH] = {
  {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0}, // Eye
  {0,0,0,0,0,1,1,0,0,0,1,0,0,0}, // Eye
  {0,0,0,0,0,1,1,0,0,0,1,0,0,0}, // Eye
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,1,0,0,0}, // Mouth
  {0,0,0,0,1,1,1,1,0,0,1,0,0,0}, // Mouth
  {0,0,0,0,1,1,1,1,0,0,0,0,0,0},
  {0,0,0,0,1,1,1,1,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,0,0,0,0}
};

const byte no_words_Map[MATRIX_HEIGHT][MATRIX_WIDTH] = {
  {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0}, // Eye
  {0,0,0,0,0,1,1,0,0,0,1,0,0,0}, // Eye
  {0,0,0,0,0,1,1,0,0,0,1,0,0,0}, // Eye
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,1,0,0,0}, // Mouth
  {0,0,0,0,0,1,1,0,0,0,1,0,0,0}, // Mouth
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,0,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,0,0,0,0}
};

const byte heartMap[MATRIX_HEIGHT][MATRIX_WIDTH] = {
  {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  {0,0,0,0,1,1,0,0,0,0,0,0,0,0},
  {0,0,0,1,1,1,1,0,0,0,0,0,0,0}, // Bigger Heart Top
  {0,0,1,1,1,1,1,1,0,0,0,0,0,0},
  {0,0,1,1,1,1,1,1,1,0,0,0,0,0},
  {0,0,1,1,1,1,1,1,1,1,0,0,0,0},
  {0,0,0,1,1,1,1,1,1,1,1,0,0,0},
  {0,0,0,0,1,1,1,1,1,1,1,1,0,0},
  {0,0,0,1,1,1,1,1,1,1,1,0,0,0},
  {0,0,1,1,1,1,1,1,1,1,0,0,0,0},
  {0,0,1,1,1,1,1,1,1,0,0,0,0,0},
  {0,0,1,1,1,1,1,1,0,0,0,0,0,0}, // Bigger Heart Tip
  {0,0,0,1,1,1,1,0,0,0,0,0,0,0},
  {0,0,0,0,1,1,0,0,0,0,0,0,0,0},
  {0,0,0,0,0,0,0,0,0,0,0,0,0,0}
};


// Declare our NeoPixel strip object:
Adafruit_NeoPixel strip(PIXEL_COUNT, PIXEL_PIN, NEO_GRB + NEO_KHZ800);

// Argument 1 = Number of pixels in NeoPixel strip
// Argument 2 = Arduino pin number (most are valid)
// Argument 3 = Pixel type flags, add together as needed:
//   NEO_KHZ800  800 KHz bitstream (most NeoPixel products w/WS2812 LEDs)
//   NEO_KHZ400  400 KHz (classic 'v1' (not v2) FLORA pixels, WS2811 drivers)
//   NEO_GRB     Pixels are wired for GRB bitstream (most NeoPixel products)
//   NEO_RGB     Pixels are wired for RGB bitstream (v1 FLORA pixels, not v2)
//   NEO_RGBW    Pixels are wired for RGBW bitstream (NeoPixel RGBW products)

boolean oldState = HIGH;
int     mode     = 0;    // Currently-active animation mode, 0-9
int brightness = 25;
void setup() {
  
  strip.setBrightness(brightness);
  
    
  
  pinMode(BUTTON_PIN, INPUT_PULLUP);
  strip.begin(); // Initialize NeoPixel strip object (REQUIRED)
  strip.show();  // Initialize all pixels to 'off'

  

}

void loop() {

 
 
  boolean newState = digitalRead(BUTTON_PIN);



  // Check if state changed from high to low (button press).
  if((newState == LOW) && (oldState == HIGH)) {
    // Short delay to debounce button.
    delay(20);
    // Check if button is still low after debounce.
    newState = digitalRead(BUTTON_PIN);
    if(newState == LOW) {      // Yes, still low
      if(++mode > 9) mode = 0; // Advance to next mode, wrap around after #8
      switch(mode) {           // Start the new animation...
        case 0:
          colorWipe(strip.Color(  0,   0,   0), 50);    // Black/off
          
          break;
        case 1:
        drawPattern_on_hold_face();
          
          break;
        case 2:
        drawPattern_wink_face();
        //
         
          break;
        case 3:
          //colorWipe(strip.Color(  0,   0, 255), 50);    // Blue
          drawPattern_on_hold_face();
          break;
        case 4:
          //theaterChase(strip.Color(127, 127, 127), 50); // White
          //drawCirclePattern();
          drawPattern_rainbow_heart_face();
          
          break;
        case 5:
          drawPattern_on_hold_face();
          
          //theaterChase(strip.Color(127,   0,   0), 50); // Red
          break;
        case 6:
        drawPattern_no_words_face();
          //theaterChase(strip.Color(  0,   0, 127), 50); // Blue
          break;
        case 7:
          //rainbow(10);
          //drawCirclePattern();
          drawPattern_heart_face();
          break;
        case 8:
          theaterChaseRainbow(50);
          break;
      }
    }
  }

  // Set the last-read button state to the old state.
  oldState = newState;
}

void drawPattern_on_hold_face() {
  // Iterate over every pixel in the matrix.
  for (int y = 0; y < MATRIX_HEIGHT; y++) {
    for (int x = 0; x < MATRIX_WIDTH; x++) {
      // Get the 1D index for the pixel at (x,y) coordinates.
      int pixelIndex = getPixelIndex(x, y);

      // Check the bitmap to see if this pixel is part of the smiley.
      if (On_HOLDMap[y][x] == 1) {
        // This pixel is part of the face.
        uint8_t current_brightness = FACE_BRIGHTNESS;
        // Add vertical stripe effect by brightening odd-numbered columns.
        if (x % 2 != 0) {
          // Add brightness for the stripe, ensuring it doesn't exceed 255.
          current_brightness = min(255, current_brightness + 15);
        }
        // Set an RGB white color by setting R, G, and B to the same value.
        strip.setPixelColor(pixelIndex, strip.Color(current_brightness, current_brightness, current_brightness));

      } else {
        // This pixel is part of the background.
        // To reverse the rainbow direction (green->yellow->red...), we start
        // at the green hue (21845) and SUBTRACT a value that increases
        // across the diagonal. This makes the hue decrease.
        uint16_t hue = 21845 - (((uint32_t)((x - y) + (MATRIX_HEIGHT - 1)) * 65535) / (MATRIX_WIDTH + MATRIX_HEIGHT - 2));

        uint8_t current_brightness = BACKGROUND_BRIGHTNESS;
        // Add vertical stripe effect by brightening odd-numbered columns.
        if (x % 2 != 0) {
          current_brightness += 8; // Make stripes on background brighter
        }

        // Get the 32-bit color value from HSV (Hue, Saturation, Value/Brightness).
        uint32_t color_background = strip.ColorHSV(hue, 255, current_brightness);
        
        strip.setPixelColor(pixelIndex, color_background);
      }
    }
  }

  // After setting all the pixel colors, push the data to the strip.
  strip.show();
}

void drawPattern_no_words_face() {
  // Iterate over every pixel in the matrix.
  for (int y = 0; y < MATRIX_HEIGHT; y++) {
    for (int x = 0; x < MATRIX_WIDTH; x++) {
      // Get the 1D index for the pixel at (x,y) coordinates.
      int pixelIndex = getPixelIndex(x, y);

      // Check the bitmap to see if this pixel is part of the smiley.
      if (no_words_Map[y][x] == 1) {
        // This pixel is part of the face.
        uint8_t current_brightness = FACE_BRIGHTNESS;
        // Add vertical stripe effect by brightening odd-numbered columns.
        if (x % 2 != 0) {
          // Add brightness for the stripe, ensuring it doesn't exceed 255.
          current_brightness = min(255, current_brightness + 15);
        }
        // Set an RGB white color by setting R, G, and B to the same value.
        strip.setPixelColor(pixelIndex, strip.Color(current_brightness, current_brightness, current_brightness));

      } else {
        // This pixel is part of the background.
        // To reverse the rainbow direction (green->yellow->red...), we start
        // at the green hue (21845) and SUBTRACT a value that increases
        // across the diagonal. This makes the hue decrease.
        uint16_t hue = 21845 - (((uint32_t)((x - y) + (MATRIX_HEIGHT - 1)) * 65535) / (MATRIX_WIDTH + MATRIX_HEIGHT - 2));

        uint8_t current_brightness = BACKGROUND_BRIGHTNESS;
        // Add vertical stripe effect by brightening odd-numbered columns.
        if (x % 2 != 0) {
          current_brightness += 8; // Make stripes on background brighter
        }

        // Get the 32-bit color value from HSV (Hue, Saturation, Value/Brightness).
        uint32_t color_background = strip.ColorHSV(hue, 255, current_brightness);
        
        strip.setPixelColor(pixelIndex, color_background);
      }
    }
  }

  // After setting all the pixel colors, push the data to the strip.
  strip.show();
}




void drawPattern_wink_face() {
  // Iterate over every pixel in the matrix.
  for (int y = 0; y < MATRIX_HEIGHT; y++) {
    for (int x = 0; x < MATRIX_WIDTH; x++) {
      // Get the 1D index for the pixel at (x,y) coordinates.
      int pixelIndex = getPixelIndex(x, y);

      // Check the bitmap to see if this pixel is part of the smiley.
      if (Wink_Map[y][x] == 1) {
        // This pixel is part of the face.
        uint8_t current_brightness = FACE_BRIGHTNESS;
        // Add vertical stripe effect by brightening odd-numbered columns.
        if (x % 2 != 0) {
          // Add brightness for the stripe, ensuring it doesn't exceed 255.
          current_brightness = min(255, current_brightness + 15);
        }
        // Set an RGB white color by setting R, G, and B to the same value.
        strip.setPixelColor(pixelIndex, strip.Color(current_brightness, current_brightness, current_brightness));

      } else {
        // This pixel is part of the background.
        // To reverse the rainbow direction (green->yellow->red...), we start
        // at the green hue (21845) and SUBTRACT a value that increases
        // across the diagonal. This makes the hue decrease.
        uint16_t hue = 21845 - (((uint32_t)((x - y) + (MATRIX_HEIGHT - 1)) * 65535) / (MATRIX_WIDTH + MATRIX_HEIGHT - 2));

        uint8_t current_brightness = BACKGROUND_BRIGHTNESS;
        // Add vertical stripe effect by brightening odd-numbered columns.
        if (x % 2 != 0) {
          current_brightness += 8; // Make stripes on background brighter
        }

        // Get the 32-bit color value from HSV (Hue, Saturation, Value/Brightness).
        uint32_t color_background = strip.ColorHSV(hue, 255, current_brightness);
        
        strip.setPixelColor(pixelIndex, color_background);
      }
    }
  }

  // After setting all the pixel colors, push the data to the strip.
  strip.show();
}

void drawPattern_heart_face() {
  // Iterate over every pixel in the matrix.
  for (int y = 0; y < MATRIX_HEIGHT; y++) {
    for (int x = 0; x < MATRIX_WIDTH; x++) {
      // Get the 1D index for the pixel at (x,y) coordinates.
      int pixelIndex = getPixelIndex(x, y);

      // Check the bitmap to see if this pixel is part of the heart.
      if (heartMap[y][x] == 1) {
        // This pixel is part of the heart.
        uint8_t current_brightness = FACE_BRIGHTNESS;
        // Add vertical stripe effect by brightening odd-numbered columns.
        if (x % 2 != 0) {
          // Add brightness for the stripe, ensuring it doesn't exceed 255.
          current_brightness = min(255, current_brightness + 15);
        }
        // Set an RGB red color.
        strip.setPixelColor(pixelIndex, strip.Color(current_brightness, 0, 0));

      } else {
        // This pixel is part of the background.
        // Set a static sky blue color.
        uint16_t sky_blue_hue = 36000; // A nice cyan/sky blue hue.

        uint8_t current_brightness = BACKGROUND_BRIGHTNESS;
        // Add vertical stripe effect by brightening odd-numbered columns.
        if(x == 0 && y == 0){
          Serial.print("before: ");
          Serial.println(current_brightness);
        }
        // if (x % 2 == 0) {
        //   current_brightness += 8; // Make stripes on background brighter
        // }
        if(x == 0 && y == 0){
          Serial.print("after: ");
          Serial.println(current_brightness);
        }
        

        // Get the 32-bit color value from HSV (Hue, Saturation, Value/Brightness).
        uint32_t color_background = strip.ColorHSV(sky_blue_hue, 255, 255);
        
        strip.setPixelColor(pixelIndex, color_background);
      }
    }
  }

  // After setting all the pixel colors, push the data to the strip.
  strip.show();
}

void drawPattern_rainbow_heart_face() {
  // Iterate over every pixel in the matrix.
  for (int y = 0; y < MATRIX_HEIGHT; y++) {
    for (int x = 0; x < MATRIX_WIDTH; x++) {
      // Get the 1D index for the pixel at (x,y) coordinates.
      int pixelIndex = getPixelIndex(x, y);

      // Check the bitmap to see if this pixel is part of the smiley.
      if (heartMap[y][x] == 1) {
        // This pixel is part of the face.
        uint8_t current_brightness = FACE_BRIGHTNESS;
        // Add vertical stripe effect by brightening odd-numbered columns.
        if (x % 2 != 0) {
          // Add brightness for the stripe, ensuring it doesn't exceed 255.
          current_brightness = min(255, current_brightness + 15);
        }
        // Set an RGB white color by setting R, G, and B to the same value.
        strip.setPixelColor(pixelIndex, strip.Color(current_brightness, current_brightness, current_brightness));

      } else {
        // This pixel is part of the background.
        // To reverse the rainbow direction (green->yellow->red...), we start
        // at the green hue (21845) and SUBTRACT a value that increases
        // across the diagonal. This makes the hue decrease.
        uint16_t hue = 21845 - (((uint32_t)((x - y) + (MATRIX_HEIGHT - 1)) * 65535) / (MATRIX_WIDTH + MATRIX_HEIGHT - 2));

        uint8_t current_brightness = BACKGROUND_BRIGHTNESS;
        // Add vertical stripe effect by brightening odd-numbered columns.
        if (x % 2 != 0) {
          current_brightness += 8; // Make stripes on background brighter
        }

        // Get the 32-bit color value from HSV (Hue, Saturation, Value/Brightness).
        uint32_t color_background = strip.ColorHSV(hue, 255, current_brightness);
        
        strip.setPixelColor(pixelIndex, color_background);
      }
    }
  }

  // After setting all the pixel colors, push the data to the strip.
  strip.show();
}


void drawCirclePattern() {

  
  // Define the colors we will use.
  uint32_t color_circle = strip.Color(255, 255, 255); // White
  uint32_t color_background = strip.Color(255, 0, 0);  // Green

  // Define the center of the matrix (using float for accuracy).
  float centerX = (MATRIX_WIDTH - 1) / 2.0f;
  float centerY = (MATRIX_HEIGHT - 1) / 2.0f;

  // Define the radius of the circle.
  float radius = 1.0f;
  // This value controls the thickness of the circle's line.
  float thickness = 1.0f;

  // Iterate over every pixel in the matrix.
  for (int y = 0; y < MATRIX_HEIGHT; y++) {
    for (int x = 0; x < MATRIX_WIDTH; x++) {
      // Calculate the distance of the current pixel (x, y) from the center.
      float distance = sqrt(pow(y - centerY, 2) + pow(x - centerX, 2));

      // Get the 1D index for the pixel at (x,y) coordinates.
      int pixelIndex = getPixelIndex(x, y);

      // Check if the distance is within the circle's line.
      if (fabs(distance - radius) < thickness) {
        // This pixel is part of the circle, set it to white.
        strip.setPixelColor(pixelIndex, color_circle);
      } else {
        // This pixel is part of the background, set it to green.
        strip.setPixelColor(pixelIndex, color_background);
      }
    }
  }

  // After setting all the pixel colors in memory, push the data to the strip.
  strip.show();
}










int getPixelIndex(int x, int y) {
  if (y % 2 == 0) {
    // Even row: 0, 2, 4,...
    return y * MATRIX_WIDTH + x;
  } else {
    // Odd row: 1, 3, 5,...
    return y * MATRIX_WIDTH + (MATRIX_WIDTH - 1 - x);
  }
}



// Fill strip pixels one after another with a color. Strip is NOT cleared
// first; anything there will be covered pixel by pixel. Pass in color
// (as a single 'packed' 32-bit value, which you can get by calling
// strip.Color(red, green, blue) as shown in the loop() function above),
// and a delay time (in milliseconds) between pixels.
void colorWipe(uint32_t color, int wait) {
  for(int i=0; i<strip.numPixels(); i++) { // For each pixel in strip...
    strip.setPixelColor(i, color);         //  Set pixel's color (in RAM)
    strip.show();                          //  Update strip to match
    delay(wait);                           //  Pause for a moment
  }
}

// Theater-marquee-style chasing lights. Pass in a color (32-bit value,
// a la strip.Color(r,g,b) as mentioned above), and a delay time (in ms)
// between frames.
void theaterChase(uint32_t color, int wait) {
  for(int a=0; a<10; a++) {  // Repeat 10 times...
    for(int b=0; b<3; b++) { //  'b' counts from 0 to 2...
      strip.clear();         //   Set all pixels in RAM to 0 (off)
      // 'c' counts up from 'b' to end of strip in steps of 3...
      for(int c=b; c<strip.numPixels(); c += 3) {
        strip.setPixelColor(c, color); // Set pixel 'c' to value 'color'
      }
      strip.show(); // Update strip with new contents
      delay(wait);  // Pause for a moment
    }
  }
}

// Rainbow cycle along whole strip. Pass delay time (in ms) between frames.
void rainbow(int wait) {
  // Hue of first pixel runs 3 complete loops through the color wheel.
  // Color wheel has a range of 65536 but it's OK if we roll over, so
  // just count from 0 to 3*65536. Adding 256 to firstPixelHue each time
  // means we'll make 3*65536/256 = 768 passes through this outer loop:
  for(long firstPixelHue = 0; firstPixelHue < 3*65536; firstPixelHue += 256) {
    for(int i=0; i<strip.numPixels(); i++) { // For each pixel in strip...
      // Offset pixel hue by an amount to make one full revolution of the
      // color wheel (range of 65536) along the length of the strip
      // (strip.numPixels() steps):
      int pixelHue = firstPixelHue + (i * 65536L / strip.numPixels());
      // strip.ColorHSV() can take 1 or 3 arguments: a hue (0 to 65535) or
      // optionally add saturation and value (brightness) (each 0 to 255).
      // Here we're using just the single-argument hue variant. The result
      // is passed through strip.gamma32() to provide 'truer' colors
      // before assigning to each pixel:
      strip.setPixelColor(i, strip.gamma32(strip.ColorHSV(pixelHue)));
    }
    strip.show(); // Update strip with new contents
    delay(wait);  // Pause for a moment
  }
}

// Rainbow-enhanced theater marquee. Pass delay time (in ms) between frames.
void theaterChaseRainbow(int wait) {
  int firstPixelHue = 0;     // First pixel starts at red (hue 0)
  for(int a=0; a<30; a++) {  // Repeat 30 times...
    for(int b=0; b<3; b++) { //  'b' counts from 0 to 2...
      strip.clear();         //   Set all pixels in RAM to 0 (off)
      // 'c' counts up from 'b' to end of strip in increments of 3...
      for(int c=b; c<strip.numPixels(); c += 3) {
        // hue of pixel 'c' is offset by an amount to make one full
        // revolution of the color wheel (range 65536) along the length
        // of the strip (strip.numPixels() steps):
        int      hue   = firstPixelHue + c * 65536L / strip.numPixels();
        uint32_t color = strip.gamma32(strip.ColorHSV(hue)); // hue -> RGB
        strip.setPixelColor(c, color); // Set pixel 'c' to value 'color'
      }
      strip.setBrightness(10);
      strip.show();                // Update strip with new contents
      
      delay(wait);                 // Pause for a moment
      firstPixelHue += 65536 / 90; // One cycle of color wheel over 90 frames
    }
  }
}
Exit mobile version