Need help modifyin the code to use a vibration switch instead of an analog senso

I have some code I messed with last night that compiled correctly. gonna give it a shot when i get home. fingers crossed that it works!

part 1 of 2

#include <Arduino.h>
#include <Adafruit_NeoPixel.h>

// CONFIGURABLE STUFF ------------------------------------------------------

#define NUM_LEDS      23 // Actual number of LEDs in NeoPixel strip
#define CIRCUMFERENCE 23 // Shoe circumference, in pixels, may be > NUM_LEDS
#define FPS           50 // Animation frames per second
#define LED_DATA_PIN   6 // NeoPixels are connected here
#define MOTION_PIN     13 // Vibration switch from here to GND
// CIRCUMFERENCE is distinct from NUM_LEDS to allow a gap (if desired) in
// LED strip around perimeter of shoe (might not want any on inside egde)
// so animation is spatially coherent (doesn't jump across gap, but moves
// as if pixels were in that space).  CIRCUMFERENCE can be equal or larger
// than NUM_LEDS, but not less.

// GLOBAL STUFF ------------------------------------------------------------

Adafruit_NeoPixel    strip = Adafruit_NeoPixel(NUM_LEDS, LED_DATA_PIN, NEO_GRB + NEO_KHZ800);
extern const uint8_t gamma[];     // Table at the bottom of this code

// INTERMISSION explaining the animation code.  This works procedurally --
// using mathematical functions -- rather than moving discrete pixels left
// or right incrementally.  This sometimes confuses people because they go
// looking for some "setpixel(x+1, color)" type of code and can't find it.
// Also makes extensive use of fixed-point math, where discrete integer
// values are used to represent fractions (0.0 to 1.0) without relying on
// floating-point math, which just wouldn't even fit in Gemma's limited
// code space, RAM or speed.  The reason the animation's done this way is
// to produce smoother, more organic motion...when pixels are the smallest
// discrete unit, animation tends to have a stuttery, 1980s quality to it.
// We can do better!
// Picture the perimeter of the shoe in two different coordinate spaces:
// One is "pixel space," each pixel spans exactly one integer unit, from
// zero to N-1 when there are N pixels.  This is how NeoPixels are normally
// addressed.  Now, overlaid on this, imagine another coordinate space,
// spanning the same physical width (the perimeter of the shoe, or length
// of the LED strip), but this one has 256 discrete steps (8 bits)...finer
// resolution than the pixel steps...and we do most of the math using
// these units rather than pixel units.  It's then possible to move things
// by fractions of a pixel, but render each whole pixel by taking a sample
// at its approximate center in the alternate coordinate space.
// More explanation further in the code.
//
// |Pixel|Pixel|Pixel|    ...    |Pixel|Pixel|Pixel|<- end of strip
// |  0  |  1  |  2  |           |  3  |  4  | N-1 |
// |0...                  ...                ...255|<- fixed-point space
//
// So, inspired by the mothership in Close Encounters of the Third Kind,
// the animation in this sketch is a series of waves moving around the
// perimeter and interacting as they cross.  They're triangle waves,
// height proportional to LED brightness, determined by the time since
// motion was last detected.
//
//   <- /\       /\ -> <- /\          Pretend these are triangle waves
// ____/  \_____/  \_____/  \____  <- moving in 8-bit coordinate space.

struct {
  uint8_t center;    // Center point of wave in fixed-point space (0 - 255)
  int8_t  speed;     // Distance to move between frames (-128 - +127)
  uint8_t width;     // Width from peak to bottom of triangle wave (0 - 128)
  uint8_t hue;       // Current wave hue (color) see comments later
  uint8_t hueTarget; // Final hue we're aiming for
  uint8_t r, g, b;   // LED RGB color calculated from hue
} wave[] = {
  { 0,  3, 60 },     // Gemma can animate 3 of these on 40 LEDs at 50 FPS
  { 0, -5, 45 },     // More LEDs and/or more waves will need lower FPS
  { 0,  7, 30 }
};
// Note that the speeds of each wave are different prime numbers.  This
// avoids repetition as the waves move around the perimeter...if they were
// even numbers or multiples of each other, there'd be obvious repetition
// in the pattern of motion...beat frequencies.
#define N_WAVES (sizeof(wave) / sizeof(wave[0]))

// ONE-TIME INITIALIZATION -------------------------------------------------

void setup() {
  strip.begin();                   // Allocate NeoPixel buffer
  strip.clear();                   // Make sure strip is clear
  strip.show();                    // before measuring battery

  // Assign random starting colors to waves
  for(uint8_t w=0; w<N_WAVES; w++) {
    wave[w].hue = wave[w].hueTarget = 90 + random(90);
    wave[w].r = h2rgb(wave[w].hue - 30);
    wave[w].g = h2rgb(wave[w].hue);
    wave[w].b = h2rgb(wave[w].hue + 30);
  }

  // Configure motion pin for change detect & interrupt
  pinMode(MOTION_PIN, INPUT_PULLUP);
}

// MAIN LOOP ---------------------------------------------------------------

uint32_t prevFrameTime = 0L;    // Used for animation timing
uint8_t  brightness    = 0;     // Current wave height
boolean  rampingUp     = false; // If true, brightness is increasing

void loop() {
  uint32_t t;
  uint16_t r, g, b, m, n;
  uint8_t  i, x, w, d1, d2, y;

  // Pause until suitable interval since prior frame has elapsed.
  // This is preferable to delay(), as the time to render each frame
  // can vary.
  while(((t = micros()) - prevFrameTime) < (1000000L / FPS));

  // Immediately show results calculated on -prior- pass,
  // so frame-to-frame timing is consistent.  Then render next frame.
  strip.show();
  prevFrameTime = t;     // Save frame update time for next pass

  if(MOTION_PIN == LOW) { // Pin change detected?
    rampingUp = true;    // Set brightness-ramping flag
  } else {
    rampingUp = false;
  }

  // Okay, here's where the animation starts to happen...

  // First, check the 'rampingUp' flag.  If set, this indicates that
  // the vibration switch was activated recently, and the LEDs should
  // increase in brightness.  If clear, the LEDs ramp down.
  if(rampingUp) {
    // But it's not just a straight shot that it ramps up.  This is a
    // low-pass filter...it makes the brightness value decelerate as it
    // approaches a target (200 in this case).  207 is used here because
    // integers round down on division and we'd never reach the target;
    // it's an ersatz ceil() function: ((199*7)+200+7)/8 = 200;
    brightness = ((brightness * 7) + 207) / 8;
    // Once max brightness is reached, switch off the rampingUp flag.
    if(brightness >= 200) rampingUp = false;
  } else {
    // If not ramping up, we're ramping down.  This too uses a low-pass
    // filter so it eases out, but with different constants so it's a
    // slower fade.  Also, no addition here because we want it rounding
    // down toward zero...
    if(!(brightness = (brightness * 15) / 16)) { // Hit zero?
      return;  // Start over at top of loop() on wake
    }
  }