Mir scheint der Link Arduino – All LEDStrip effects in one (NeoPixel and FastLED) für Dich besser geeignet, weil er mehrere Effekte zur Auswahl im Programm berücksichtigt.
Ich würde FastLED bevorzugen, daher schaue ich da mal in das Programm. Für mich sieht da switch(selectedEffect) vielversprechend aus. Alles bezüglich EEPROM und Taster muß raus und durch Serial.read() ersetzt werden, wo Du direkt eine Zahl 0 bis 18 oder ein Äquvalent wie Buchstaben 'a' bis 's'1) übergibst.
Getestet mit WS2815, Mega2560 und seriellem Monitor:
#include "FastLED.h"
#define NUM_LEDS 60
CRGB leds[NUM_LEDS];
#define PIN 5
byte selectedEffect = 0;
void setup()
{
Serial.begin(9600);
Serial.println(F("\nStart"));
FastLED.addLeds<WS2811, PIN, GRB>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip );
}
void serialEvent()
{
char c = Serial.read();
if (c >= 'a' && c <= 's') {
selectedEffect = c - 'a';
Serial.print(c);
Serial.print('\t');
Serial.println(selectedEffect);
}
}
void loop() {
switch (selectedEffect) {
case 0 : {
// RGBLoop - no parameters
RGBLoop();
break;
}
case 1 : {
// FadeInOut - Color (red, green. blue)
FadeInOut(0xff, 0x00, 0x00); // red
FadeInOut(0xff, 0xff, 0xff); // white
FadeInOut(0x00, 0x00, 0xff); // blue
break;
}
case 2 : {
// Strobe - Color (red, green, blue), number of flashes, flash speed, end pause
Strobe(0xff, 0xff, 0xff, 10, 50, 1000);
break;
}
case 3 : {
// HalloweenEyes - Color (red, green, blue), Size of eye, space between eyes, fade (true/false), steps, fade delay, end pause
HalloweenEyes(0xff, 0x00, 0x00,
1, 4,
true, random(5, 50), random(50, 150),
random(1000, 10000));
HalloweenEyes(0xff, 0x00, 0x00,
1, 4,
true, random(5, 50), random(50, 150),
random(1000, 10000));
break;
}
case 4 : {
// CylonBounce - Color (red, green, blue), eye size, speed delay, end pause
CylonBounce(0xff, 0x00, 0x00, 4, 10, 50);
break;
}
case 5 : {
// NewKITT - Color (red, green, blue), eye size, speed delay, end pause
NewKITT(0xff, 0x00, 0x00, 8, 10, 50);
break;
}
case 6 : {
// Twinkle - Color (red, green, blue), count, speed delay, only one twinkle (true/false)
Twinkle(0xff, 0x00, 0x00, 10, 100, false);
break;
}
case 7 : {
// TwinkleRandom - twinkle count, speed delay, only one (true/false)
TwinkleRandom(20, 100, false);
break;
}
case 8 : {
// Sparkle - Color (red, green, blue), speed delay
Sparkle(0xff, 0xff, 0xff, 0);
break;
}
case 9 : {
// SnowSparkle - Color (red, green, blue), sparkle delay, speed delay
SnowSparkle(0x10, 0x10, 0x10, 20, random(100, 1000));
break;
}
case 10 : {
// Running Lights - Color (red, green, blue), wave dealy
RunningLights(0xff, 0x00, 0x00, 50); // red
RunningLights(0xff, 0xff, 0xff, 50); // white
RunningLights(0x00, 0x00, 0xff, 50); // blue
break;
}
case 11 : {
// colorWipe - Color (red, green, blue), speed delay
colorWipe(0x00, 0xff, 0x00, 50);
colorWipe(0x00, 0x00, 0x00, 50);
break;
}
case 12 : {
// rainbowCycle - speed delay
rainbowCycle(20);
break;
}
case 13 : {
// theatherChase - Color (red, green, blue), speed delay
theaterChase(0xff, 0, 0, 50);
break;
}
case 14 : {
// theaterChaseRainbow - Speed delay
theaterChaseRainbow(50);
break;
}
case 15 : {
// Fire - Cooling rate, Sparking rate, speed delay
Fire(55, 120, 15);
break;
}
// simple bouncingBalls not included, since BouncingColoredBalls can perform this as well as shown below
// BouncingColoredBalls - Number of balls, color (red, green, blue) array, continuous
// CAUTION: If set to continuous then this effect will never stop!!!
case 16 : {
// mimic BouncingBalls
byte onecolor[1][3] = { {0xff, 0x00, 0x00} };
BouncingColoredBalls(1, onecolor, false);
break;
}
case 17 : {
// multiple colored balls
byte colors[3][3] = { {0xff, 0x00, 0x00},
{0xff, 0xff, 0xff},
{0x00, 0x00, 0xff}
};
BouncingColoredBalls(3, colors, false);
break;
}
case 18 : {
// meteorRain - Color (red, green, blue), meteor size, trail decay, random trail decay (true/false), speed delay
meteorRain(0xff, 0xff, 0xff, 10, 64, true, 30);
break;
}
}
}
// *************************
// ** LEDEffect Functions **
// *************************
void RGBLoop() {
for (int j = 0; j < 3; j++ ) {
// Fade IN
for (int k = 0; k < 256; k++) {
switch (j) {
case 0: setAll(k, 0, 0); break;
case 1: setAll(0, k, 0); break;
case 2: setAll(0, 0, k); break;
}
showStrip();
delay(3);
}
// Fade OUT
for (int k = 255; k >= 0; k--) {
switch (j) {
case 0: setAll(k, 0, 0); break;
case 1: setAll(0, k, 0); break;
case 2: setAll(0, 0, k); break;
}
showStrip();
delay(3);
}
}
}
void FadeInOut(byte red, byte green, byte blue) {
float r, g, b;
for (int k = 0; k < 256; k = k + 1) {
r = (k / 256.0) * red;
g = (k / 256.0) * green;
b = (k / 256.0) * blue;
setAll(r, g, b);
showStrip();
}
for (int k = 255; k >= 0; k = k - 2) {
r = (k / 256.0) * red;
g = (k / 256.0) * green;
b = (k / 256.0) * blue;
setAll(r, g, b);
showStrip();
}
}
void Strobe(byte red, byte green, byte blue, int StrobeCount, int FlashDelay, int EndPause) {
for (int j = 0; j < StrobeCount; j++) {
setAll(red, green, blue);
showStrip();
delay(FlashDelay);
setAll(0, 0, 0);
showStrip();
delay(FlashDelay);
}
delay(EndPause);
}
void HalloweenEyes(byte red, byte green, byte blue,
int EyeWidth, int EyeSpace,
boolean Fade, int Steps, int FadeDelay,
int EndPause) {
randomSeed(analogRead(0));
int i;
int StartPoint = random( 0, NUM_LEDS - (2 * EyeWidth) - EyeSpace );
int Start2ndEye = StartPoint + EyeWidth + EyeSpace;
for (i = 0; i < EyeWidth; i++) {
setPixel(StartPoint + i, red, green, blue);
setPixel(Start2ndEye + i, red, green, blue);
}
showStrip();
if (Fade == true) {
float r, g, b;
for (int j = Steps; j >= 0; j--) {
r = j * (red / Steps);
g = j * (green / Steps);
b = j * (blue / Steps);
for (i = 0; i < EyeWidth; i++) {
setPixel(StartPoint + i, r, g, b);
setPixel(Start2ndEye + i, r, g, b);
}
showStrip();
delay(FadeDelay);
}
}
setAll(0, 0, 0); // Set all black
delay(EndPause);
}
void CylonBounce(byte red, byte green, byte blue, int EyeSize, int SpeedDelay, int ReturnDelay) {
for (int i = 0; i < NUM_LEDS - EyeSize - 2; i++) {
setAll(0, 0, 0);
setPixel(i, red / 10, green / 10, blue / 10);
for (int j = 1; j <= EyeSize; j++) {
setPixel(i + j, red, green, blue);
}
setPixel(i + EyeSize + 1, red / 10, green / 10, blue / 10);
showStrip();
delay(SpeedDelay);
}
delay(ReturnDelay);
for (int i = NUM_LEDS - EyeSize - 2; i > 0; i--) {
setAll(0, 0, 0);
setPixel(i, red / 10, green / 10, blue / 10);
for (int j = 1; j <= EyeSize; j++) {
setPixel(i + j, red, green, blue);
}
setPixel(i + EyeSize + 1, red / 10, green / 10, blue / 10);
showStrip();
delay(SpeedDelay);
}
delay(ReturnDelay);
}
void NewKITT(byte red, byte green, byte blue, int EyeSize, int SpeedDelay, int ReturnDelay) {
RightToLeft(red, green, blue, EyeSize, SpeedDelay, ReturnDelay);
LeftToRight(red, green, blue, EyeSize, SpeedDelay, ReturnDelay);
OutsideToCenter(red, green, blue, EyeSize, SpeedDelay, ReturnDelay);
CenterToOutside(red, green, blue, EyeSize, SpeedDelay, ReturnDelay);
LeftToRight(red, green, blue, EyeSize, SpeedDelay, ReturnDelay);
RightToLeft(red, green, blue, EyeSize, SpeedDelay, ReturnDelay);
OutsideToCenter(red, green, blue, EyeSize, SpeedDelay, ReturnDelay);
CenterToOutside(red, green, blue, EyeSize, SpeedDelay, ReturnDelay);
}
// used by NewKITT
void CenterToOutside(byte red, byte green, byte blue, int EyeSize, int SpeedDelay, int ReturnDelay) {
for (int i = ((NUM_LEDS - EyeSize) / 2); i >= 0; i--) {
setAll(0, 0, 0);
setPixel(i, red / 10, green / 10, blue / 10);
for (int j = 1; j <= EyeSize; j++) {
setPixel(i + j, red, green, blue);
}
setPixel(i + EyeSize + 1, red / 10, green / 10, blue / 10);
setPixel(NUM_LEDS - i, red / 10, green / 10, blue / 10);
for (int j = 1; j <= EyeSize; j++) {
setPixel(NUM_LEDS - i - j, red, green, blue);
}
setPixel(NUM_LEDS - i - EyeSize - 1, red / 10, green / 10, blue / 10);
showStrip();
delay(SpeedDelay);
}
delay(ReturnDelay);
}
// used by NewKITT
void OutsideToCenter(byte red, byte green, byte blue, int EyeSize, int SpeedDelay, int ReturnDelay) {
for (int i = 0; i <= ((NUM_LEDS - EyeSize) / 2); i++) {
setAll(0, 0, 0);
setPixel(i, red / 10, green / 10, blue / 10);
for (int j = 1; j <= EyeSize; j++) {
setPixel(i + j, red, green, blue);
}
setPixel(i + EyeSize + 1, red / 10, green / 10, blue / 10);
setPixel(NUM_LEDS - i, red / 10, green / 10, blue / 10);
for (int j = 1; j <= EyeSize; j++) {
setPixel(NUM_LEDS - i - j, red, green, blue);
}
setPixel(NUM_LEDS - i - EyeSize - 1, red / 10, green / 10, blue / 10);
showStrip();
delay(SpeedDelay);
}
delay(ReturnDelay);
}
// used by NewKITT
void LeftToRight(byte red, byte green, byte blue, int EyeSize, int SpeedDelay, int ReturnDelay) {
for (int i = 0; i < NUM_LEDS - EyeSize - 2; i++) {
setAll(0, 0, 0);
setPixel(i, red / 10, green / 10, blue / 10);
for (int j = 1; j <= EyeSize; j++) {
setPixel(i + j, red, green, blue);
}
setPixel(i + EyeSize + 1, red / 10, green / 10, blue / 10);
showStrip();
delay(SpeedDelay);
}
delay(ReturnDelay);
}
// used by NewKITT
void RightToLeft(byte red, byte green, byte blue, int EyeSize, int SpeedDelay, int ReturnDelay) {
for (int i = NUM_LEDS - EyeSize - 2; i > 0; i--) {
setAll(0, 0, 0);
setPixel(i, red / 10, green / 10, blue / 10);
for (int j = 1; j <= EyeSize; j++) {
setPixel(i + j, red, green, blue);
}
setPixel(i + EyeSize + 1, red / 10, green / 10, blue / 10);
showStrip();
delay(SpeedDelay);
}
delay(ReturnDelay);
}
void Twinkle(byte red, byte green, byte blue, int Count, int SpeedDelay, boolean OnlyOne) {
setAll(0, 0, 0);
for (int i = 0; i < Count; i++) {
setPixel(random(NUM_LEDS), red, green, blue);
showStrip();
delay(SpeedDelay);
if (OnlyOne) {
setAll(0, 0, 0);
}
}
delay(SpeedDelay);
}
void TwinkleRandom(int Count, int SpeedDelay, boolean OnlyOne) {
setAll(0, 0, 0);
for (int i = 0; i < Count; i++) {
setPixel(random(NUM_LEDS), random(0, 255), random(0, 255), random(0, 255));
showStrip();
delay(SpeedDelay);
if (OnlyOne) {
setAll(0, 0, 0);
}
}
delay(SpeedDelay);
}
void Sparkle(byte red, byte green, byte blue, int SpeedDelay) {
int Pixel = random(NUM_LEDS);
setPixel(Pixel, red, green, blue);
showStrip();
delay(SpeedDelay);
setPixel(Pixel, 0, 0, 0);
}
void SnowSparkle(byte red, byte green, byte blue, int SparkleDelay, int SpeedDelay) {
setAll(red, green, blue);
int Pixel = random(NUM_LEDS);
setPixel(Pixel, 0xff, 0xff, 0xff);
showStrip();
delay(SparkleDelay);
setPixel(Pixel, red, green, blue);
showStrip();
delay(SpeedDelay);
}
void RunningLights(byte red, byte green, byte blue, int WaveDelay) {
int Position = 0;
for (int i = 0; i < NUM_LEDS * 2; i++)
{
Position++; // = 0; //Position + Rate;
for (int i = 0; i < NUM_LEDS; i++) {
// sine wave, 3 offset waves make a rainbow!
//float level = sin(i+Position) * 127 + 128;
//setPixel(i,level,0,0);
//float level = sin(i+Position) * 127 + 128;
setPixel(i, ((sin(i + Position) * 127 + 128) / 255)*red,
((sin(i + Position) * 127 + 128) / 255)*green,
((sin(i + Position) * 127 + 128) / 255)*blue);
}
showStrip();
delay(WaveDelay);
}
}
void colorWipe(byte red, byte green, byte blue, int SpeedDelay) {
for (uint16_t i = 0; i < NUM_LEDS; i++) {
setPixel(i, red, green, blue);
showStrip();
delay(SpeedDelay);
}
}
void rainbowCycle(int SpeedDelay) {
byte *c;
uint16_t i, j;
for (j = 0; j < 256 * 5; j++) { // 5 cycles of all colors on wheel
for (i = 0; i < NUM_LEDS; i++) {
c = Wheel(((i * 256 / NUM_LEDS) + j) & 255);
setPixel(i, *c, *(c + 1), *(c + 2));
}
showStrip();
delay(SpeedDelay);
}
}
// used by rainbowCycle and theaterChaseRainbow
byte * Wheel(byte WheelPos) {
static byte c[3];
if (WheelPos < 85) {
c[0] = WheelPos * 3;
c[1] = 255 - WheelPos * 3;
c[2] = 0;
} else if (WheelPos < 170) {
WheelPos -= 85;
c[0] = 255 - WheelPos * 3;
c[1] = 0;
c[2] = WheelPos * 3;
} else {
WheelPos -= 170;
c[0] = 0;
c[1] = WheelPos * 3;
c[2] = 255 - WheelPos * 3;
}
return c;
}
void theaterChase(byte red, byte green, byte blue, int SpeedDelay) {
for (int j = 0; j < 10; j++) { //do 10 cycles of chasing
for (int q = 0; q < 3; q++) {
for (int i = 0; i < NUM_LEDS; i = i + 3) {
setPixel(i + q, red, green, blue); //turn every third pixel on
}
showStrip();
delay(SpeedDelay);
for (int i = 0; i < NUM_LEDS; i = i + 3) {
setPixel(i + q, 0, 0, 0); //turn every third pixel off
}
}
}
}
void theaterChaseRainbow(int SpeedDelay) {
byte *c;
for (int j = 0; j < 256; j++) { // cycle all 256 colors in the wheel
for (int q = 0; q < 3; q++) {
for (int i = 0; i < NUM_LEDS; i = i + 3) {
c = Wheel( (i + j) % 255);
setPixel(i + q, *c, *(c + 1), *(c + 2)); //turn every third pixel on
}
showStrip();
delay(SpeedDelay);
for (int i = 0; i < NUM_LEDS; i = i + 3) {
setPixel(i + q, 0, 0, 0); //turn every third pixel off
}
}
}
}
void Fire(int Cooling, int Sparking, int SpeedDelay) {
static byte heat[NUM_LEDS];
int cooldown;
// Step 1. Cool down every cell a little
for ( int i = 0; i < NUM_LEDS; i++) {
cooldown = random(0, ((Cooling * 10) / NUM_LEDS) + 2);
if (cooldown > heat[i]) {
heat[i] = 0;
} else {
heat[i] = heat[i] - cooldown;
}
}
// Step 2. Heat from each cell drifts 'up' and diffuses a little
for ( int k = NUM_LEDS - 1; k >= 2; k--) {
heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2]) / 3;
}
// Step 3. Randomly ignite new 'sparks' near the bottom
if ( random(255) < Sparking ) {
int y = random(7);
heat[y] = heat[y] + random(160, 255);
//heat[y] = random(160,255);
}
// Step 4. Convert heat to LED colors
for ( int j = 0; j < NUM_LEDS; j++) {
setPixelHeatColor(j, heat[j] );
}
showStrip();
delay(SpeedDelay);
}
void setPixelHeatColor (int Pixel, byte temperature) {
// Scale 'heat' down from 0-255 to 0-191
byte t192 = round((temperature / 255.0) * 191);
// calculate ramp up from
byte heatramp = t192 & 0x3F; // 0..63
heatramp <<= 2; // scale up to 0..252
// figure out which third of the spectrum we're in:
if ( t192 > 0x80) { // hottest
setPixel(Pixel, 255, 255, heatramp);
} else if ( t192 > 0x40 ) { // middle
setPixel(Pixel, 255, heatramp, 0);
} else { // coolest
setPixel(Pixel, heatramp, 0, 0);
}
}
void BouncingColoredBalls(int BallCount, byte colors[][3], boolean continuous) {
float Gravity = -9.81;
int StartHeight = 1;
float Height[BallCount];
float ImpactVelocityStart = sqrt( -2 * Gravity * StartHeight );
float ImpactVelocity[BallCount];
float TimeSinceLastBounce[BallCount];
int Position[BallCount];
long ClockTimeSinceLastBounce[BallCount];
float Dampening[BallCount];
boolean ballBouncing[BallCount];
boolean ballsStillBouncing = true;
for (int i = 0 ; i < BallCount ; i++) {
ClockTimeSinceLastBounce[i] = millis();
Height[i] = StartHeight;
Position[i] = 0;
ImpactVelocity[i] = ImpactVelocityStart;
TimeSinceLastBounce[i] = 0;
Dampening[i] = 0.90 - float(i) / pow(BallCount, 2);
ballBouncing[i] = true;
}
while (ballsStillBouncing) {
for (int i = 0 ; i < BallCount ; i++) {
TimeSinceLastBounce[i] = millis() - ClockTimeSinceLastBounce[i];
Height[i] = 0.5 * Gravity * pow( TimeSinceLastBounce[i] / 1000 , 2.0 ) + ImpactVelocity[i] * TimeSinceLastBounce[i] / 1000;
if ( Height[i] < 0 ) {
Height[i] = 0;
ImpactVelocity[i] = Dampening[i] * ImpactVelocity[i];
ClockTimeSinceLastBounce[i] = millis();
if ( ImpactVelocity[i] < 0.01 ) {
if (continuous) {
ImpactVelocity[i] = ImpactVelocityStart;
} else {
ballBouncing[i] = false;
}
}
}
Position[i] = round( Height[i] * (NUM_LEDS - 1) / StartHeight);
}
ballsStillBouncing = false; // assume no balls bouncing
for (int i = 0 ; i < BallCount ; i++) {
setPixel(Position[i], colors[i][0], colors[i][1], colors[i][2]);
if ( ballBouncing[i] ) {
ballsStillBouncing = true;
}
}
showStrip();
setAll(0, 0, 0);
}
}
void meteorRain(byte red, byte green, byte blue, byte meteorSize, byte meteorTrailDecay, boolean meteorRandomDecay, int SpeedDelay) {
setAll(0, 0, 0);
for (int i = 0; i < NUM_LEDS + NUM_LEDS; i++) {
// fade brightness all LEDs one step
for (int j = 0; j < NUM_LEDS; j++) {
if ( (!meteorRandomDecay) || (random(10) > 5) ) {
fadeToBlack(j, meteorTrailDecay );
}
}
// draw meteor
for (int j = 0; j < meteorSize; j++) {
if ( ( i - j < NUM_LEDS) && (i - j >= 0) ) {
setPixel(i - j, red, green, blue);
}
}
showStrip();
delay(SpeedDelay);
}
}
// used by meteorrain
void fadeToBlack(int ledNo, byte fadeValue) {
// FastLED
leds[ledNo].fadeToBlackBy( fadeValue );
}
// *** REPLACE TO HERE ***
// ***************************************
// ** FastLed/NeoPixel Common Functions **
// ***************************************
// Apply LED color changes
void showStrip() {
FastLED.show();
}
// Set a LED color (not yet visible)
void setPixel(int Pixel, byte red, byte green, byte blue) {
// FastLED
leds[Pixel].r = red;
leds[Pixel].g = green;
leds[Pixel].b = blue;
}
// Set all LEDs to a given color and apply it (visible)
void setAll(byte red, byte green, byte blue) {
for (int i = 0; i < NUM_LEDS; i++ ) {
setPixel(i, red, green, blue);
}
showStrip();
}
Wegen der Nutzung von delay() kann das Umschalten zu einer neuen Animation mehrere Minuten dauern. Man darf also nicht ungeduldig werden 
Anm.:
- Wenn ich mich nicht verzählt habe