By lunchbox7985
#4931617
I am new to arduino and having some problems with my proton pack build. So far i dont have the sound board or the pack lights hooked up. i do have the sparkfun breakout board and the bar graph hooked up, i have the button and all 3 switches hooked up.

do i have to have the files that are "included" in the code added to the sketch? like where it hase wire.h and the library files for neopixels and the sparkfun. i installed them through the library manager.

do i have to have everything hooked up for the code to work right? i would think even if the number neopixels were off the bar graph would still work.

im sorry, i should have picked a slightly simpler project to learn arduino with, but any help would be appreciated.
By lunchbox7985
#4931621
Figures, i search and search online, and as soon as i post a "help me" topic, i see that i had a wire in the wrong hole. live and learn.

so now everything seems to be working as intended, but there is a delay. I assume part of it is the neopixels that the code is expecting, that arent hooked up yet?

im going to try to get more hooked up tomorrow and we shall see.
NotSabbat liked this
By lunchbox7985
#4931697
thanks dude, and thanks for all your work on this. this project is making me a very happy 80s kid.

im probably not going to get the rest of the electronics hooked up til saturday, and i started to poke around in the code, but i dont know enough yet. that will change though, arduinos seem cool for how cheap they are.
By lunchbox7985
#4931940
Thanks again. Got everything working. I added a volume knob and im getting some whine. i ordered some capacitors to put on the power and ground pins of the nano and sound fx boards, also have a ground loop isolator that i might try.

if you have time could you help me with a bit of code to manually vent the pack? Ive tried a couple things but i have no idea what im doing. ive gotten it to vent but it either keeps doing it, or breaks another function.

i notice that D1 and D2 arent being used. i have a button at the end of my wand thats not being used.i thought it would be cool to be able to vent it without having to fire it for so long.

i figured i had to add
Code: Select allconst int VENT_BUTTON = 1; bool vent = false;
in the appropriate spots.

and i tried this
Code: Select all //Manual vent if (powerBooted = true) { if (vent_button == 1) { playAudio(ventTrack, playing); venting = true; clearPowerStrip(); // play the boot animation on the powercell } else { venting = false; } }
but im still learning arduino's code
By lunchbox7985
#4931985
it looks like the "code" part of this forum doesnt keep line breaks, so i uploaded it to my google drive as well.

I've added to the code at the following lines.
74, 110, 178-179,291, 386-398

I havent studied C++ since high school (circa 2001ish) so its probably something simple. ive always been more on the hardware and networking side of things.

I appreciate your help.

https://drive.google.com/open?id=1eFLp0 ... iRVd8kZK5L
Code: Select all#include <QueueArray.h> #include <Wire.h> // Include the I2C library (required) #include <SparkFunSX1509.h> // Include SX1509 library // for the sound board #include <SoftwareSerial.h> #include "Adafruit_Soundboard.h" #include <Adafruit_NeoPixel.h> // for led triggers #define HIGH 0x1 #define LOW 0x0 // SX1509 I2C address (set by ADDR1 and ADDR0 (00 by default): const byte SX1509_ADDRESS = 0x3E; // SX1509 I2C address SX1509 io; // Create an SX1509 object to be used throughout // bargraph helper variables int seq_1_current = 0; // current led in sequence 1 const int num_led = 15; // total number of leds in bar graph // SX1509 pin definitions for the leds on the graph: const byte SX1509_BAR_01 = 0; const byte SX1509_BAR_02 = 1; const byte SX1509_BAR_03 = 2; const byte SX1509_BAR_04 = 3; const byte SX1509_BAR_05 = 4; const byte SX1509_BAR_06 = 5; const byte SX1509_BAR_07 = 6; const byte SX1509_BAR_08 = 7; const byte SX1509_BAR_09 = 8; const byte SX1509_BAR_10 = 9; const byte SX1509_BAR_11 = 10; const byte SX1509_BAR_12 = 11; const byte SX1509_BAR_13 = 12; const byte SX1509_BAR_14 = 13; const byte SX1509_BAR_15 = 14; // Relay Pin for ECig int relayPin = 13; // neopixel pins / setup #define NEO_POWER 2 // for cyclotron and powercell Adafruit_NeoPixel powerStick = Adafruit_NeoPixel(48, NEO_POWER, NEO_GRB + NEO_KHZ800); #define NEO_NOSE 3 // for nose of wand Adafruit_NeoPixel noseJewel = Adafruit_NeoPixel(7, NEO_NOSE, NEO_GRB + NEO_KHZ800); #define NEO_WAND 4 // for nose of wand Adafruit_NeoPixel wandLights = Adafruit_NeoPixel(4, NEO_WAND, NEO_GRB + NEO_KHZ800); // LED indexes into the neopixel powerstick chain for the cyclotron. Each stick has 8 neopixels for a total of // 16 with an index starting at 0. These offsets are because my powercell window only shows 13 leds. If you can show more // change the offset index and powercell count to get more or less lit. const int powercellLedCount = 15; // total number of led's in the animation const int powercellIndexOffset = 0; // first led offset into the led chain for the animation // These are the indexes for the led's on the chain. Each jewel has 7 LEDs. If you are using a single neopixel or // some other neopixel configuration you will need to update these indexes to match where things are in the chain int c1Start = 16; int c1End = 22; int c2Start = 23; int c2End = 29; int c3Start = 30; int c3End = 36; int c4Start = 37; int c4End = 43; int ventStart = 44; int ventEnd = 47; // inputs for switches and buttons const int VENT_BUTTON = 1; const int THEME_SWITCH = 5; const int STARTUP_SWITCH = 6; const int SAFETY_SWITCH = 7; const int FIRE_BUTTON = 8; // soundboard pins and setup #define SFX_RST 9 #define SFX_RX 10 #define SFX_TX 11 const int ACT = 12; // this allows us to know if the audio is playing SoftwareSerial ss = SoftwareSerial(SFX_TX, SFX_RX); Adafruit_Soundboard sfx = Adafruit_Soundboard( &ss, NULL, SFX_RST); // ############################## // available options // ############################## const bool useGameCyclotronEffect = true; // set this to true to get the fading previous cyclotron light in the idle sequence const bool useCyclotronFadeInEffect = false; // Instead of the yellow alternate flashing on boot/vent this fades the cyclotron in from off to red const bool useDialogTracks = false; // set to true if you want the dialog tracks to play after firing for 5 seconds // Possible Pack states bool powerBooted = false; // has the pack booted up bool isFiring = false; // keeps track of the firing state bool shouldWarn = false; // track the warning state for alert audio bool shuttingDown = false; // is the pack in the process of shutting down bool poweredDown = true; // is the pack powered down bool venting = false; // is the pack venting // physical switch states bool startup = false; bool theme = false; bool safety = false; bool fire = false; bool warning = false; bool vent = false; // audio track names on soundboard char startupTrack[] = "T00 WAV"; char blastTrack[] = "T01 WAV"; char endTrack[] = "T02 WAV"; char idleTrack[] = "T03 WAV"; char shutdownTrack[] = "T04 WAV"; char clickTrack[] = "T05 WAV"; char chargeTrack[] = "T06 WAV"; char warnTrack[] = "T07 WAV"; char ventTrack[] = "T08 WAV"; char texTrack[] = "T09 WAV"; char choreTrack[] = "T10 WAV"; char toolsTrack[] = "T11 WAV"; char listenTrack[] = "T12 WAV"; char thatTrack[] = "T13 WAV"; char neutronizedTrack[] = "T14 WAV"; char boxTrack[] = "T15 WAV"; char themeTrack[] = "T16 OGG"; // this queue holds a shuffled list of dialog tracks we can pull from so we don't // play the same ones twice QueueArray <int> dialogQueue; int numDialog = 7; // timer trigger times/states unsigned long firingStateMillis; const unsigned long firingWarmWaitTime = 5000; // how long to hold down fire for lights to speed up const unsigned long firingWarnWaitTime = 10000; // how long to hold down fire before warning sounds // Arduino setup function void setup() { // softwareserial at 9600 baud for the audio board ss.begin(9600); // set act modes for the fx board pinMode(ACT, INPUT); // Depending on your relay this may need to be updated. pinMode(relayPin, OUTPUT); // If relay defaults to on set the pin HIGH on init digitalWrite(relayPin, LOW); // configure nose jewel noseJewel.begin(); noseJewel.setBrightness(100); noseJewel.show(); // Initialize all pixels to 'off' // configure powercell/cyclotron powerStick.begin(); powerStick.setBrightness(75); powerStick.show(); // Initialize all pixels to 'off' // configure wand lights wandLights.begin(); wandLights.setBrightness(75); wandLights.show(); // set the modes for the switches/buttons pinMode(THEME_SWITCH, INPUT); digitalWrite(THEME_SWITCH, HIGH); pinMode(STARTUP_SWITCH, INPUT); digitalWrite(STARTUP_SWITCH, HIGH); pinMode(SAFETY_SWITCH, INPUT); digitalWrite(SAFETY_SWITCH, HIGH); pinMode(FIRE_BUTTON, INPUT); digitalWrite(FIRE_BUTTON, HIGH); pinMode(VENT_BUTTON, INPUT); digitalWrite(VENT_BUTTON, HIGH); // Call io.begin(<address>) to initialize the SX1509. If it // successfully communicates, it'll return 1. if (!io.begin(SX1509_ADDRESS)) { while (1) ; // If we fail to communicate, loop forever for now but it would be nice to warn the user somehow } // configuration for the bargraph LED's io.pinMode(SX1509_BAR_01, OUTPUT); io.pinMode(SX1509_BAR_02, OUTPUT); io.pinMode(SX1509_BAR_03, OUTPUT); io.pinMode(SX1509_BAR_04, OUTPUT); io.pinMode(SX1509_BAR_05, OUTPUT); io.pinMode(SX1509_BAR_06, OUTPUT); io.pinMode(SX1509_BAR_07, OUTPUT); io.pinMode(SX1509_BAR_08, OUTPUT); io.pinMode(SX1509_BAR_09, OUTPUT); io.pinMode(SX1509_BAR_10, OUTPUT); io.pinMode(SX1509_BAR_11, OUTPUT); io.pinMode(SX1509_BAR_12, OUTPUT); io.pinMode(SX1509_BAR_13, OUTPUT); io.pinMode(SX1509_BAR_14, OUTPUT); io.pinMode(SX1509_BAR_15, OUTPUT); // set everything off initially shutdown_leds(); } /* ************* Audio Board Helper Functions ************* */ // helper function to play a track by name on the audio board void playAudio( char* trackname, int playing ) { // stop track if one is going if (playing == 0) { sfx.stop(); } // now go play if (sfx.playTrack(trackname)) { sfx.unpause(); } } void playDialogTrack( int playing ) { // if the queue is empty reseed it if ( dialogQueue.isEmpty() ) { for (int i = 1; i <= numDialog; i++) { dialogQueue.enqueue(i); } } switch (dialogQueue.dequeue()) { case (1): playAudio(texTrack, playing); break; case (2): playAudio(listenTrack, playing); break; case (3): playAudio(choreTrack, playing); break; case (4): playAudio(boxTrack, playing); break; case (5): playAudio(thatTrack, playing); break; case (6): playAudio(neutronizedTrack, playing); break; case (7): playAudio(toolsTrack, playing); break; default: playAudio(endTrack, playing); break; } } /* ************* Main Loop ************* */ int cyclotronRunningFadeOut = 255; // we reset this variable every time we change the cyclotron index so the fade effect works int cyclotronRunningFadeIn = 0; // we reset this to 0 to fade the cyclotron in from nothing // intervals that can be adjusted in real time to speed up animations unsigned long pwr_interval = 60; // interval at which to cycle lights for the powercell. We update this in the loop to speed up the animation so must be declared here (milliseconds) unsigned long cyc_interval = 1000; // interval at which to cycle lights for the cyclotron. unsigned long cyc_fade_interval = 15; // fade the inactive cyclotron to light to nothing unsigned long firing_interval = 40; // interval at which to cycle firing lights on the bargraph. We update this in the loop to speed up the animation so must be declared here (milliseconds). void loop() { // get the current time unsigned long currentMillis = millis(); // find out of the audio board is playing audio int playing = digitalRead(ACT); // get the current switch states int theme_switch = digitalRead(THEME_SWITCH); // if the theme switch has recently changed from off to on we // should play the full ghostbusters theme song if (theme_switch == 0) { if (theme == false) { playAudio(themeTrack, playing); theme = true; } } else { theme = false; } int startup_switch = digitalRead(STARTUP_SWITCH); int safety_switch = digitalRead(SAFETY_SWITCH); int fire_button = digitalRead(FIRE_BUTTON); int vent_button = digitalRead(VENT_BUTTON); // while the startup switch is set on if (startup_switch == 1) { // in general we always try to play the idle sound if started if (playing == 1 && startup == true) { playAudio(idleTrack, playing); } // choose the right powercell animation sequence for booted/on if ( powerBooted == true ) { // standard idle power sequence for the pack poweredDown = false; shuttingDown = false; venting = false; setWandLightState(3, 0, 0); //set sloblow red setVentLightState(ventStart, ventEnd, 2); powerSequenceOne(currentMillis, pwr_interval, cyc_interval, cyc_fade_interval); } else { // boot up the pack. powerSequenceBoot will set powerBooted when complete powerSequenceBoot(currentMillis); setWandLightState(3, 7, currentMillis); //set sloblow red blinking } // if we are not started up we should play the startup sound and begin the boot sequence if (startup == false) { startup = true; playAudio(startupTrack, playing); // get the current safety switch state if (safety_switch == 1 && safety == false) { safety = true; } } if ( startup == true && safety_switch == 1 ) { if ( venting == false && powerBooted == true ) { setWandLightState(1, 2, 0); // set back light orange setWandLightState(2, 1, 0); // set body led white } else { setWandLightState(1, 4, 0); // set back light off setWandLightState(2, 4, 0); // set body led off } // if the safety switch is set off then we can fire when the button is pressed if ( fire_button == 0) { // if the button is just pressed we clear all led's to start the firing animations if ( isFiring == false ) { shutdown_leds(); isFiring = true; } // show the firing bargraph sequence barGraphSequenceTwo(currentMillis); // strobe the nose pixels fireStrobe(currentMillis); // now powercell/cyclotron/wand lights // if this is the first time reset some variables and play the blast track if (fire == false) { shouldWarn = false; fire = true; firingStateMillis = millis(); playAudio(blastTrack, playing); } else { // find out what our timing is unsigned long diff = (unsigned long)(millis() - firingStateMillis); if ( diff > firingWarnWaitTime) { // if we are in the fire warn interval pwr_interval = 10; // speed up the powercell animation firing_interval = 20; // speed up the bar graph animation cyc_interval = 50; // really speed up cyclotron cyc_fade_interval = 5; // speed up the fade of the cyclotron if (playing == 1 || shouldWarn == false ) { shouldWarn = true; playAudio(warnTrack, playing); // play the firing track with the warning } setWandLightState(0, 8, currentMillis); // set top light red flashing fast } else if ( diff > firingWarmWaitTime) { // if we are in the dialog playing interval pwr_interval = 30; // speed up the powercell animation firing_interval = 30; // speed up the bar graph animation cyc_interval = 200; // speed up cyclotron cyc_fade_interval = 10; // speed up the fade of the cyclotron if (playing == 1) { playAudio(blastTrack, playing); // play the normal blast track } setWandLightState(0, 6, currentMillis); // set top light orange flashing } } } else { // if we were firing and are no longer reset the leds if ( isFiring == true ) { shutdown_leds(); isFiring = false; } //Manual vent if (powerBooted = true) { if (vent_button == 1) { playAudio(ventTrack, playing); venting = true; clearPowerStrip(); // play the boot animation on the powercell } else { venting = false; } } // and do the standard bargraph sequence barGraphSequenceOne(currentMillis); if (fire == true) { // if we were firing let's reset the animations and play the correct final firing track clearFireStrobe(); setWandLightState(0, 4, currentMillis); // set top light off pwr_interval = 60; firing_interval = 40; cyc_interval = 1000; cyc_fade_interval = 15; fire = false; // see if we've been firing long enough to get the dialog or vent sounds unsigned long diff = (unsigned long)(millis() - firingStateMillis); if ( diff > firingWarnWaitTime) { // if we are past the warning let's vent the pack playAudio(ventTrack, playing); venting = true; clearPowerStrip(); // play the boot animation on the powercell } else if ( diff > firingWarmWaitTime) { // if in the dialog time play the dialog in sequence if ( useDialogTracks == true ) { playDialogTrack(playing); } else { playAudio(endTrack, playing); } } else { playAudio(endTrack, playing); } } } // if the safety was just changed play the click track if (safety == false) { safety = true; playAudio(chargeTrack, playing); } } else { // if the safety is switched off play the click track if (safety == true) { setWandLightState(1, 4, 0); // set back light off setWandLightState(2, 4, 0); // set body off safety = false; playAudio(clickTrack, playing); } } } else { // if we are powering down if ( poweredDown == false ) { if ( shuttingDown == false ) { playAudio(shutdownTrack, playing); // play the pack shutdown track shuttingDown = true; } cyclotronRunningFadeOut = 255; powerSequenceShutdown(currentMillis); } else { if (startup == true) { // if started reset the variables clearPowerStrip(); // clear all led's shutdown_leds(); startup = false; safety = false; fire = false; } } } delay(1); } /*************** Wand Light Helpers *********************/ unsigned long prevFlashMillis = 0; // last time we changed a powercell light in the idle sequence bool flashState = false; const unsigned long wandFastFlashInterval = 100; // interval at which we flash the top led on the wand const unsigned long wandMediumFlashInterval = 500; // interval at which we flash the top led on the wand void setWandLightState(int lednum, int state, unsigned long currentMillis) { switch ( state ) { case 0: // set led red wandLights.setPixelColor(lednum, wandLights.Color(255, 0, 0)); break; case 1: // set led white wandLights.setPixelColor(lednum, wandLights.Color(255, 255, 255)); break; case 2: // set led orange wandLights.setPixelColor(lednum, wandLights.Color(255, 127, 0)); break; case 3: // set led blue wandLights.setPixelColor(lednum, wandLights.Color(0, 0, 255)); break; case 4: // set led off wandLights.setPixelColor(lednum, 0); break; case 5: // fast white flashing if ((unsigned long)(currentMillis - prevFlashMillis) >= wandFastFlashInterval) { prevFlashMillis = currentMillis; if ( flashState == false ) { wandLights.setPixelColor(lednum, wandLights.Color(255, 255, 255)); flashState = true; } else { wandLights.setPixelColor(lednum, 0); flashState = false; } } break; case 6: // slower orange flashing if ((unsigned long)(currentMillis - prevFlashMillis) >= wandMediumFlashInterval) { prevFlashMillis = currentMillis; if ( flashState == false ) { wandLights.setPixelColor(lednum, wandLights.Color(255, 127, 0)); flashState = true; } else { wandLights.setPixelColor(lednum, 0); flashState = false; } } break; case 7: // medium red flashing if ((unsigned long)(currentMillis - prevFlashMillis) >= wandMediumFlashInterval) { prevFlashMillis = currentMillis; if ( flashState == false ) { wandLights.setPixelColor(lednum, wandLights.Color(255, 0, 0)); flashState = true; } else { wandLights.setPixelColor(lednum, 0); flashState = false; } } break; case 8: // fast red flashing if ((unsigned long)(currentMillis - prevFlashMillis) >= wandFastFlashInterval) { prevFlashMillis = currentMillis; if ( flashState == false ) { wandLights.setPixelColor(lednum, wandLights.Color(255, 0, 0)); flashState = true; } else { wandLights.setPixelColor(lednum, 0); flashState = false; } } break; } wandLights.show(); } /*************** Vent Light *************************/ void setVentLightState(int startLed, int endLed, int state ) { switch ( state ) { case 0: // set all leds to white for (int i = startLed; i <= endLed; i++) { powerStick.setPixelColor(i, powerStick.Color(255, 255, 255)); } // Set the relay to on while venting. If relay is off set the pin LOW digitalWrite (relayPin, HIGH); break; case 1: // set all leds to blue for (int i = startLed; i <= endLed; i++) { powerStick.setPixelColor(i, powerStick.Color(0, 0, 255)); } // Set the relay to on while venting. If relay is off set the pin LOW digitalWrite (relayPin, HIGH); break; case 2: // set all leds off for (int i = startLed; i <= endLed; i++) { powerStick.setPixelColor(i, 0); } // Set the relay to OFF while not venting. If relay is onf set the pin HIGH digitalWrite (relayPin, LOW); break; } } /*************** Powercell/Cyclotron Animations *********************/ // timer helpers and intervals for the animations unsigned long prevPwrBootMillis = 0; // the last time we changed a powercell light in the boot sequence const unsigned long pwr_boot_interval = 60; // interval at which to cycle lights (milliseconds). Adjust this if unsigned long prevCycBootMillis = 0; // the last time we changed a cyclotron light in the boot sequence const unsigned long cyc_boot_interval = 500; // interval at which to cycle lights (milliseconds). const unsigned long cyc_boot_alt_interval = 600; // interval at which to cycle lights (milliseconds). unsigned long prevShtdMillis = 0; // last time we changed a light in the idle sequence const unsigned long pwr_shutdown_interval = 200; // interval at which to cycle lights (milliseconds). unsigned long prevPwrMillis = 0; // last time we changed a powercell light in the idle sequence unsigned long prevCycMillis = 0; // last time we changed a cyclotron light in the idle sequence unsigned long prevFadeCycMillis = 0; // last time we changed a cyclotron light in the idle sequence // LED tracking variables const int powerSeqTotal = powercellLedCount; // total number of led's for powercell 0 based int powerSeqNum = powercellIndexOffset; // current running powercell sequence led int powerShutdownSeqNum = powercellLedCount - powercellIndexOffset; // shutdown sequence counts down // animation level trackers for the boot and shutdown int currentBootLevel = powercellIndexOffset; // current powercell boot level sequence led int currentLightLevel = powercellLedCount - powercellIndexOffset; // current powercell boot light sequence led void setCyclotronLightState(int startLed, int endLed, int state ) { switch ( state ) { case 0: // set all leds to red for (int i = startLed; i <= endLed; i++) { powerStick.setPixelColor(i, powerStick.Color(255, 0, 0)); } break; case 1: // set all leds to orange for (int i = startLed; i <= endLed; i++) { powerStick.setPixelColor(i, powerStick.Color(255, 106, 0)); } break; case 2: // set all leds off for (int i = startLed; i <= endLed; i++) { powerStick.setPixelColor(i, 0); } break; case 3: // fade all leds from red for (int i = startLed; i <= endLed; i++) { if ( cyclotronRunningFadeOut >= 0 ) { powerStick.setPixelColor(i, 255 * cyclotronRunningFadeOut / 255, 0, 0); cyclotronRunningFadeOut--; } else { powerStick.setPixelColor(i, 0); } } break; case 4: // fade all leds to red for (int i = startLed; i <= endLed; i++) { if ( cyclotronRunningFadeIn < 255 ) { powerStick.setPixelColor(i, 255 * cyclotronRunningFadeIn / 255, 0, 0); cyclotronRunningFadeIn++; } else { powerStick.setPixelColor(i, powerStick.Color(255, 0, 0)); } } break; } } // shuts off and resets the powercell/cyclotron leds void clearPowerStrip() { // reset vars powerBooted = false; poweredDown = true; powerSeqNum = powercellIndexOffset; powerShutdownSeqNum = powercellLedCount - powercellIndexOffset; currentLightLevel = powercellLedCount; currentBootLevel = powercellIndexOffset; cyclotronRunningFadeIn = 0; // shutoff the leds for ( int i = 0; i <= c4End; i++) { powerStick.setPixelColor(i, 0); } powerStick.show(); for ( int j = 0; j <= 3; j++ ) { wandLights.setPixelColor(j, 0); } wandLights.show(); if ( venting == true ) { setVentLightState(ventStart, ventEnd, 0); } } // boot animation on the powercell/cyclotron bool reverseBootCyclotron = false; void powerSequenceBoot(unsigned long currentMillis) { bool doUpdate = false; // START CYCLOTRON if ( useCyclotronFadeInEffect == false ) { if ((unsigned long)(currentMillis - prevCycBootMillis) >= cyc_boot_interval) { prevCycBootMillis = currentMillis; if ( reverseBootCyclotron == false ) { setCyclotronLightState(c1Start, c1End, 1); setCyclotronLightState(c2Start, c2End, 2); setCyclotronLightState(c3Start, c3End, 1); setCyclotronLightState(c4Start, c4End, 2); doUpdate = true; reverseBootCyclotron = true; } else { setCyclotronLightState(c1Start, c1End, 2); setCyclotronLightState(c2Start, c2End, 1); setCyclotronLightState(c3Start, c3End, 2); setCyclotronLightState(c4Start, c4End, 1); doUpdate = true; reverseBootCyclotron = false; } } } else { if ((unsigned long)(currentMillis - prevCycBootMillis) >= cyc_boot_alt_interval) { prevCycBootMillis = currentMillis; setCyclotronLightState(c1Start, c4End, 4); doUpdate = true; } } // END CYCLOTRON if ((unsigned long)(currentMillis - prevPwrBootMillis) >= pwr_boot_interval) { // save the last time you blinked the LED prevPwrBootMillis = currentMillis; // START POWERCELL if ( currentBootLevel != powerSeqTotal ) { if ( currentBootLevel == currentLightLevel) { if (currentLightLevel + 1 <= powerSeqTotal) { powerStick.setPixelColor(currentLightLevel + 1, 0); } powerStick.setPixelColor(currentBootLevel, powerStick.Color(0, 0, 255)); currentLightLevel = powerSeqTotal; currentBootLevel++; } else { if (currentLightLevel + 1 <= powerSeqTotal) { powerStick.setPixelColor(currentLightLevel + 1, 0); } powerStick.setPixelColor(currentLightLevel, powerStick.Color(0, 0, 255)); currentLightLevel--; } doUpdate = true; } else { powerBooted = true; currentBootLevel = powercellIndexOffset; currentLightLevel = powercellLedCount - powercellIndexOffset; } // END POWERCELL } // if we have changed an led if ( doUpdate == true ) { powerStick.show(); // commit all of the changes } } // idle/firing animation for the powercell/cyclotron int cycOrder = 0; // which cyclotron led will be lit next int cycFading = -1; // which cyclotron led is fading out for game style void powerSequenceOne(unsigned long currentMillis, unsigned long anispeed, unsigned long cycspeed, unsigned long cycfadespeed) { bool doUpdate = false; // keep track of if we changed something so we only update on changes // START CYCLOTRON if ( useGameCyclotronEffect == true ) { // if we are doing the video game style cyclotron if ((unsigned long)(currentMillis - prevCycMillis) >= cycspeed) { prevCycMillis = currentMillis; switch ( cycOrder ) { case 0: setCyclotronLightState(c1Start, c1End, 0); setCyclotronLightState(c2Start, c2End, 2); setCyclotronLightState(c3Start, c3End, 2); cycFading = 0; cyclotronRunningFadeOut = 255; cycOrder = 1; break; case 1: setCyclotronLightState(c2Start, c2End, 0); setCyclotronLightState(c3Start, c3End, 2); setCyclotronLightState(c4Start, c4End, 2); cycFading = 1; cyclotronRunningFadeOut = 255; cycOrder = 2; break; case 2: setCyclotronLightState(c1Start, c1End, 2); setCyclotronLightState(c3Start, c3End, 0); setCyclotronLightState(c4Start, c4End, 2); cycFading = 2; cyclotronRunningFadeOut = 255; cycOrder = 3; break; case 3: setCyclotronLightState(c1Start, c1End, 2); setCyclotronLightState(c2Start, c2End, 2); setCyclotronLightState(c4Start, c4End, 0); cycFading = 3; cyclotronRunningFadeOut = 255; cycOrder = 0; break; } doUpdate = true; } // now figure out the fading light if ( (unsigned long)( currentMillis - prevFadeCycMillis) >= cycfadespeed ) { prevFadeCycMillis = currentMillis; if ( cycFading != -1 ) { switch ( cycFading ) { case 0: setCyclotronLightState(c4Start, c4End, 3); break; case 1: setCyclotronLightState(c1Start, c1End, 3); break; case 2: setCyclotronLightState(c2Start, c2End, 3); break; case 3: setCyclotronLightState(c3Start, c3End, 3); break; } doUpdate = true; } } } else { // otherwise this is the standard version if ((unsigned long)(currentMillis - prevCycMillis) >= cycspeed) { prevCycMillis = currentMillis; switch ( cycOrder ) { case 0: setCyclotronLightState(c4Start, c4End, 2); setCyclotronLightState(c1Start, c1End, 0); setCyclotronLightState(c2Start, c2End, 2); setCyclotronLightState(c3Start, c3End, 2); cycFading = 0; cyclotronRunningFadeOut = 255; cycOrder = 1; break; case 1: setCyclotronLightState(c1Start, c1End, 2); setCyclotronLightState(c2Start, c2End, 0); setCyclotronLightState(c3Start, c3End, 2); setCyclotronLightState(c4Start, c4End, 2); cycFading = 1; cyclotronRunningFadeOut = 255; cycOrder = 2; break; case 2: setCyclotronLightState(c1Start, c1End, 2); setCyclotronLightState(c2Start, c2End, 2); setCyclotronLightState(c3Start, c3End, 0); setCyclotronLightState(c4Start, c4End, 2); cycFading = 2; cyclotronRunningFadeOut = 255; cycOrder = 3; break; case 3: setCyclotronLightState(c1Start, c1End, 2); setCyclotronLightState(c2Start, c2End, 2); setCyclotronLightState(c3Start, c3End, 2); setCyclotronLightState(c4Start, c4End, 0); cycFading = 3; cyclotronRunningFadeOut = 255; cycOrder = 0; break; } doUpdate = true; } } // END CYCLOTRON // START POWERCELL if ((unsigned long)(currentMillis - prevPwrMillis) >= anispeed) { // save the last time you blinked the LED prevPwrMillis = currentMillis; for ( int i = powercellIndexOffset; i <= powerSeqTotal; i++) { if ( i <= powerSeqNum ) { powerStick.setPixelColor(i, powerStick.Color(0, 0, 150)); } else { powerStick.setPixelColor(i, 0); } } if ( powerSeqNum <= powerSeqTotal) { powerSeqNum++; } else { powerSeqNum = powercellIndexOffset; } doUpdate = true; } // END POWERCELL // if we changed anything update if ( doUpdate == true ) { powerStick.show(); } } // shutdown animation for the powercell/cyclotron int cyclotronFadeOut = 255; void powerSequenceShutdown(unsigned long currentMillis) { if ((unsigned long)(currentMillis - prevShtdMillis) >= pwr_shutdown_interval) { prevShtdMillis = currentMillis; // START CYCLOTRON for (int i = c1Start; i <= c4End; i++) { if ( cyclotronFadeOut >= 0 ) { powerStick.setPixelColor(i, 255 * cyclotronFadeOut / 255, 0, 0); cyclotronFadeOut--; } else { powerStick.setPixelColor(i, 0); } } // END CYCLOTRON // START POWERCELL for ( int i = powerSeqTotal; i >= powercellIndexOffset; i--) { if ( i <= powerShutdownSeqNum ) { powerStick.setPixelColor(i, powerStick.Color(0, 0, 150)); } else { powerStick.setPixelColor(i, 0); } } powerStick.show(); if ( powerShutdownSeqNum >= powercellIndexOffset) { powerShutdownSeqNum--; } else { poweredDown = true; powerShutdownSeqNum = powercellLedCount - powercellIndexOffset; cyclotronFadeOut = 255; } // END POWERCELL } } /*************** Nose Jewel Firing Animations *********************/ unsigned long prevFireMillis = 0; const unsigned long fire_interval = 50; // interval at which to cycle lights (milliseconds). int fireSeqNum = 0; int fireSeqTotal = 5; void clearFireStrobe() { for ( int i = 0; i < 7; i++) { noseJewel.setPixelColor(i, 0); } noseJewel.show(); fireSeqNum = 0; } void fireStrobe(unsigned long currentMillis) { if ((unsigned long)(currentMillis - prevFireMillis) >= fire_interval) { prevFireMillis = currentMillis; switch ( fireSeqNum ) { case 0: noseJewel.setPixelColor(0, noseJewel.Color(255, 255, 255)); noseJewel.setPixelColor(1, noseJewel.Color(255, 255, 255)); noseJewel.setPixelColor(2, 0); noseJewel.setPixelColor(3, noseJewel.Color(255, 255, 255)); noseJewel.setPixelColor(4, 0); noseJewel.setPixelColor(5, noseJewel.Color(255, 255, 255)); noseJewel.setPixelColor(6, 0); break; case 1: noseJewel.setPixelColor(0, noseJewel.Color(0, 0, 255)); noseJewel.setPixelColor(1, noseJewel.Color(255, 0, 0)); noseJewel.setPixelColor(2, noseJewel.Color(255, 255, 255)); noseJewel.setPixelColor(3, noseJewel.Color(255, 0, 0)); noseJewel.setPixelColor(4, noseJewel.Color(255, 255, 255)); noseJewel.setPixelColor(5, noseJewel.Color(255, 0, 0)); noseJewel.setPixelColor(6, noseJewel.Color(255, 255, 255)); break; case 2: noseJewel.setPixelColor(0, noseJewel.Color(255, 0, 0)); noseJewel.setPixelColor(1, 0); noseJewel.setPixelColor(2, noseJewel.Color(0, 0, 255)); noseJewel.setPixelColor(3, 0); noseJewel.setPixelColor(4, noseJewel.Color(0, 0, 255)); noseJewel.setPixelColor(5, 0); noseJewel.setPixelColor(6, noseJewel.Color(255, 0, 0)); break; case 3: noseJewel.setPixelColor(0, noseJewel.Color(0, 0, 255)); noseJewel.setPixelColor(1, noseJewel.Color(255, 0, 0)); noseJewel.setPixelColor(2, noseJewel.Color(255, 255, 255)); noseJewel.setPixelColor(3, noseJewel.Color(255, 0, 0)); noseJewel.setPixelColor(4, noseJewel.Color(255, 255, 255)); noseJewel.setPixelColor(5, noseJewel.Color(255, 0, 0)); noseJewel.setPixelColor(6, noseJewel.Color(255, 255, 255)); break; case 4: noseJewel.setPixelColor(0, noseJewel.Color(255, 0, 0)); noseJewel.setPixelColor(1, 0); noseJewel.setPixelColor(2, noseJewel.Color(255, 255, 255)); noseJewel.setPixelColor(3, 0); noseJewel.setPixelColor(4, noseJewel.Color(255, 0, 0)); noseJewel.setPixelColor(5, 0); noseJewel.setPixelColor(6, noseJewel.Color(255, 255, 255)); break; case 5: noseJewel.setPixelColor(0, noseJewel.Color(255, 0, 255)); noseJewel.setPixelColor(1, noseJewel.Color(0, 255, 0)); noseJewel.setPixelColor(2, noseJewel.Color(255, 0, 0)); noseJewel.setPixelColor(3, noseJewel.Color(0, 0, 255)); noseJewel.setPixelColor(4, noseJewel.Color(255, 0, 255)); noseJewel.setPixelColor(5, noseJewel.Color(255, 255, 255)); noseJewel.setPixelColor(6, noseJewel.Color(0, 0, 255)); break; } noseJewel.show(); fireSeqNum++; if ( fireSeqNum > fireSeqTotal ) { fireSeqNum = 0; } } } /*************** Bar Graph Animations *********************/ // This is the idle sequence unsigned long prevBarMillis_on = 0; // bargraph on tracker const unsigned long pwrcl_interval = 60; // interval at which to cycle lights (milliseconds). bool reverseSequenceOne = false; void barGraphSequenceOne(unsigned long currentMillis) { // normal sync animation on the bar graph if ((unsigned long)(currentMillis - prevBarMillis_on) > pwrcl_interval) { // save the last time you blinked the LED prevBarMillis_on = currentMillis; if ( reverseSequenceOne == false ) { switch_graph_led(seq_1_current, HIGH); seq_1_current++; if ( seq_1_current > num_led ) { reverseSequenceOne = true; } } else { switch_graph_led(seq_1_current, LOW); seq_1_current--; if ( seq_1_current < 0 ) { reverseSequenceOne = false; } } } } // This is the firing sequence unsigned long prevBarMillis_fire = 0; // bargraph firing tracker int fireSequenceNum = 1; void barGraphSequenceTwo(unsigned long currentMillis) { if ((unsigned long)(currentMillis - prevBarMillis_fire) > firing_interval) { // save the last time you blinked the LED prevBarMillis_fire = currentMillis; switch (fireSequenceNum) { case 1: switch_graph_led(2, LOW); switch_graph_led(14, LOW); switch_graph_led(1, HIGH); switch_graph_led(15, HIGH); fireSequenceNum++; break; case 2: switch_graph_led(1, LOW); switch_graph_led(15, LOW); switch_graph_led(2, HIGH); switch_graph_led(14, HIGH); fireSequenceNum++; break; case 3: switch_graph_led(2, LOW); switch_graph_led(14, LOW); switch_graph_led(3, HIGH); switch_graph_led(13, HIGH); fireSequenceNum++; break; case 4: switch_graph_led(3, LOW); switch_graph_led(13, LOW); switch_graph_led(4, HIGH); switch_graph_led(12, HIGH); fireSequenceNum++; break; case 5: switch_graph_led(4, LOW); switch_graph_led(12, LOW); switch_graph_led(5, HIGH); switch_graph_led(11, HIGH); fireSequenceNum++; break; case 6: switch_graph_led(5, LOW); switch_graph_led(11, LOW); switch_graph_led(6, HIGH); switch_graph_led(10, HIGH); fireSequenceNum++; break; case 7: switch_graph_led(6, LOW); switch_graph_led(10, LOW); switch_graph_led(7, HIGH); switch_graph_led(9, HIGH); fireSequenceNum++; break; case 8: switch_graph_led(7, LOW); switch_graph_led(9, LOW); switch_graph_led(6, HIGH); switch_graph_led(10, HIGH); fireSequenceNum++; break; case 9: switch_graph_led(6, LOW); switch_graph_led(10, LOW); switch_graph_led(5, HIGH); switch_graph_led(11, HIGH); fireSequenceNum++; break; case 10: switch_graph_led(5, LOW); switch_graph_led(11, LOW); switch_graph_led(4, HIGH); switch_graph_led(12, HIGH); fireSequenceNum++; break; case 11: switch_graph_led(4, LOW); switch_graph_led(12, LOW); switch_graph_led(3, HIGH); switch_graph_led(13, HIGH); fireSequenceNum++; break; case 12: switch_graph_led(3, LOW); switch_graph_led(13, LOW); switch_graph_led(2, HIGH); switch_graph_led(14, HIGH); fireSequenceNum = 1; break; } } } /************************* Shutdown and helper functions ****************************/ void shutdown_leds() { // reset the sequence seq_1_current = 1; fireSequenceNum = 1; // shut all led's off for (int i = 1; i <= 15; i++) { switch_graph_led(i, LOW); } } void switch_graph_led(int num, int state) { switch (num) { case 1: io.digitalWrite(SX1509_BAR_01, state); break; case 2: io.digitalWrite(SX1509_BAR_02, state); break; case 3: io.digitalWrite(SX1509_BAR_03, state); break; case 4: io.digitalWrite(SX1509_BAR_04, state); break; case 5: io.digitalWrite(SX1509_BAR_05, state); break; case 6: io.digitalWrite(SX1509_BAR_06, state); break; case 7: io.digitalWrite(SX1509_BAR_07, state); break; case 8: io.digitalWrite(SX1509_BAR_08, state); break; case 9: io.digitalWrite(SX1509_BAR_09, state); break; case 10: io.digitalWrite(SX1509_BAR_10, state); break; case 11: io.digitalWrite(SX1509_BAR_11, state); break; case 12: io.digitalWrite(SX1509_BAR_12, state); break; case 13: io.digitalWrite(SX1509_BAR_13, state); break; case 14: io.digitalWrite(SX1509_BAR_14, state); break; case 15: io.digitalWrite(SX1509_BAR_15, state); break; } }
User avatar
By CountDeMonet
#4931993
I think you were close. Give this a try

https://www.dropbox.com/s/8dsdw9k6pxzykct/test.ino?dl=0

Note that for the fire button 0 is the pressed state. If it is the same type of button for the venting then the code may need to be updated to check for 0 instead of 1 on line 388. Basically when not in a "firing" state pressing the button will trigger the venting animation/ecig to fire and it will reset once the animation is complete. You do not need to hold the button down. Just a single press.
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