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chroniker's Issues

Bluetooth NAME

Hi, I'm about to run your project with HC-06 (ZS040 version) Bluetooth module, connected to Serial2 pin (16 and 17).
I've selected the #define for HC-06 and enabled serial debug. However serial monitor show the following error:

[Chroniker Clock Debug]
Start BT connection at 9600
BT err on NAME:
Setup exit, free mem 7058
RUN_INIT
RUN_NORMAL

In the smartphone, the APP show "Connected" but every command answer is "0: Timeout [Rcv]".

As written in the following tutorial:

http://www.martyncurrey.com/hc-06-hc01-comv2-0/

I've tried to update the following line in Chroniker_BT.h file:

from const char *szEnd = "\r\n";
to const char *szEnd = "";

But the problem is the same.

I had no problem with same Arduino hardware and same HC-06 module but with simpler firmware.

Do you have any idea?

Thanks

Replacing a demo pattern with another

I am trying to learn off this project how to work with interrupts to switch patterns during a pattern loop using "millis" statements. I am assuming these are "state machines"?

I am trying to replace one of the case statements (demo pattern 2) to use the "BouncingColoredBalls" pattern in place of i.e "demoRainbowWithGlitter". This pattern usually runs for infinity and wanted to see if I could get it to switch using the interrupts you have in place.

I am having trouble understanding the "(bool bInit)" portion of "void demoRainbowWithGlitter(bool bInit)". I am assuming it is calling something in FastLED library and may need to implement it somehow?

The "BouncingColoredBalls" pattern is found here:
https://www.tweaking4all.com/forums/topic/bouncy-ball-effect/
https://www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/

I am also trying to figure out how to tweak "BouncingColoredBalls" to work with your sketch.

i.e. Case 2 calling:

(built in tool did not format correctly)
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case 0: demoCylon(newDemo); newDemo = false; break;
case 1: demoRainbow(newDemo); newDemo = false; break;
// case 2: demoRainbowWithGlitter(newDemo); newDemo = false; break;
case 2: byte bbcolors[5][3] = { {0xff, 0,0}, // red
{0, 0xff, 0}, // green
{0, 0, 0xff}, // blue
{0xff, 0xff, 0xff},// white
{0xff, 0xff, 0} }; // yellow
BouncingColoredBalls(5, bbcolors);(newDemo); newDemo = false; break;
case 3: demoConfetti(newDemo); newDemo = false; break;
case 4: demoSinelon(newDemo); newDemo = false; break;
case 5: demoBPM(newDemo); newDemo = false; break;
case 6: demoJuggle(newDemo); newDemo = false; break;
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I am probably way off :-). I dont think it falls in the correct syntax as you have laid out. Also looking at other examples, I see you did restructure a few things such as in the Cylon pattern, defining case1/case2. I am wondering how much I have to tweak, i.e change "show.pixel" to " FastLED.show();" etc. I am relatively new to programming and any assistance is greatly appreciated!

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void BouncingColoredBalls(int BallCount, byte colors[][3])
{
if (bInit) initDemo();

if (millis() - timeStart < ANIMATION_DELAY)
return;
timeStart = millis();

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];

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);
}

while (true) {
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 ) {
      ImpactVelocity[i] = ImpactVelocityStart;
    }
  }
  Position[i] = round( Height[i] * (NUM_LEDS - 1) / StartHeight);
}

for (int i = 0 ; i < BallCount ; i++) {
  setPixel(Position[i],colors[i][0],colors[i][1],colors[i][2]);
}

showpixel();
setAll(0,0,0);

}
}
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