// Matrix animation sampler for the Arduino Uno Q's 13x8 blue LED matrix. // Cycles through several frame-based effects: rain -> knight-rider sweep -> // comet -> ripple -> bloom -> breathe -> sparkle -> checker -> wipe, then // repeats. All monochrome (pixels are on/off; // the LEDs are physically blue — there is no colour or brightness control). // // Shared pattern: each effect fills the 8x13 `grid`, then show() packs it into // the uint32_t[4] the driver wants and pushes it with loadFrame(). The only // matrix calls that exist here are begin() and loadFrame(). // // Compile: arduino-cli compile --fqbn arduino:zephyr:unoq --export-binaries // Flash: arduino-flash .ino.elf-zsk.bin (OpenOCD @ 0x80F0000) #include "Arduino_LED_Matrix.h" Arduino_LED_Matrix matrix; static const uint8_t W = 13; // columns static const uint8_t H = 8; // rows bool grid[H][W]; uint32_t frame[4]; void clearGrid() { for (uint8_t y = 0; y < H; y++) for (uint8_t x = 0; x < W; x++) grid[y][x] = false; } // pack grid -> frame (row-major, MSB-first: pixel 0 = frame[0] bit 31) and show void show(uint16_t ms) { frame[0] = frame[1] = frame[2] = frame[3] = 0; uint16_t bit = 0; for (uint8_t y = 0; y < H; y++) for (uint8_t x = 0; x < W; x++) { if (grid[y][x]) frame[bit >> 5] |= (1UL << (31 - (bit & 31))); bit++; } matrix.loadFrame(frame); delay(ms); } // --- digital rain: per-column drops (head + short trail), staggered speeds --- int8_t rHead[W]; uint8_t rLen[W], rPer[W], rPh[W]; void rainSeed(uint8_t x) { rHead[x] = -(int8_t)random(0, H); rLen[x] = random(2, 5); rPer[x] = random(1, 4); rPh[x] = 0; } void rain(uint16_t frames) { for (uint8_t x = 0; x < W; x++) rainSeed(x); for (uint16_t f = 0; f < frames; f++) { clearGrid(); for (uint8_t x = 0; x < W; x++) { for (uint8_t t = 0; t < rLen[x]; t++) { int y = rHead[x] - t; if (y >= 0 && y < H) grid[y][x] = true; } if (++rPh[x] >= rPer[x]) { rPh[x] = 0; rHead[x]++; if (rHead[x] - (int8_t)rLen[x] >= (int8_t)H) rainSeed(x); } } show(90); } } // --- knight-rider: a full-height bar sweeps left<->right with a light trail --- void knight(uint8_t sweeps) { for (uint8_t s = 0; s < sweeps; s++) { for (uint8_t dir = 0; dir < 2; dir++) { for (int i = 0; i < W; i++) { int x = dir ? (W - 1 - i) : i; int xt = dir ? x + 1 : x - 1; // trailing column clearGrid(); for (uint8_t y = 0; y < H; y++) { grid[y][x] = true; if (xt >= 0 && xt < W && (y % 2 == 0)) grid[y][xt] = true; } show(70); } } } } // --- ripple: expanding square outline from the centre --- void ripple(uint8_t reps) { const int cx = 6, cy = 3; for (uint8_t r0 = 0; r0 < reps; r0++) { for (int r = 0; r < 8; r++) { clearGrid(); for (int y = 0; y < H; y++) for (int x = 0; x < W; x++) if (max(abs(x - cx), abs(y - cy)) == r) grid[y][x] = true; show(110); } } } // --- sparkle: random pixels twinkle --- void sparkle(uint16_t frames) { for (uint16_t f = 0; f < frames; f++) { clearGrid(); for (uint8_t k = 0; k < 10; k++) grid[random(0, H)][random(0, W)] = true; show(70); } } // --- wipe: fill column-by-column, then clear column-by-column --- void wipe(uint8_t reps) { for (uint8_t r = 0; r < reps; r++) { for (uint8_t on = 0; on < 2; on++) { for (int x = 0; x < W; x++) { for (uint8_t y = 0; y < H; y++) grid[y][x] = (on == 0); show(45); } } } } // --- comet: a pixel bounces around the edges, trailing its last few cells --- void comet(uint16_t frames) { const uint8_t TRAIL = 5; int hx[TRAIL], hy[TRAIL]; int x = random(0, W), y = random(0, H), dx = 1, dy = 1; for (uint8_t i = 0; i < TRAIL; i++) { hx[i] = x; hy[i] = y; } for (uint16_t f = 0; f < frames; f++) { for (int i = TRAIL - 1; i > 0; i--) { hx[i] = hx[i - 1]; hy[i] = hy[i - 1]; } hx[0] = x; hy[0] = y; clearGrid(); for (uint8_t i = 0; i < TRAIL; i++) grid[hy[i]][hx[i]] = true; show(70); x += dx; y += dy; // advance, then reflect off walls if (x < 0) { x = 1; dx = 1; } else if (x > W - 1) { x = W - 2; dx = -1; } if (y < 0) { y = 1; dy = 1; } else if (y > H - 1) { y = H - 2; dy = -1; } } } // --- bloom: a filled diamond grows from the centre to full, then collapses --- void bloom(uint8_t reps) { const int cx = 6, cy = 3; for (uint8_t r0 = 0; r0 < reps; r0++) { for (uint8_t dir = 0; dir < 2; dir++) { for (int r = 0; r <= 8; r++) { int rad = dir ? (8 - r) : r; clearGrid(); for (int y = 0; y < H; y++) for (int x = 0; x < W; x++) if (max(abs(x - cx), abs(y - cy)) <= rad) grid[y][x] = true; show(80); } } } } // --- breathe: a dithered shimmer whose density swells and fades (no true fade, // so we ramp how many pixels are lit via a fixed per-pixel threshold) --- void breathe(uint8_t breaths) { static uint8_t thr[H][W]; for (uint8_t y = 0; y < H; y++) for (uint8_t x = 0; x < W; x++) thr[y][x] = random(0, 100); for (uint8_t b = 0; b < breaths; b++) { for (uint8_t dir = 0; dir < 2; dir++) { for (int s = 0; s <= 100; s += 8) { int level = dir ? (100 - s) : s; clearGrid(); for (uint8_t y = 0; y < H; y++) for (uint8_t x = 0; x < W; x++) if (thr[y][x] < level) grid[y][x] = true; show(45); } } } } // --- checker: a checkerboard that inverts on each beat --- void checker(uint8_t flips) { for (uint8_t p = 0; p < flips; p++) { clearGrid(); for (uint8_t y = 0; y < H; y++) for (uint8_t x = 0; x < W; x++) if (((x + y + p) & 1) == 0) grid[y][x] = true; show(250); } } void setup() { matrix.begin(); randomSeed(micros()); } void loop() { rain(70); knight(2); comet(120); ripple(2); bloom(2); breathe(2); sparkle(40); checker(6); wipe(2); }