289 lines
8.2 KiB
Go
289 lines
8.2 KiB
Go
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// Hikari – WS2812 LED effects for XIAO ESP32C3
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//
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// Hardware:
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// D6 (GPIO21) – WS2812 data (20 LEDs, 4 rows × 5 columns)
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// D3 (GPIO5) – Pushbutton, active-low (internal pull-up)
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//
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// Flash:
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// tinygo flash -target=xiao-esp32c3 -stack-size=8KB .
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package main
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import (
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"image/color"
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"machine"
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"time"
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"tinygo.org/x/drivers/ws2812"
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)
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// ─── constants ────────────────────────────────────────────────────────────────
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const (
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numLEDs = 20
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numRows = 4
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numCols = 5
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numEffects = 7
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frameDelay = 20 * time.Millisecond
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debounce = 200 * time.Millisecond
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)
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// Pin assignments for XIAO ESP32C3
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const (
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pinLED = machine.D6 // WS2812 data line
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pinBtn = machine.D3 // Button (pulled up, LOW when pressed)
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)
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// ─── globals ──────────────────────────────────────────────────────────────────
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var (
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leds [numLEDs]color.RGBA
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strip ws2812.Device
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// xorshift32 PRNG – seeded with a compile-time constant
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rngState uint32 = 0xCAFE1234
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)
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// ─── colour helpers ───────────────────────────────────────────────────────────
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// wheel maps 0-255 → smooth full-hue spectrum (R→G→B→R)
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func wheel(pos uint8) color.RGBA {
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switch {
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case pos < 85:
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return color.RGBA{R: pos * 3, G: 255 - pos*3, B: 0}
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case pos < 170:
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pos -= 85
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return color.RGBA{R: 255 - pos*3, G: 0, B: pos * 3}
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default:
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pos -= 170
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return color.RGBA{R: 0, G: pos * 3, B: 255 - pos*3}
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}
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}
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// dim scales a colour by brightness (0-255)
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func dim(c color.RGBA, brightness uint8) color.RGBA {
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return color.RGBA{
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R: uint8(uint16(c.R) * uint16(brightness) >> 8),
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G: uint8(uint16(c.G) * uint16(brightness) >> 8),
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B: uint8(uint16(c.B) * uint16(brightness) >> 8),
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}
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}
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// idx converts grid coordinates to LED index (simple row-major)
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func idx(row, col int) int { return row*numCols + col }
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// clear sets all LEDs to off
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func clear() {
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for i := range leds {
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leds[i] = color.RGBA{}
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}
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}
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// rand returns the next pseudo-random uint32
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func rand() uint32 {
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rngState ^= rngState << 13
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rngState ^= rngState >> 17
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rngState ^= rngState << 5
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return rngState
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}
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// ─── effect 1 – Rainbow ───────────────────────────────────────────────────────
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// All LEDs show the same hue; the hue cycles slowly through the full spectrum.
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func effectRainbow(step uint32) {
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c := wheel(uint8(step >> 2)) // full cycle ≈ 20 s
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for i := range leds {
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leds[i] = c
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}
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}
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// ─── effect 2 – Row sweep ─────────────────────────────────────────────────────
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// One row at a time is lit; the active row sweeps downward while the hue drifts.
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func effectRowSweep(step uint32) {
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clear()
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row := int(step/40) % numRows
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c := wheel(uint8(step >> 1))
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for col := 0; col < numCols; col++ {
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leds[idx(row, col)] = c
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}
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}
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// ─── effect 3 – Column sweep ──────────────────────────────────────────────────
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// One column at a time is lit; the active column sweeps rightward.
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func effectColSweep(step uint32) {
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clear()
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col := int(step/40) % numCols
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c := wheel(uint8(step >> 1))
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for row := 0; row < numRows; row++ {
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leds[idx(row, col)] = c
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}
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}
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// ─── effect 4 – Stars ─────────────────────────────────────────────────────────
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// Random LEDs glow in random colours then fade out, one by one.
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type star struct {
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pos uint8 // LED index
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hue uint8 // colour on the wheel
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br uint8 // current brightness (0-255)
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dir int8 // +1 rising, -1 falling
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}
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const (
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numStars = 8
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starStep = 7 // brightness change per frame (~35 frames to full glow)
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)
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var (
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starList [numStars]star
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starsOK bool
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)
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func initStars() {
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for i := range starList {
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starList[i] = star{
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pos: uint8(rand() % numLEDs),
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hue: uint8(rand()),
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br: uint8(i * (255 / numStars)), // stagger so they don't sync
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dir: 1,
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}
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}
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starsOK = true
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}
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func effectStars(_ uint32) {
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if !starsOK {
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initStars()
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}
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clear()
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for i := range starList {
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s := &starList[i]
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// Advance brightness
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nb := int16(s.br) + int16(s.dir)*starStep
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switch {
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case nb >= 255:
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s.br = 255
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s.dir = -1
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case nb <= 0:
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// Star died – pick a new random one
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s.br = 0
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s.dir = 1
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s.pos = uint8(rand() % numLEDs)
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s.hue = uint8(rand())
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default:
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s.br = uint8(nb)
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}
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leds[s.pos] = dim(wheel(s.hue), s.br)
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}
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}
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// ─── effect 5 – Breathing ─────────────────────────────────────────────────────
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// All LEDs pulse in unison with a triangular brightness envelope; the hue
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// drifts imperceptibly slowly.
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func effectBreathing(step uint32) {
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t := uint8(step) // 0-255, period = 256 frames ≈ 5 s
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var br uint8
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if t < 128 {
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br = t * 2 // 0 → 254
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} else {
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br = (255 - t) * 2 // 254 → 0
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}
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hue := uint8(step >> 7) // hue changes once per breath cycle
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for i := range leds {
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leds[i] = dim(wheel(hue), br)
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}
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}
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// ─── effect 6 – Rainbow rows ──────────────────────────────────────────────────
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// Each row shows a distinct hue (separated by 64/256 of the wheel); all hues
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// advance together, making the whole grid slowly rotate through colours.
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func effectRainbowRows(step uint32) {
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base := uint8(step >> 2) // same drift speed as effect 1
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for row := 0; row < numRows; row++ {
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c := wheel(base + uint8(row*64))
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for col := 0; col < numCols; col++ {
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leds[idx(row, col)] = c
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}
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}
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}
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// ─── effect 7 – Column wave ───────────────────────────────────────────────────
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// A bright column chases across the grid with a fading two-column tail.
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func effectWave(step uint32) {
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clear()
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head := int(step/8) % numCols // advances one column every 8 frames ≈ 160 ms
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hue := uint8(step >> 1)
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// Brightness per distance behind the head
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bri := [numCols]uint8{255, 110, 35, 0, 0}
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for col := 0; col < numCols; col++ {
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dist := (head - col + numCols) % numCols
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if dist >= numCols || bri[dist] == 0 {
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continue
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}
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c := dim(wheel(hue+uint8(col*12)), bri[dist])
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for row := 0; row < numRows; row++ {
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leds[idx(row, col)] = c
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}
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}
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}
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// ─── main ─────────────────────────────────────────────────────────────────────
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func main() {
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// Initialise WS2812
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pinLED.Configure(machine.PinConfig{Mode: machine.PinOutput})
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strip = ws2812.New(pinLED)
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// Initialise button with internal pull-up
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pinBtn.Configure(machine.PinConfig{Mode: machine.PinInputPullup})
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var (
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effect int
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step uint32
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prevBtn bool
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lastPress time.Time
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)
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for {
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// ── Button: detect falling edge with debounce ─────────────────────
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btnDown := !pinBtn.Get() // LOW = pressed (active-low)
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if btnDown && !prevBtn && time.Since(lastPress) > debounce {
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effect = (effect + 1) % numEffects
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lastPress = time.Now()
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starsOK = false // force stars to reinitialise next time
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}
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prevBtn = btnDown
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// ── Render current effect ─────────────────────────────────────────
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switch effect {
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case 0:
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effectRainbow(step)
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case 1:
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effectRowSweep(step)
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case 2:
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effectColSweep(step)
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case 3:
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effectStars(step)
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case 4:
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effectBreathing(step)
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case 5:
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effectRainbowRows(step)
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case 6:
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effectWave(step)
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}
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strip.WriteColors(leds[:])
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step++
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time.Sleep(frameDelay)
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}
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}
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