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quickPatterns

A pattern and animation manager for individually addressable LEDs (WS2811, WS2812, NeoPixels, etc.) using FastLED.

The goal of quickPatterns is to provide makers a simple interface in code for building advanced light pattern configurations i.e. multiple patterns running simultaneously, configurable colors, timed and sequenced pattern activation.

Features

  • Easily layer multiple animations on top of each other, with multiple options for how overlapping pixels interact
  • Time patterns to activate and deactivate either at specific intervals or in relation to other patterns
  • Configure colors to change in relation to pattern activity including updates, frames, "cycles" or activations
  • Create multiple "scenes" of one or more patterns running simultaneously and quickly change between them
  • Easily write custom light patterns that are immediately usable with all configuration options

Documentation

Installation

Example sketch

Adding patterns

Layers

Layer brushes

Configuring pattern colors

Periodic color changes

Periodic pattern activation

Linked pattern activation

Layer effects

Scenes

Writing custom patterns

Sample pattern library

Installation

quickPatterns uses the FastLED library which must be installed on your system first, and this document assumes you are familiar with the basics of using FastLED

From the command line

Navigate to your Arduino/libraries directory and clone via the following command:

git clone https://github.com/brimshot/quickPatterns.git

ZIP archive

Choose "Download ZIP" from the Code menu when viewing the source on github and extract the archive inside your Arduino/libraries directory

Example sketch

A simple example that can be run right away

#include <quickPatterns.h>

#define CHIPSET     WS2812B
#define DATA_PIN    2
#define NUM_LEDS    100
#define BRIGHTNESS  64
#define COLOR_ORDER GRB         //GRB for WS2812, RGB for WS2811
#define TICKLENGTH  25

// declare array of CRGB objects, used by FastLED
CRGB leds[NUM_LEDS];

//declare quickPatterns controller and pass in main led array
quickPatterns quickPatterns(leds, NUM_LEDS);

void setup() {

  delay(3000); // Recovery delay

  random16_add_entropy(analogRead(0)); // seed random number generator

  // ~ Configure FastLED

  FastLED.addLeds<CHIPSET, DATA_PIN, COLOR_ORDER>(leds, NUM_LEDS)
    .setCorrection(TypicalLEDStrip)
    .setDither(BRIGHTNESS < 255);

  FastLED.setBrightness(BRIGHTNESS);
  FastLED.setMaxPowerInVoltsAndMilliamps(5, 450);

  FastLED.clear();


  // ~ Configure quickPatterns

  quickPatterns.setTickMillis(TICKLENGTH);

  // Cylon of 8 pixels that cycles through the rainbow (layer 0)
  quickPatterns.newScene().addPattern(new qpBouncingBars(8))
    .chooseColorFromPalette(RainbowColors_p, SEQUENTIAL)
    .changeColorEveryNTicks(2);

  // Periodically toss in some lightning flashes at random places along the strand, 10 pixels wide (layer 1)
  quickPatterns.sameScene().addPattern(new qpLightning(10))
      .singleColor(CRGB::White)
      .activatePeriodicallyEveryNTicks(100, 200) // activate at random intervals between 100 and 200 ticks
      .stayActiveForNCycles(2, 4); // each activation will trigger 2 to 4 lightning flashes
}

void loop()
{
  quickPatterns.show();
}

Adding patterns

Basic setup

At the top of your file declare an array of LEDs as you would in any FastLED based sketch

CRGB leds[NUM_LEDS];

Next, declare the quickPatterns controller, passing in your LEDs and length

quickPatterns quickPatterns(leds, NUM_LEDS);

In your setup() function, configure FastLED as normal, then add patterns to the quickPatterns controller as will be described below.

void setup() {

  FastLED.addLeds<...>

  ...  // configure FastLED


  // configure quickPatterns (see below)

  ...

}

Finally, in your loop() function, call the show() method of the quickPatterns controller (this will call FastLED.show() in turn).

void loop()
{
  quickPatterns.show();
}

Adding the patterns

Adding a pattern always begins with the Scene[#scenes]

quickPatterns.newScene().addPattern()

Once the quickPatterns controller has been instantiated you can use the addPattern() method and pass in a new instance of any class that inherits from the qpPattern class (write your own or use one of the sample patterns)

For example, a simple pulse of eight pixels that moves back and forth a string of lights:

quickPatterns.newScene().addPattern(new qpComet(8))
  .singleColor(CRGB::Red);

addPattern() returns a pointer to the pattern object passed as a parameter which can be used to continue to chain configuration methods. In this case we are chaining the singleColor() method which sets our pulse pattern to a constant red.

Setting pattern speeds

Updates and changes in quickPatterns operate on a tick system. Each tick, active patterns are drawn and any pending changes processed.

The default tick length is 25 milliseconds, but the length of a tick is configurable on the controller. To change the master tick length, use the setTickMillis() method

quickPatterns.setTickMillis(50); //sets tick length to 50 milliseconds

By default each pattern will update once per tick. This can be changed with the pattern configuration method drawEveryNTicks(), which allows for lowering a patterns render frequency.

quickPatterns.addPattern(new qpComet(8))
  .singleColor(CRGB::Red);
  .drawEveryNTicks(2);

By adding drawEveryNTicks(2) to the configuration chain, our pulse pattern will now animate at half speed.

Ticks are also used to calculate pattern activation and duration timings (see periodic pattern activation).

Layers

Patterns are pre-rendered on separate arrays of leds in memory which are then combined to make the final image displayed i.e. 'layers'.

The default behavior is that filled pixels in upper layers cover those in lower layers, for example:

Layer one - red every 4th LED:

----------------------
- R - - - R - - - R -
----------------------

Layer two - green every 3rd LED:

----------------------
G - - G - - G - - G -
----------------------

Final result that gets displayed on the LED strand:

----------------------
G R - G - R G - - G -
----------------------

Layers are applied to the final output in ascending order. Since layer two (green pixels) is on 'top' of layer one, the value at any collision will be the value in the upper layer.

To configure how layers interact with each other when combined see layer brushes.

By default each call to addPattern() creates a new layer in memory for that pattern to run on. However, multiple patterns can be added on to a single layer (pixel data will be written in the order patterns are rendered).

To add a pattern to a specific layer, insert the layer() method into the access chain

quickPatterns.layer(0).addPattern(new qpComet(8)); //add a pattern directly to layer 0
quickPatterns.layer(1).addPattern(new qpConfetti(60)); //add a pattern directly to layer 1

If the layer() method is called for an index that does yet exist, a new layer will be created automatically and a reference to the new layer returned.

Once created, patterns can be re-accessed directly via layer().pattern() i.e.

quickPatterns.layer(0).pattern(0) //provides access to pattern 0 on layer 0
quickPatterns.layer(0).pattern(1) //provides access to pattern 1 on layer 0

Layer brushes

Layer brushes give control over how each layer interacts with those below it and whether pixels in the same location on two separate layers overwrite, combine or blend.

Setting a layer brush is via the setLayerBrush() method which accepts one of the enumerated brush types

quickPatterns.layer(1).setLayerBrush(ADD); //layer 1 will now add it's light to below layers instead of replacing underlying pixels

There are 6 different brush types which affect the application of each layer to those below:

OVERLAY

This is the default brush if none set - any pixels in this layer that are set to black (CRGB::Black) are not written, allowing whatever is below to show through, while any pixels that have a color value replace those from layers below

ADD

The light value of pixels in this layer will be added to the light values of pixels below

SUBTRACT

The light value of pixels in this layer are subtracted from those below. Using this brush, we can turn 'off' pixels on underlying layers and render patterns using negative space. For example: set a pattern color to full white (CRGB::White) and set the layer brush to SUBTRACT and any pixels the pattern fills in will be removed from below layers.

OVERWRITE

Completely overwrite below layers with this layers pixels, including pixels that are 'off' (CRGB::Black).

COMBINE

Combine the values of this layers pixels with those below.

MASK

The mask brush subtracts the inverse of the light values in the current layer from those below. When a pattern with black and white pixels used is as a mask, any white pixels in the mask will allow those from below to show through, while any black pixels will eliminate what's underneath. Use this brush to leave 'windows' of visible space from patterns that are being rendered on the below layers.

Configuring pattern colors

Patterns are drawn using either a palette of colors or a single color per frame.

Palettes

For patterns that use a complete palette to render frames, the usePalette() method sets the palette to be used. Pass in any FastLED CRGBPalette16 object.

quickPatterns.newScene().addPattern(new qpPaletteWave(5))
  .usePalette(RainbowColors_p);

One color per frame

For patterns that draw one color per frame, the color used can be configured to update one of three ways: retrieved from a color palette each frame, retrieved from a set of colors or set as a constant.

Constant color

To show a pattern using a single color, use the singleColor() method

quickPatterns.addPattern(new qpComet(8))
  .singleColor(CRGB::Yellow); // Will always be yellow

Color from a palette

Frame colors can be updated each frame from palettes, either sequentially or randomly.

To configure a pattern to cycle through palette colors sequentially, use the chooseColorFromPalette() method. Pass in any CRGBPalette16 and the constant SEQUENTIAL as the second argument.

quickPatterns.addPattern(new qpBouncingBars(10))
  .chooseColorFromPalette(RainbowColors_p, SEQUENTIAL);

Each time the pattern is rendered, the next color from the palette will automatically be loaded for use in the pattern code (see writing new patterns for more details)

Use the setPaletteStep() method to set the number of hues to jump when moving through the palette.

quickPatterns.addPattern(new qpComet(8))
  .chooseColorFromPalette(RainbowColors_p, SEQUENTIAL)
  .setPaletteStep(15); //jump 15 hues each color change

Hue step defaults to 3 if no value specifically configured.

For colors to be chosen randomly from the supplied palette, pass RANDOM as the second parameter to chooseColorFromPalette

quickPatterns.addPattern(new qpComet(8))
  .chooseColorFromPalette(RainbowColors_p, RANDOM);

Colors using sets

Frame colors can also be configured using sets of concrete colors.

To use a color set, first create an array of CRGB objects

CRGB[3] myColorSet;
myColorSet[0] = CRGB::Red;
myColorSet[1] = CRGB::Yellow;
myColorSet[2] = CRGB::Pink;

You can now configure the pattern to use colors from the set using chooseColorFromSet()

quickPatterns.addPattern(new qpComet(8))
  .chooseColorFromSet(myColorSet, 3, SEQUENTIAL);

The first parameter is a pointer to the array of colors, the second is the number of colors in the set, and the third is the mode constant.

To have the frame color chosen from the color set randomly, simply change the mode constant to RANDOM.

quickPatterns.addPattern(new qpComet(8))
  .chooseColorFromSet(myColorSet, 3, RANDOM);

Periodic color changes

By default, frame colors do not change. A pattern will only use the first hue from the supplied palette or set unless change timing is configured.

When to change colors can be set relative to one of 4 periods - ticks, updates, activations or cycles.

To change a color based on ticks, use the changeColorEveryNTicks() method

quickPatterns.addPattern(new qpComet(8))
  .chooseColorFromPalette(RainbowColors_p, SEQUENTIAL)
  .changeColorEveryNTicks(4); //pattern color changes to the next hue in the palette every 4 ticks

A frame is every time the pattern is drawn. Timing via frame can be used to make color changes keyed to pattern updates, independent of overall pattern speed. To link color changes to frames use the changeColorEveryNFrames() method

quickPatterns.addPattern(new qpComet(8))
  .drawEveryNTicks(4) //only render this pattern every 4th tick
  .chooseColorFromPalette(RainbowColors_p, SEQUENTIAL)
  .changeColorEveryNFrames(2); //change color every second time this pattern is rendered

An activation is each time the pattern is activated (see peridodic pattern activation). To link color changes use the changeColorEveryNActivations() method

quickPatterns.addPattern(new qpFlashRandomSection(8))
  .activatePeriodicallyEveryNTicks(100)
  .stayActiveForNTicks(100)
  .chooseColorFromPalette(RainbowColors_p, SEQUENTIAL)
  .changeColorEveryNActivations(2); //change color every second time this pattern is activated

A cycle is an internal counter tracked by the pattern that can be used to mark a completion point in the animation. To time color changes using cycles, use the changeColorEveryNCycles() method

quickPatterns.addPattern(new qpComet(8))
  .chooseColorFromPalette(RainbowColors_p, SEQUENTIAL)
  .changeColorEveryNCycles(3); //color changes every third time the pulse traverses the strand (every third cycle)

Random length intervals

Each method to configure color timing can accept a second optional parameter which, when included, sets color changes to trigger at intervals of random lengths bounded by the first and second parameters

quickPatterns.addPattern(new qpComet(8))
  .chooseColorFromPalette(RainbowColors_p, SEQUENTIAL)
  .changeColorEveryNTicks(4, 16); //pattern color will change at intervals of random lengths between 4 and 16 ticks


.changeColorEveryNFrames(5, 10); //color change occurs every 5 to 8 pattern updates randomly

.changeColorEveryNActivations(3, 6); //color change occurs every 3 to 6 activations randomly

.changeColorEveryNCycles(3, 8); //color change occurs every 3 to 8 cycles randomly

Periodic pattern activation

By default all patterns begin in an active state and are rendered. Patterns can also be configured to turn on and off periodically at intervals.

The active and inactive intervals are measured in ticks. Configure activation via the activatePeriodicallyEveryNTicks() method

quickPatterns.addPattern(new qpComet(8))
  .activatePeriodicallyEveryNTicks(300); //pattern will wait 300 ticks between activations

The above pattern will activate after 300 ticks have passed and once the active period has completed and the pattern has deactivated, it will wait another 300 ticks before activating again.

The activatePeriodicallyEveryNTicks() method can optionally take a second parameter which, when supplied, sets the ticks between each activation to a random number bounded by the two parameters

quickPatterns.addPattern(new qpComet(8))
  .activatePeriodicallyEveryNTicks(300, 500); //time between activations will be random, between 300 to 500 ticks

Active period duration

Once active, the period for which a pattern stays active can be set relative to one of three periods: ticks, updates or cycles

To set the active state duration in ticks, use the stayActiveForNTicks() method

quickPatterns.addPattern(new qpComet(8))
  .activatePeriodicallyEveryNTicks(300)
  .stayActiveForNTicks(200); //once activated, pattern will stay active for 200 ticks before deactivating

A frame is every time the pattern is drawn. To set the activate state duration in frames, use the stayActiveForNFrames() method

quickPatterns.addPattern(new qpComet(8))
  .drawEveryNTicks(2) //run pattern at half speed
  .activatePeriodicallyEveryNTicks(300)
  .stayActiveForNFrames(50); //once activated, pattern will render 50 times before deactivating

A cycle is an internal counter tracked by the pattern that can be used to mark a completion point in the pattern animation. To set the activate state duration in cycles use the stayActiveForNCycles() method

quickPatterns.addPattern(new qpComet(8))
  .activatePeriodicallyEveryNTicks(300)
  .stayActiveForNCycles(4); //once activated, pattern will stay active for 4 complete pulses

Random active state length

Each method to configure active state duration can accept a second number as an optional parameter. If the second parameter is included, each active period will be a random duration in the chosen units, bounded by the two parameters

quickPatterns.addPattern(new qpComet(8))
  .activatePeriodicallyEveryNTicks(300)
  .stayActiveForNTicks(200, 400); //once activated, pattern will stay active for a random period between 200 and 400 ticks

  .stayActiveForNFrames(25, 50); //once activated, pattern will stay active for a random number of frames, between 25 and 50

  .stayActiveForNCycles(4, 10); //once activated, pattern will stay active for random number of cycles between 4 and 10

Linked pattern activation

Patterns can also be activated, not at set intervals, but relative to events happening on other patterns.

Save a reference (note the use of & character) to the pattern you would like to track when creating it:

qpPattern &Comet = quickPatterns.sameScene().addPattern(new qpComet(8))
  .singleColor(CRGB::Red);

You can now use this reference to trigger relative activation or deactivation of another new pattern, like so:

quickPatterns.sameScene().addPattern(new qpLightning(10))
  .singleColor(CRGB::White)
  .activateWhenPatternPHasCompletedNCycles(Comet, 2)
  .stayActiveForNCycles(3);

In this example, lightning will flash 3 times, every time the Comet pattern has completed 2 cycles.

The full list of available linked activation options are as follows:

qpPattern &activateWhenPatternPActivates(qpPattern &P);
qpPattern &activateWhenPatternPDeactivates(qpPattern &P);
qpPattern &activateWhenPatternPHasCompletedNCycles(qpPattern &P, int minCycles, int maxCycles = 0);
qpPattern &activateWhenPatternPHasRenderedNFrames(qpPattern &P, int minFrames, int maxFrames = 0);
qpPattern &activateWhenPatternPHasActivatedNTimes(qpPattern &P, int minActivations, int maxActivations = 0);
qpPattern &activateWhenPatternPHasDeactivatedNTimes(qpPattern &P, int minActivations, int maxActivations = 0);

The full list of available linked deactivation options are as follows:

qpPattern &deactivateWhenPatternPActivates(qpPattern &P);
qpPattern &deactivateWhenPatternPDeactivates(qpPattern &P);
qpPattern &deactivateWhenPatternPHasCompletedNCycles(qpPattern &P, int minCycles, int maxCycles = 0);
qpPattern &deactivateWhenPatternPHasRenderedNFrames(qpPattern &P, int minFrames, int maxFrames = 0);
qpPattern &deactivateWhenPatternPHasActivatedNTimes(qpPattern &P, int minActivations, int maxActivations = 0);
qpPattern &deactivateWhenPatternPHasDeactivatedNTimes(qpPattern &P, int minActivations, int maxActivations = 0);

Layer effects

Layer effects are adjustments applied to the entire layer either before or after rendering a frame.

Use pre-render effects to, for example, gradually fade away illuminated pixels as your pattern moves up and down a light strip.

quickPatterns.sameLayer().addPreRenderEffect(new qpContinuallyFadeLayerBy(20)); //layer 1 will fade to black by 20/255 once per tick

By fading before rendering, pixels that were lit by the previous frame will gradually fade away and any pixels drawn in the new frame will show at full brightness.

Use post-render effects to apply adjustments after new pattern data has been written to the layer, for example a breathing effect that effects both new writes and previous.

NOTE: for backwards compatibility, the method continuallyFadeLayerBy() (shortcut to adding a fade pre-render effect) remains available:

quickPatterns.sameLayer().continuallyFadeLayerBy(20); //layer 1 will fade to black by 20/255 once per tick

Custom layer effects

Layer effects are classes that inherit from the qpLayerEffect base class. To create a custom layer effect, simply create a new class that inherits from qpLayerEffect and implement the apply() method, like so:

class MyEffect : public qpLayerEffect {

  void apply(CRGB *targetLeds, int numLeds) {
    // ... custom code
  }

}

You can now use your new effect as either a pre-render or post-render effect.

Layer persistence

By default, to facilitate fading and blending effects, layers stay visible and the last written information continues to be rendered even when the layer contains no active patterns. To stop a layer from being rendered when none of it's patterns are active, use hideWhenNoActivePatterns()

quickPatterns.layer(1).hideWhenNoActivePatterns(); //layer 1 will no longer be rendered if none of it's patterns are active

Scenes

Scenes are collections of layers and their patterns that can be referenced as a unit.

Creating multiple scenes, each with their own layers, allows us to switch between various combinations of patterns on the same strand of lights as desired.

To create a new scene, use the newScene() method, which returns a reference to the scene created, like so

//Creates a new scene (index will be 1) and adds a pattern
quickPatterns.newScene().addPattern(new qpComet(8))
  .singleColor(CRGB::Red);

Since our initial scene is always scene 0, the next scene created gets assigned index 1. You can now access the new scene directly using the scene() method

//Access scene 1 directly
quickPatterns.scene(1).addPattern(new qpComet(8))
  .singleColor(CRGB::Red);

Note

If no scene yet exists at the index passed to the scene() method, a new scene will be created automatically and a reference to the newly created scene returned.

If you want to reference a specific layer on a specific scene, simply insert the layer() method into the access chain after scene()

//Add a pattern directly to scene 2, layer 1
quickPatterns.scene(2).layer(1).addPattern(new qpComet(8))
  .singleColor(CRGB::Red);

Changing scenes

By default, scene 0 is the first to display. To change the scene being displayed, you can jump directly to a scene via index, cycle through all scenes sequentially or choose randomly

quickPatterns.playScene(1); //change to scene 1 right away
quickPatterns.playScene(2); //change to scene 2 right away

The nextScene() method automatically changes to the next scene stored (usually called periodically by your main loop). This loops back to 0 when all scenes have been played.

quickPatterns.nextScene(); //sets current scene to the next available, loops back to 0 once all scenes shown

To play a random scene

quickPatterns.playRandomScene();

Fluent interface: quick access

sameLayer(), sameScene(), samePattern()

Use these methods to gain access to the last referenced scene, layer or pattern.

For example, use the sameScene() method when you are adding multiple patterns to a new scene remove the need to track the scenes index

quickPatterns.newScene().addPattern(new qpComet(8)) //creates a new scene and adds the pattern
  .singleColor(CRGB::Red);

quickPatterns.sameScene().addPattern(new qpComet(8)) //creates layer 1, pattern 0 on the same scene that was just created
  .singleColor(CRGB::Blue);

quickPatterns.sameScene().addPattern(new qpSinelon(13)) //creates layer 2, pattern 0 on the same scene
  .singleColor(CRGB::Green);

//use the sameLayer() method to continue to configure the last accessed layer
quickPatterns.sameLayer().setLayerBrush(ADD); //sets the brush for our new scene, layer 2 to ADD
quickPatterns.sameLayer().continuallyFadeBy(20); //adds fading to our new scene, layer 2

Quick access operators

For quick access to the first pattern (pattern 0) on a given layer simply call

quickPatterns(1)

is the same as

quickPatterns.scene(0).layer(1).pattern(0)

i.e.

quickPatterns.scene(0).layer(1).addPattern(new qpComet(8));

quickPatterns(1).singleColor(CRGB::Red); //sets pattern 0 on layer 1 to red

Scene, layer

Quick access to the first pattern (pattern 0) a specific scene / layer:

quickPatterns(1, 2)

is the same as

quickPatterns.scene(1).layer(2).pattern(0)

Scene, layer, pattern

Quick access to a specific scene, layer and pattern:

quickPatterns(1, 0, 2)

is the same as

quickPattern.scene(1).layer(0).pattern(2)

Writing custom patterns

As long as you are familiar some basic programming and FastLED, writing custom patterns for quickPatterns is simple and straightforward

quickPatterns uses FastLED to accomplish it's rendering, so if you are not familiar with FastLED you should begin with the FastLED documentation

Testing your patterns

You can test your pattern code using Wokwi FastLED simulator

You can directly copy and paste the draw() method from your pattern class into the simulator

To write a custom pattern simply create a class that inherits from qpPattern and write a draw() method for the class

//inherit from base class qpPattern
class myCustomPattern : public qpPattern {

  int pos = 0;

  //draw() is called whenever the pattern is rendered, default is once per tick
  void draw() {

    //clears all pixels on the layer
    fill_solid(_targetLeds, _numLeds, CRGB::Black);

    //move a single pixel along the strand step by step
    _targetLeds[pos++] = _getColor();
    //TODO: this is better.... ?
//    _targetLeds[pos++] = this.getColor();

    //start over at first led once we hit last
    if(pos >= _numLeds)
      pos = 0;
  }

}

The class member _targetLeds points to the array of leds for the layer the pattern is being rendered on and should be used for writing light data

Once written, include your pattern file in your sketch and you can now add your pattern to be displayed like so

quickPatterns.addPattern(new myCustomPattern())
  .singleColor(CRGB::Blue)
  ...

qpPattern members and methods

The following class members and methods are available inside pattern classes for use when creating custom patterns:

_targetLeds

These are the leds for the layer the pattern is being rendered on. This is what to write light data to. Use as you would any FastLED CRGB array

_numLeds

Number of leds in the light strand

_getColor()

Returns a CRGB object with the current frame color as per this patterns color configuration

_getPalette()

Returns the palette that was configured on this pattern via the usePalette() method

_countCycle()

Count one cycle - used for timing activations and color changes via cycles

Initialize

There is also an optional method initialize() that can be overloaded on custom patterns, which is called when the pattern is first linked to the layer it will be rendered on

Note:

The number of leds will not be known to the patterns at the time of class creation, therefore any initial calculations that require knowing the total number of leds must be placed in the initialize() method i.e.

//constructor - *wrong* way
myCustomPattern() {
  this->halfwayPoint = _numLeds / 2; //will NOT work, since the number of leds is unknown in pattern constructor
}

//overloaded initialize() method - correct way
void initialize() {
  this->halfwayPoint = _numLeds / 2; //correct way, number of leds is known when initialize() is called
}

Sample pattern library

The following patterns are included with the library.

qpComet

qpComet(int size, bool bounce = true, int direction = DIR_FORWARD)

Section of lights of length size that move along the light strip. If the bounce parameter is set to true, the comet will reverse direction and return after hitting each end of the light strip. If the direction parameter is set to DIR_REVERSE, the initial starting point will be from the end of the light strip.

qpBouncingBars

qpBouncingBars(int size)

Two sections of length size that start at opposite ends of the light strip, meet in the middle, then return.

qpConfetti

qpConfetti(int spread)

Illuminates a random number of pixels between 0 and the total available each frame. Increase spread or decrease draw frequency to increase spacing.

qpElectricy

qpElectricity(int speed)

Trails of lights that move up and down the light strand. Must add a fade to pattern's layer when using to avoid filling the strand solid.

qpFeathers

qpFeathers(int size, int direction = DIR_FORWARD)

Turns on the lights of the strand in sections of size size sequentially.

qpJuggle

qpJuggle()

Lights that weave in and out sync, from FastLED demo reel.

qpLightning

qpLightning(int sectionSize, byte numFlashes = 8)

Flashes a random section of lights of length sectionSize on and off numFlashes times.

qpPaletteBreathe.h

qpPaletteBreathe(int speed)

Fills strand with a moving gradient using palette set via usePalette() that fades in and out as per speed parameter

qpPaletteDissolve.h

qpPaletteDissolve(int speed)

Waves of palette colors that move in and out as per speed parameter

qpPaletteGradient

qpPaletteGradient(int deltaX = 3, int deltaY = 1)

Fills the strand with a gradient using the palette set via usePalette(). deltaX is the change between hues each pixel. deltaY is the change in the initial hue each frame.

qpPaletteTwinkle

qpPaletteTwinkle(int speed)

Twinkling palette colors (set via usePalette()) that move and blink as per speed parameter

qpPaletteWave

qpPaletteTwinkle(int speed)

Waves of palette colors (set via usePalette()) that move as per speed parameter

qpSinelon

qpSinelon(int speed)

Pixel weaving back and forth across the strand. Must add a fade to pattern's layer.

qpSparkles

qpSparkles(int speed)

Randomly illuminates pixels up and down the strand

qpTheaterChase

qpTheaterChase()

Classic theater chase pattern that moves lights in threes.

qpWanderingLine

qpWanderingLine(int size)

Section of lights of length size that move back and forth randomly along the light strip.


Copyright (c) 2020 Chris Brim

Tested platforms: ESP8266 12E, ESP32, Teensy 3.2, Teensy 4.0, Arduino Mega, Arduino UNO

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FastLED based pattern engine for addressable LEDs (NeoPixels, WS2811, WS2812) for layering animations on the same strand of lights.

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