If you haven't already, follow this guide to preparing the Trinket M0, including updating it with the latest version of CircuitPython.
After prepping the Trinket M0 to run CircuitPython we'll also need to add a NeoPixel library. This guide tells you how, as well as providing a good primer on using NeoPixels on the Trinket M0 with CircuitPython.
Download the latest adafruit-circuitpython-bundle-xxxx.zip (or newer) from the releases directory and then unzip it somewhere easy to find, such as your desktop. Then, copy the neopixel.mpy file to your CIRCUITPY lib directory on the Trinket M0.
Finally, if you had a neopixel.py file that was already in that same lib directory you can delete it (the mpy is a compressed version).
Once you've got things working, you can edit the code.py file on the Trinket M0 to adjust what it actually does. No need for a software IDE, complaining tools, or flashing the chip -- when you code with CircuitPython all you need is a text editor. Edit the code, save it to the Trinket M0, and it immediately runs!
Below is side and front code that will change the color of the NeoPixel strip.
# SPDX-FileCopyrightText: 2014 Phil Burgess for Adafruit Industries # # SPDX-License-Identifier: MIT # Adafruit Trinket+NeoPixel animation for Daft Punk-inspired helmet. # Contains some ATtiny85-specific stuff; won't run as-is on Uno, etc. # Operates in HSV (hue, saturation, value) colorspace rather than RGB. # Animation is an interference pattern between two waves; one controls # saturation, the other controls value (brightness). The wavelength, # direction, speed and type (square vs triangle wave) for each is randomly # selected every few seconds. Hue is always linear, but other parameters # are similarly randomized. import random import board import neopixel from analogio import AnalogIn n_leds = 29 # number of LEDs per horn led_pin = board.D0 # which pin your pixels are connected to # initialize neopixel strip pixels = neopixel.NeoPixel(led_pin, n_leds, brightness=1, auto_write=False) count = 1 # countdown to next animation change # Gamma-correction table gamma = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 24, 24, 25, 25, 26, 27, 27, 28, 29, 29, 30, 31, 32, 32, 33, 34, 35, 35, 36, 37, 38, 39, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 50, 51, 52, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 66, 67, 68, 69, 70, 72, 73, 74, 75, 77, 78, 79, 81, 82, 83, 85, 86, 87, 89, 90, 92, 93, 95, 96, 98, 99, 101, 102, 104, 105, 107, 109, 110, 112, 114, 115, 117, 119, 120, 122, 124, 126, 127, 129, 131, 133, 135, 137, 138, 140, 142, 144, 146, 148, 150, 152, 154, 156, 158, 160, 162, 164, 167, 169, 171, 173, 175, 177, 180, 182, 184, 186, 189, 191, 193, 196, 198, 200, 203, 205, 208, 210, 213, 215, 218, 220, 223, 225, 228, 231, 233, 236, 239, 241, 244, 247, 249, 252, 255 ] # initialize 3D list wave = [0] * 5, [0] * 5, [0] * 5 wave_type = 0 # 0 = square wave, 1 = triangle wave value_frame = 1 # start-of-frame value value_pixel = 2 # pixel-to-pixel value inc_frame = 3 # frame-to-frame increment inc_pixel = 4 # pixel-to-pixel inc wave_h = 0 # hue wave_s = 1 # saturation wave_v = 2 # brightness # Random number generator is seeded from an unused 'floating' # analog input - this helps ensure the random color choices # aren't always the same order. pin = AnalogIn(board.A0) random.seed(pin.value) pin.deinit() # generate a non-zero random number for frame and pixel increments def nz_random(): random_number = 0 while random_number <= 0: random_number = random.randint(0,15) - 7 return random_number while True: w = i = n = s = v = r = g = b = v1 = s1 = 0 if count <= 0: # time for new animation count = 250 + random.randint(0,250) # effect run for 5-10 sec. for w in range(3): # three waves (H,S,V) wave[w][wave_type] = random.randint(0,2)# square vs triangle wave[w][inc_frame] = nz_random() # frame increment wave[w][inc_pixel] = nz_random() # pixel increment wave[w][value_pixel] = wave[w][value_frame] wave[wave_s][inc_pixel] *= 16 # make saturation & value wave[wave_v][inc_pixel] *= 16 # blinkier along strip else: # continue animation count -= 1 for w in range(3): wave[w][value_frame] += wave[w][inc_frame] wave[w][value_pixel] = wave[w][value_frame] # Render current animation frame. COGNITIVE HAZARD: fixed point math. for i in range(n_leds): # for each LED along strip... # Coarse (8-bit) HSV-to-RGB conversion, hue first: n = (wave[wave_h][value_pixel] % 43) * 6 # angle within sextant sextant = wave[wave_h][value_pixel] / 43 # sextant number 0-5 # R to Y if sextant == 0: r = 255 g = n b = 0 # Y to G elif sextant == 1: r = 254 - n g = 255 b = 0 # G to C elif sextant == 2: r = 0 g = 255 b = n # C to B elif sextant == 3: r = 0 g = 254 - n b = 255 # B to M elif sextant == 4: r = n g = 0 b = 255 # M to R else: r = 255 g = 0 b = 254 - n # Saturation = 1-256 to allow >>8 instead of /255 s = wave[wave_s][value_pixel] if wave[wave_s][wave_type]: # triangle wave? if s & 0x80: # downslope s = (s & 0x7F) << 1 s1 = 256 - s else: # upslope s = s<<1 s1 = 1 + s s = 255 - s else: if s & 0x80: # square wave s1 = 256 # 100% saturation s = 0 else: # 0% saturation s1 = 1 s = 255 # Value (brightness) = 1-256 for similar reasons v = wave[wave_v][value_pixel] # value (brightness) = 1-256 for similar reasons if wave[wave_v][wave_type]: # triangle wave? if v & 0x80: # downslope v1 = 64 - ((v & 0x7F) << 1) else: # upslope v1 = 1 + (v << 1) else: if v & 0x80: # square wave; on/off v1 = 256 else: v1 = 1 # gamma rgb values gr = ((((r * s1) >> 8) + s) * v1) >> 8 gg = ((((g * s1) >> 8) + s) * v1) >> 8 gb = ((((b * s1) >> 8) + s) * v1) >> 8 # gamma rgb indices range check if -256 < gr < 256: r = gamma[gr] if -256 < gg < 256: g = gamma[gg] if -256 < gb < 256: b = gamma[gb] pixels[i] = (r, g, b) # update wave values along length of strip (values may wrap, is OK!) for w in range(3): wave[w][value_pixel] += wave[w][inc_pixel] pixels.show()
Copy the above "Side Animation" code, and then paste it into a new text document in your favorite text/coding editor. Then, save it to your Trinket M0's CIRCUITPY drive as code.py
# SPDX-FileCopyrightText: 2014 Phil Burgess for Adafruit Industries # # SPDX-License-Identifier: MIT # Fiery demon horns (rawr!) for Adafruit Trinket/Gemma. # Adafruit invests time and resources providing this open source code, # please support Adafruit and open-source hardware by purchasing # products from Adafruit! import board import neopixel from analogio import AnalogIn # pylint: disable=global-statement try: import urandom as random except ImportError: import random # /\ -> Fire-like effect is the sum_total of multiple triangle # ____/ \____ waves in motion, with a 'warm' color map applied. n_horns = 1 # number of horns led_pin = board.D0 # which pin your pixels are connected to n_leds = 30 # number of LEDs per horn frames_per_second = 50 # animation frames per second brightness = 0 # current wave height fade = 0 # Decreases brightness as wave moves pixels = neopixel.NeoPixel(led_pin, n_leds, brightness=1, auto_write=False) offset = 0 # Coordinate space for waves is 16x the pixel spacing, # allowing fixed-point math to be used instead of floats. lower = 0 # lower bound of wave upper = 1 # upper bound of wave mid = 2 # midpoint (peak) ((lower+upper)/2) vlower = 3 # velocity of lower bound vupper = 4 # velocity of upper bound intensity = 5 # brightness at peak y = 0 brightness = 0 count = 0 # initialize 3D list wave = [[0] * 6] * 6, [[0] * 6] * 6, [[0] * 6] * 6, [[0] * 6] * 6, [[0] * 6] * 6, [[0] * 6] * 6 # Number of simultaneous waves (per horn) n_waves = len(wave) # Gamma-correction table gamma = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 24, 24, 25, 25, 26, 27, 27, 28, 29, 29, 30, 31, 32, 32, 33, 34, 35, 35, 36, 37, 38, 39, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 50, 51, 52, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 66, 67, 68, 69, 70, 72, 73, 74, 75, 77, 78, 79, 81, 82, 83, 85, 86, 87, 89, 90, 92, 93, 95, 96, 98, 99, 101, 102, 104, 105, 107, 109, 110, 112, 114, 115, 117, 119, 120, 122, 124, 126, 127, 129, 131, 133, 135, 137, 138, 140, 142, 144, 146, 148, 150, 152, 154, 156, 158, 160, 162, 164, 167, 169, 171, 173, 175, 177, 180, 182, 184, 186, 189, 191, 193, 196, 198, 200, 203, 205, 208, 210, 213, 215, 218, 220, 223, 225, 228, 231, 233, 236, 239, 241, 244, 247, 249, 252, 255 ] def random_wave(he, wi): wave[he][wi][upper] = -1 # Always start below head of strip wave[he][wi][lower] = -16 * (3 + random.randint(0,4)) # Lower end starts ~3-7 pixels back wave[he][wi][mid] = (wave[he][wi][lower]+ wave[he][wi][upper]) / 2 wave[he][wi][vlower] = 3 + random.randint(0,4) # Lower end moves at ~1/8 to 1/pixels wave[he][wi][vupper] = wave[he][wi][vlower]+ random.randint(0,4) # Upper end moves a bit faster wave[he][wi][intensity] = 300 + random.randint(0,600) def setup(): global fade # Random number generator is seeded from an unused 'floating' # analog input - this helps ensure the random color choices # aren't always the same order. pin = AnalogIn(board.A0) random.seed(pin.value) pin.deinit() for he in range(n_horns): for wi in range(n_waves): random_wave(he, wi) fade = 233 + n_leds / 2 if fade > 233: fade = 233 setup() while True: h = w = i = r = g = b = 0 x = 0 for h in range(n_horns): # For each horn... x = 7 sum_total = 0 for i in range(n_leds): # For each LED along horn... x += 16 for w in range(n_waves): # For each wave of horn... if (x < wave[h][w][lower]) or (x > wave[h][w][upper]): continue # Out of range if x <= wave[h][w][mid]: # Lower half of wave (ramping up peak brightness) sum_top = wave[h][w][intensity] * (x - wave[h][w][lower]) sum_bottom = (wave[h][w][mid] - wave[h][w][lower]) sum_total += sum_top / sum_bottom else: # Upper half of wave (ramping down from peak) sum_top = wave[h][w][intensity] * (wave[h][w][upper] - x) sum_bottom = (wave[h][w][upper] - wave[h][w][mid]) sum_total += sum_top / sum_bottom sum_total = int(sum_total) # convert from decimal to whole number # Now the magnitude (sum_total) is remapped to color for the LEDs. # A blackbody palette is used - fades white-yellow-red-black. if sum_total < 255: # 0-254 = black to red-1 r = gamma[sum_total] g = b = 0 elif sum_total < 510: # 255-509 = red to yellow-1 r = 255 g = gamma[sum_total - 255] b = 0 elif sum_total < 765: # 510-764 = yellow to white-1 r = g = 255 b = gamma[sum_total - 510] else: # 765+ = white r = g = b = 255 pixels[i] = (r, g, b) for w in range(n_waves): # Update wave positions for each horn wave[h][w][lower] += wave[h][w][vlower] # Advance lower position if wave[h][w][lower] >= (n_leds * 16): # Off end of strip? random_wave(h, w) # Yes, 'reboot' wave else: # No, adjust other values... wave[h][w][upper] += wave[h][w][vupper] wave[h][w][mid] = (wave[h][w][lower] + wave[h][w][upper]) / 2 wave[h][w][intensity] = (wave[h][w][intensity] * fade) / 256 # Dimmer pixels.show()
Copy the above "Front Animation" code, and then paste it into a new text document in your favorite text/coding editor. Then, save it to your Trinket M0's CIRCUITPY drive as code.py
Page last edited January 22, 2025
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