You will need to install the Gemma and NeoPixel libraries. You can install both of these manually, but there is a better way. You can now download the Arduino IDE with support for NeoPixels and Gemma. Visit the Gemma tutorial for tons more information on getting started with Gemma!
Installation
Before you install the software for this project you'll need to make sure you're running the latest Arduino IDE version. In addition you'll need to install the Adafruit NeoPixel library using either the library manager (recommended) or a manual installation.
Once you have the Arduino IDE and NeoPixel library setup, click the button below to download the Arduino sketches for this project from their home on GitHub:
You can download two Arduino sketches:
- NeoPixel_Basketball_Hoop - The hoop is always illuminated.
- NeoPixel_Basketball_Hoop-Point_Sensor - The hoop illuminates when a point is scored.
Open the appropriate sketch in the Arduino IDE.
Once that is installed, you can upload NeoPixel code to the Gemma. The code below is probably what you want to start with. It is based off of the Strand Test code for NeoPixels. This can easily be modified to any animation you want to program.
// SPDX-FileCopyrightText: 2017 Mikey Sklar for Adafruit Industries // // SPDX-License-Identifier: MIT #include <Adafruit_NeoPixel.h> #define PIN 1 Adafruit_NeoPixel strip = Adafruit_NeoPixel(60, PIN, NEO_GRB + NEO_KHZ800); void setup() { strip.begin(); strip.show(); // Initialize all pixels to 'off' } void loop() { // Some example procedures showing how to display to the pixels: colorWipe(strip.Color(255, 0, 0), 50); // Red colorWipe(strip.Color(0, 255, 0), 50); // Green colorWipe(strip.Color(0, 0, 255), 50); // Blue rainbow(20); rainbowCycle(20); } // Fill the dots one after the other with a color void colorWipe(uint32_t c, uint8_t wait) { for(uint16_t i=0; i<strip.numPixels(); i++) { strip.setPixelColor(i, c); strip.show(); delay(wait); } } void rainbow(uint8_t wait) { uint16_t i, j; for(j=0; j<256; j++) { for(i=0; i<strip.numPixels(); i++) { strip.setPixelColor(i, Wheel((i+j) & 255)); } strip.show(); delay(wait); } } // Slightly different, this makes the rainbow equally distributed throughout void rainbowCycle(uint8_t wait) { uint16_t i, j; for(j=0; j<256*5; j++) { // 5 cycles of all colors on wheel for(i=0; i< strip.numPixels(); i++) { strip.setPixelColor(i, Wheel(((i * 256 / strip.numPixels()) + j) & 255)); } strip.show(); delay(wait); } } // Input a value 0 to 255 to get a color value. // The colours are a transition r - g - b - back to r. uint32_t Wheel(byte WheelPos) { if(WheelPos < 85) { return strip.Color(WheelPos * 3, 255 - WheelPos * 3, 0); } else if(WheelPos < 170) { WheelPos -= 85; return strip.Color(255 - WheelPos * 3, 0, WheelPos * 3); } else { WheelPos -= 170; return strip.Color(0, WheelPos * 3, 255 - WheelPos * 3); } }
So far our hoop will just light up all the time. Using an IR sensor and IR LED we can make the NeoPixels light up whenever we score.
The IR LED pulses out IR light (940nm wavelength) at 38KHz, same as an IR remote. The IR receiver will pick up the signal as long as it can 'see' the LED. When the basketball goes through the hoop, the sensor will say it can't see the LED any more because its blocked - thats how we know it's time to light up the LEDs.
// SPDX-FileCopyrightText: 2018 Mikey Sklar for Adafruit Industries // // SPDX-License-Identifier: MIT #include <Adafruit_NeoPixel.h> #define PIN 1 #define IR_LED 0 // Digital pin that is hooked up to the IR LED. #define IR_SENSOR 2 #define BASKET_CHECK_SECONDS 0.1 //How often it checks to see if there is a ball. Adafruit_NeoPixel strip = Adafruit_NeoPixel(60, PIN, NEO_GRB + NEO_KHZ800); /////////////////////////////////////////////////////// // Setup function // // Called once at start up. /////////////////////////////////////////////////////// void setup(void){ // Set up the input and output pins. pinMode(IR_LED, OUTPUT); pinMode(IR_SENSOR, INPUT); strip.begin(); strip.show(); // Initialize all pixels to 'off' } /////////////////////////////////////////////////////// // Loop Function // // Called continuously after setup function. /////////////////////////////////////////////////////// void loop(void) { if (isBallInHoop()) { timedRainbowCycle(2000, 10); } // Delay for 100 milliseconds so the ball in hoop check happens 10 times a second. delay(100); } /////////////////////////////////////////////////////// // isBallInHoop function // // Returns true if a ball is blocking the sensor. /////////////////////////////////////////////////////// boolean isBallInHoop() { // Pulse the IR LED at 38khz for 1 millisecond pulseIR(1000); // Check if the IR sensor picked up the pulse (i.e. output wire went to ground). if (digitalRead(IR_SENSOR) == LOW) { return false; // Sensor can see LED, return false. } return true; // Sensor can't see LED, return true. } /////////////////////////////////////////////////////// // pulseIR function // // Pulses the IR LED at 38khz for the specified number // of microseconds. /////////////////////////////////////////////////////// void pulseIR(long microsecs) { // 38khz IR pulse function from Adafruit tutorial: http://learn.adafruit.com/ir-sensor/overview // we'll count down from the number of microseconds we are told to wait cli(); // this turns off any background interrupts while (microsecs > 0) { // 38 kHz is about 13 microseconds high and 13 microseconds low digitalWrite(IR_LED, HIGH); // this takes about 3 microseconds to happen delayMicroseconds(10); // hang out for 10 microseconds, you can also change this to 9 if its not working digitalWrite(IR_LED, LOW); // this also takes about 3 microseconds delayMicroseconds(10); // hang out for 10 microseconds, you can also change this to 9 if its not working // so 26 microseconds altogether microsecs -= 26; } sei(); // this turns them back on } void timedRainbowCycle(uint32_t milliseconds, uint8_t wait) { // Get the starting time in milliseconds. uint32_t start = millis(); // Use a counter to increment the current color position. uint32_t j = 0; // Loop until it's time to stop (desired number of milliseconds have elapsed). while (millis() - start < milliseconds) { // Change all the light colors. for (int i = 0; i < strip.numPixels(); ++i) { strip.setPixelColor(i, Wheel(((i * 256 / strip.numPixels()) + j) & 255)); } strip.show(); // Wait the deisred number of milliseconds. delay(wait); // Increment counter so next iteration changes. j += 1; } // Turn all the pixels off after the animation is done. for (int i = 0; i < strip.numPixels(); ++i) { strip.setPixelColor(i, 0); } strip.show(); } uint32_t Wheel(byte WheelPos) { if(WheelPos < 85) { return strip.Color(WheelPos * 3, 255 - WheelPos * 3, 0); } else if(WheelPos < 170) { WheelPos -= 85; return strip.Color(255 - WheelPos * 3, 0, WheelPos * 3); } else { WheelPos -= 170; return strip.Color(0, WheelPos * 3, 255 - WheelPos * 3); } }
Upload
Once you've configured the sketch for your hardware you're ready to upload it to the Gemma board. Before you upload make sure you've setup the Arduino IDE to program Gemma. In the Tools -> Boardmenu select the Arduino Gemma board (you can use this option even if you're using the Adafruit Gemma boards). Also in the Tools -> Programmer menu select the USBtinyISP option.
Make sure the Gemma's USB micro/mini connector is connected to your computer. If your Gemma board has an on/off switch slide it into the on position. Press the reset button on the Gemma and you should see its red light start pulsing as the bootloader waits for a sketch to be uploaded. In the Arduino IDE press the upload button or use the Sketch -> Upload command. After a few moments you should see the sketch uploaded to the hardware (on Linux systems you might see broken pipe errors that can be ignored).
If you receive an error be sure to read the Gemma guide and confirm you can upload a basic LED blinking sketch.
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