Our cloud sketch depends on the Adafruit_GFX, Adafruit_BusIO and ST7735 libraries. Library installation is a common sticking point for beginners…our All About Arduino Libraries guide explains how this is done.

After installing the libraries, restart the Arduino IDE.

The code will work on an Adafruit Pro Trinket or an Arduino Uno. It makes reference to some specific pins and hardware features (sleep, interrupts, etc.) that may not work on other boards without some code changes and deeper understanding of the hardware.

In order to draw the clouds scrolling nice and smoothly, we write directly to the display buffer on the TFT rather than going thru the nice Adafruit_GFX helper library.

// Scrolling cloud pendant for Adafruit Pro Trinket and ST7735R display.
// Inspired by Cory Arcangel's "Super Mario Clouds."
// Triggered with vibration switch between digital pins 3 and 4.

// This is NOT a good learning example for the Adafruit_GFX library!
// To achieve fast frame rates, the code does horrible irresponsible
// things, bypassing the GFX lib and issuing commands & data directly
// to the LCD driver.  It's hardcoded for specific control pins, not
// portable to other displays, and other such crimes.
// Look at the ST7735R library examples for better role models.

// As part of the optimization strategy, everything's drawn sideways;
// clouds scroll "up," not across.  Mount TFT rotated to compensate.

#include <avr/sleep.h>
#include <avr/power.h>
#include <SPI.h>
#include <Adafruit_GFX.h>
#include <Adafruit_ST7735.h>
#include "clouds.h"

#define TFT_CS   10 // Chip select line for TFT  DO NOT CHANGE
#define TFT_DC    8 // Data/command line for TFT DO NOT CHANGE
#define TFT_RST   6 // TFT Reset pin
#define BACKLIGHT 9 // TFT "Lite" pin
#define EXTRAGND  4 // Extra ground pin for vibration switch
                    // Other leg of vibe switch MUST go to pin 3!

Adafruit_ST7735 tft = Adafruit_ST7735(TFT_CS, TFT_DC, TFT_RST);

#define N_CLOUDS 6

struct {          // Cloud structure:
  uint8_t column; // Screen position 0-3
  uint8_t reps;   // Number of middle tiles in cloud (0-3)
  int16_t y;      // Top edge of cloud * 16 (subpixel pos)
  int16_t endy;   // Reset when Y reaches this value
  int16_t prev;   // Pixel position on prior frame
} cloud[N_CLOUDS];

const uint8_t PROGMEM          // For each of the 4 cloud columns...
  xpos[] = { 4, 36, 68, 100 }, // X pixel coordinate
  inc[]  = { 7, 10, 13,  16 }; // Vertical subpixel speed (16 = 1px)
  // The pseudo-parallax scrolling isn't canon, but adds flair(tm).

uint32_t startTime;

void setup(void) {
  randomSeed(analogRead(2));           // Seed randomness from unused input
  DDRB  = DDRC  = DDRD  = 0x00;        // Set all pins to inputs and
  PORTB = PORTC = PORTD = 0xFF;        // enable pullups (for power saving)
  pinMode(BACKLIGHT, OUTPUT);
  digitalWrite(BACKLIGHT, LOW);        // Backlight off
  pinMode(EXTRAGND, OUTPUT);           // Set one pin low to provide a handy
  digitalWrite(EXTRAGND, LOW);         // ground point for vibration switch

  tft.initR(INITR_144GREENTAB);        // Init 1.44" "green tab" screen
  SPI.setClockDivider(SPI_CLOCK_DIV2); // Force 8 MHz SPI for faster refresh
  // Default rotation (0) is used.  Rotation 3 would be cooler (breakout board
  // would hang symmetrically from mounting holes), but experiencing glitches/
  // artifacts when using non-default rotations on this screen; possible
  // MADCTL/CASET/RASET register strangeness to be resolved in library.
  // So the screen must be mounted with the control pins on the left.
  // tft.setRotation(3);
  tft.fillScreen(0x6C3F);              // Sky background
  // Cloud columns are primed to nonsense value so comparisons in
  // randomize() don't have trouble with non-initialized clouds.
  for(uint8_t i=0; i<N_CLOUDS; i++) cloud[i].column = 255;
  for(uint8_t i=0; i<N_CLOUDS; i++) randomize(i, false);

  // AVR peripherals that aren't used by this code are disabled to further
  // conserve power, and may take certain Arduino functionality with them.
  // If you adapt this code to other projects, may need to re-enable some.
  power_adc_disable();    // Disable ADC (no analogRead())
  power_twi_disable();    // Disable I2C (no Wire library)
  power_usart0_disable(); // Disable UART (no Serial)
  power_timer1_disable();
  power_timer2_disable();

  EICRA = _BV(ISC11); // Falling edge of INT1 (pin 3) generates an interrupt
  EIMSK = _BV(INT1);  // Enable interrupt (vibration switch wakes from sleep)

  digitalWrite(BACKLIGHT, HIGH); // Backlight on
  startTime = millis();
}

void loop() {
  uint32_t t = millis();
  int16_t  y;
  uint8_t  i, x, r;

  for(i=0; i<N_CLOUDS; i++) {                           // For each cloud...
    if((y = (cloud[i].y / 16)) != cloud[i].prev) {      // Has it moved?
      if(y < 128) {                                     // Is it on screen yet?
        x = pgm_read_byte(&xpos[cloud[i].column]);      // Horiz pos from table
        // Address window = blit destination rectangle...
        tft.setAddrWindow(x, (y > 0) ? y : 0, x+23, 127);
        // Access ST7735 control pins directly...dirty hack...
        PORTB |=  _BV(0);                               // Data mode
        PORTB &= ~_BV(2);                               // Chip select
        y = blit(tile_a, y);                            // Blit first tile of cloud
        for(r=0; r<cloud[i].reps; r++) y = blit(tile_b, y); // Middle tiles
        blit(tile_c, y);                                // Last tile
        PORTB |= _BV(2);                                // Chip deselect
      }
      cloud[i].prev = y;                                // Record new position
    }
    cloud[i].y -= pgm_read_byte(&inc[cloud[i].column]); // Move cloud (subpixel)
    if(cloud[i].y < cloud[i].endy) randomize(i, true);  // Regenerate?
  }

  if((t - startTime) >= 15000L) {                       // If 15 seconds elapsed...
    digitalWrite(BACKLIGHT, LOW);                       // Backlight off
    PORTB &= ~(_BV(0) | _BV(2));                        // Command + chip select
    for(SPDR = ST7735_SLPIN; !(SPSR & _BV(SPIF)););     // Issue command
    PORTB |= _BV(2);                                    // Chip deselect
    power_spi_disable();                                // Disable remaining periphs
    power_timer0_disable();
    set_sleep_mode(SLEEP_MODE_PWR_DOWN);                // Deepest sleep
    sleep_mode();
    // Execution resumes here on wake.
    power_spi_enable();                                 // Re-enable SPI
    power_timer0_enable();                              // and millis(), etc.
    PORTB &= ~(_BV(0) | _BV(2));                        // Command + chip select
    for(SPDR = ST7735_SLPOUT; !(SPSR & _BV(SPIF)););    // Screen on
    PORTB |= _BV(2);                                    // Chip deselect
    delay(120);                                         // Must pause after wake
    digitalWrite(BACKLIGHT, HIGH);                      // Backlight on
    startTime = millis();
  } else if((t = (millis() - t)) < 30) {
    delay(30 - t);                                      // Regular-ish frame timing
  }
}

// Copy data from tile array to screen, w/some clipping.
// Address window must already be set in calling function.
int16_t blit(const uint8_t *ptr,    // -> tile data (in clouds.h)
                   int16_t  y) {    // Position (topmost row) on screen
  uint8_t h = pgm_read_byte(ptr++); // Tile height
  int16_t r = y + h;                // Return value = pos. of next tile
  if((y < 128) && (y > -h)) {       // Ignore tile clipped fully off screen
    if(y < 0) {                     // Tile clipped partially off top
      ptr += y * -48;               //  Move data pointer to first visible row
      h   += y;                     //  Reduce blit height
    } else if(r > 128) {            // Tile clipped partially off bottom
      h = 128 - y;                  //  Reduce blit height
    }
    uint16_t count = h * 48;        // Number of bytes to transfer
    uint8_t  c;                     // Temp byte storage
    SPDR = pgm_read_byte(ptr++);    // Issue first byte
    while(--count) {                // Do loop control during SPI out
      c = pgm_read_byte(ptr++);     // Fetch next byte during SPI out
      while(!(SPSR & _BV(SPIF)));   // Wait for SPI completion
      SPDR = c;                     // Issue next byte
    }
    while(!(SPSR & _BV(SPIF)));     // Wait for last byte out
  }
  return r;                         // Starting pos. of next tile
}

// Randomize values for one cloud, making sure it doesn't overlap others
void randomize(uint8_t i, boolean offRight) {
  uint8_t j, tries = 0;
  int     iy1, iy2, jy1, jy2, maxy = 2048;

  cloud[i].reps = random(4);     // # tiles repeated in middle (0-3)
  do {
    cloud[i].column = random(4); // Randomize position...
    cloud[i].y      = 16 * (offRight ? (128 + random(64)) :
                      random((2 + cloud[i].reps) * -16, 192));
    iy1 = cloud[i].y;                             // Top of cloud i
    iy2 = iy1 + (2 + cloud[i].reps) * 256 + 15;   // Bottom of cloud i
    for(j=0; j<N_CLOUDS; j++) { // Then test if it overlaps other clouds...
      if((i == j) || (cloud[i].column != cloud[j].column)) continue;
      jy1 = cloud[j].y;                           // Top of cloud j
      jy2 = jy1 + (2 + cloud[j].reps) * 256 + 15; // Bottom of cloud j
      if(jy2 > maxy) maxy = jy2;                  // Track lowest cloud
      if((jy1 <= iy2) && (jy2 >= iy1)) break;     // Overlap!
    }
  } while((j < N_CLOUDS) && (++tries < 5));       // Retry until no overlap
  if(tries > 4) cloud[i].y = maxy + 16;           // Give up; move to bottom
  cloud[i].endy = (2 + cloud[i].reps) * -256 - 31;
  cloud[i].prev = -30000;
}

ISR(INT1_vect) { } // Vibration switch wakeup interrupt

The graphics data is stored in a separate source file. Use the “new tab” button (near top right of Arduino editor window), name the new file “clouds.h,” then copy and paste the following into it:

// Cloud bitmaps for scrolling pendant project.

#include <Arduino.h>

// Tiles are stored in a 'raw' 16-bit color format (5/6/5 R/G/B);
// no color table, no run-length encoding.  This keeps the blitting
// function simple and quick.  Each tile requires nearly 800 bytes of
// program space, but it's OK as there's not much else going on.

//        Hi   Lo
#define K 0x00,0x00 // Black
#define W 0xFF,0xFF // White
#define B 0x6C,0x3F // Blue (sky)
#define G 0x04,0xBE // Gray (cloud shadow, alt blue really)

// First byte is height of tile in pixels.

const uint8_t PROGMEM
 tile_a[] = { 16, // Left cloud tile
  B,B,B,B,B,B,B,B,B,K,K,B,B,B,B,B,B,B,B,B,B,B,B,B,
  B,B,B,B,B,B,B,B,K,W,W,K,B,B,B,B,B,B,B,B,B,B,B,B,
  B,B,B,B,B,B,B,K,W,W,W,K,B,B,B,B,B,B,B,B,B,B,B,B,
  B,B,B,B,B,B,K,W,W,W,W,W,W,K,B,B,B,B,B,B,B,B,B,B,
  B,B,B,B,K,K,W,W,W,W,W,W,W,W,K,B,B,B,B,B,B,B,B,B,
  B,B,B,K,W,W,W,G,W,W,W,W,W,W,W,K,B,B,B,B,B,B,B,B,
  B,B,B,K,W,W,G,W,W,W,W,W,W,W,W,K,B,B,B,B,B,B,B,B,
  B,B,B,K,W,G,W,W,W,W,W,W,W,W,W,K,B,B,B,B,B,B,B,B,
  B,B,K,W,W,G,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,B,B,B,
  B,K,W,W,W,G,G,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,B,B,
  B,K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,K,K,K,B,B,B,
  K,W,W,W,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,B,B,
  K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,G,W,W,W,W,K,B,B,
  K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,G,W,W,W,W,K,B,
  B,K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,G,W,W,W,W,W,K,
  B,B,K,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K },
 tile_b[] = { 16, // Middle (possibly repeating) cloud tile
  B,K,W,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,
  B,K,W,W,G,G,W,G,W,W,W,W,W,W,W,W,W,W,G,W,W,W,W,K,
  K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,G,W,W,W,W,K,B,
  K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,K,B,B,
  K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,
  K,W,W,W,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,B,B,B,
  B,K,W,W,W,G,W,W,W,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,
  B,K,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,K,K,B,B,B,B,B,
  B,B,K,W,W,G,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,B,B,B,
  B,K,W,W,W,G,G,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,B,B,
  B,K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,K,K,K,B,B,B,
  K,W,W,W,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,B,B,
  K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,G,W,W,W,W,K,B,B,
  K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,G,W,W,W,W,K,B,
  B,K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,G,W,W,W,W,W,K,
  B,B,K,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K },
 tile_c[] = { 17, // Right cloud tile
  B,K,W,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,
  B,K,W,W,G,G,W,G,W,W,W,W,W,W,W,W,W,W,G,W,W,W,W,K,
  K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,G,W,W,W,W,K,B,
  K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,K,B,B,
  K,W,W,G,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,
  K,W,W,W,G,W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,B,B,B,
  B,K,W,W,W,G,W,W,W,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,
  B,K,W,W,W,W,W,W,W,W,W,W,W,W,W,W,K,K,K,B,B,B,B,B,
  B,B,K,W,W,W,W,W,W,W,W,W,W,W,K,K,B,B,B,B,B,B,B,B,
  B,K,W,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,B,B,B,B,B,B,
  B,K,W,W,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,B,B,B,B,B,
  B,B,K,W,W,W,W,W,W,W,W,W,W,W,W,K,B,B,B,B,B,B,B,B,
  B,B,K,W,W,W,W,W,W,W,W,W,K,K,K,B,B,B,B,B,B,B,B,B,
  B,B,B,K,W,W,W,K,W,W,W,K,B,B,B,B,B,B,B,B,B,B,B,B,
  B,B,B,K,W,W,K,B,K,W,W,W,K,B,B,B,B,B,B,B,B,B,B,B,
  B,B,B,B,B,K,B,B,B,K,K,K,B,B,B,B,B,B,B,B,B,B,B,B,
  B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B };

This guide was first published on Oct 17, 2014. It was last updated on Mar 08, 2024.

This page (Code) was last updated on Mar 08, 2024.

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