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27 |
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1325 | "integrity": "sha1-tSQ9jz7BqjXxNkYFvA0QNuMKtp8="
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1332 | },
1333 | "yallist": {
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1335 | "resolved": "https://registry.npmjs.org/yallist/-/yallist-4.0.0.tgz",
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1337 | }
1338 | }
1339 | }
1340 |
--------------------------------------------------------------------------------
/CastCanvas/package.json:
--------------------------------------------------------------------------------
1 | {
2 | "name": "flipdots",
3 | "version": "1.0.0",
4 | "description": "A NodeJS script to control one or more FlipDot displays.",
5 | "author": "Owen McAteer",
6 | "main": "FlipDots.js",
7 | "dependencies": {
8 | "serialport": "^9.0.0",
9 | "ws": "^7.5.10"
10 | },
11 | "repository": {
12 | "type": "git",
13 | "url": "git@github.com:owenmcateer/FlipDots.git"
14 | },
15 | "keywords": [
16 | "FlipDots",
17 | "Flip discs",
18 | "Flip Dot display",
19 | "display controller"
20 | ],
21 | "license": "gpl-3.0",
22 | "bugs": {
23 | "url": "https://github.com/owenmcateer/FlipDots/issues"
24 | },
25 | "homepage": "https://github.com/owenmcateer/FlipDots#readme"
26 | }
27 |
--------------------------------------------------------------------------------
/FlipDot/FlipDot.pde:
--------------------------------------------------------------------------------
1 | /**
2 | * FlipDot Controller
3 | *
4 | * This Processing sketch is to control FlipDot panels from AlfaZeta.
5 | * It uses a virtual display you can draw and animate on that then gets cast to your FlipDot display panels.
6 | *
7 | * If you don't have a FlipDot display you can still use this software as a FlipDot simulator. Just set `config_cast = false`
8 | *
9 | * @author Owen McAteer
10 | * @url https://github.com/owenmcateer/FlipDots
11 | * @socials https://x.com/motus_art
12 | * @socials https://instagram.com/motus_art
13 | *
14 | * Required libraries
15 | * - processing.net | Processing foundation
16 | * - processing.serial | Processing foundation
17 | * - websockets | Lasse Steenbock Vestergaard | (Only for realtime Crypo feed example)
18 | */
19 | ClusterGrowth cluster_growth;
20 |
21 | void setup() {
22 | size(1080, 720, P2D);
23 | frameRate(config_fps);
24 | colorMode(RGB, 255, 255, 255, 1);
25 |
26 | // Core setup functions
27 | cast_setup();
28 | config_setup();
29 | stages_setup();
30 | ui_setup();
31 |
32 | // Scene setup
33 | cluster_growth = new ClusterGrowth();
34 | }
35 |
36 |
37 | /**
38 | * Draw tick
39 | */
40 | void draw() {
41 | background(59);
42 |
43 | // 3D test
44 | virtual3D.beginDraw();
45 | virtual3D.background(0);
46 | virtual3D.translate(virtual3D.width / 2, virtual3D.height / 2);
47 | virtual3D.rotateX(frameCount / 20.0);
48 | virtual3D.rotateY(frameCount / 20.0);
49 | virtual3D.stroke(255);
50 | virtual3D.strokeWeight(2);
51 | virtual3D.noFill();
52 | virtual3D.box(14);
53 | virtual3D.endDraw();
54 | // End 3D test
55 |
56 | // Between beginDraw/endDraw you can draw whatever you want to virtualDisplay(PGraphics)
57 | virtualDisplay.beginDraw();
58 | virtualDisplay.background(0);
59 |
60 | // Examples
61 | //example_blips(); // Blips animation
62 | example_anim(); // Animations
63 | //cluster_growth.draw(); // Cluster growth
64 |
65 | // Games
66 | //games_tetris();
67 |
68 | // End drawing
69 | virtualDisplay.endDraw();
70 |
71 | // Preview frame render
72 | ui_render();
73 |
74 | // Process frame
75 | stage_process();
76 |
77 | // Cast to display
78 | cast_broadcast();
79 | }
80 |
--------------------------------------------------------------------------------
/FlipDot/Panel.pde:
--------------------------------------------------------------------------------
1 | /**
2 | * Panel class
3 | *
4 | * This class holds the panels and processed their data to be cast.
5 | *
6 | * @param {int} adapterId | Ref to adapter index ID in {netAdapters/serialAdapters}
7 | * @param {int} panelNum | Panel ID (set on the 3-pin DIP switch)
8 | * @param {int} offsetX | X-position in total display
9 | * @param {int} offsetY | Y-position in total display
10 | */
11 | class Panel {
12 | int adapter;
13 | int id;
14 | String aps;
15 | int x;
16 | int y;
17 | byte[] buffer = new byte[28];
18 | boolean has_changed = true;
19 |
20 | // Create new panel
21 | Panel(int adapterId, int panelNum, int offsetX, int offsetY) {
22 | adapter = adapterId;
23 | id = panelNum;
24 | x = offsetX;
25 | y = offsetY;
26 | for (int i = 0; i < 28; i++) {
27 | buffer[i] = byte(0);
28 | }
29 | }
30 |
31 | // Process this panels frame data
32 | void process() {
33 | int offset = y * config_canvasW + x;
34 | has_changed = false;
35 |
36 | // Loop columns in panel
37 | for (int col = 0; col < 28; col++) {
38 | byte b = (byte)0x00;
39 | int index = offset + col;
40 |
41 | // Process each panel column
42 | for (int panel_row = 0; panel_row < 7; panel_row++) {
43 | int pixelLocationY = index + (panel_row * config_canvasW);
44 | if (brightness(virtualDisplay.pixels[pixelLocationY]) > 0.5) {
45 | b |= 1 << panel_row;
46 | }
47 | }
48 |
49 | // Has something changed?
50 | if (b != buffer[col]) {
51 | has_changed = true;
52 | }
53 | buffer[col] = b;
54 | }
55 | }
56 |
57 | // Return X
58 | int x() {
59 | return this.x;
60 | }
61 |
62 | // Return Y
63 | int y() {
64 | return this.y;
65 | }
66 | }
67 |
--------------------------------------------------------------------------------
/FlipDot/cast.pde:
--------------------------------------------------------------------------------
1 | import processing.net.*;
2 | import processing.serial.*;
3 |
4 | /**
5 | * Setup casting
6 | *
7 | * If casting is enabled, connected to the ETH-Serial converters.
8 | * Uncomment `printArray(Serial.list());` to list USB devices.
9 | */
10 | void cast_setup() {
11 | // Cast data
12 | if (!config_cast) return;
13 |
14 | // Cast over Network
15 | if (castOver == 1) {
16 | // Connect to each network adapter
17 | for (int i = 0; i < netAdapters.length; i++) {
18 | String[] adapterAddress = split(netAdapters[i], ':');
19 | adaptersNet[i] = new Client(this, adapterAddress[0], int(adapterAddress[1]));
20 | }
21 | }
22 | // Cast over USB Serial device
23 | else if (castOver == 2) {
24 | // Uncomment List all the available serial ports:
25 | // printArray(Serial.list());
26 |
27 | // Connect to each USB serial device
28 | for (int i = 0; i < serialAdapters.length; i++) {
29 | String[] adapterAddress = split(serialAdapters[i], ':');
30 | adaptersSerial[i] = new Serial(this, adapterAddress[0], int(adapterAddress[1]));
31 | }
32 | }
33 | }
34 |
35 |
36 | /**
37 | * Cast data to display
38 | */
39 | void cast_broadcast() {
40 | // Only if casting is enabled.
41 | if (!config_cast) return;
42 |
43 | // Push data to all adapters
44 | int adapterCount = netAdapters.length;
45 | if (castOver == 2) {
46 | adapterCount = serialAdapters.length;
47 | }
48 |
49 | for (int adapter = 0; adapter < adapterCount; adapter++) {
50 | // Each panel connected to adapter
51 | for (int i = 0; i < panels.length; i++) {
52 | // Is this panel connected to this adapter
53 | if (panels[i].adapter != adapter) continue;
54 |
55 | // If enabled and panel image has not changed, skip
56 | if (config_cast_only_changed && panels[i].has_changed == false) continue;
57 |
58 | // Send frame data
59 | cast_write(adapter, 0x80);
60 | cast_write(adapter, (config_video_sync) ? 0x84 : 0x83);
61 | cast_write(adapter, panels[i].id);
62 | cast_write(adapter, panels[i].buffer);
63 | cast_write(adapter, 0x8F);
64 | }
65 | }
66 |
67 | // Video sync update
68 | // This instruction tells all panels to refresh
69 | if (config_video_sync) {
70 | for (int adapter = 0; adapter < adapterCount; adapter++) {
71 | // Refresh all panels command
72 | cast_write(adapter, 0x80);
73 | cast_write(adapter, 0x82);
74 | cast_write(adapter, 0x8F);
75 | }
76 | }
77 | }
78 |
79 |
80 | /**
81 | * Cast write
82 | *
83 | * Push data out over adapter.
84 | *
85 | * @param {int} adapter | Adapter ID {netAdapters/serialAdapters}
86 | * @param {int/byte/byte[]} data | Frame data
87 | * @return {void}
88 | */
89 | void cast_write(int adapter, int data) {
90 | if (castOver == 1) {
91 | // Network adapter
92 | adaptersNet[adapter].write(data);
93 | }
94 | else if(castOver == 2) {
95 | // USB Serial device
96 | adaptersSerial[adapter].write(data);
97 | }
98 | }
99 | void cast_write(int adapter, byte data) {
100 | cast_write(adapter, data);
101 | }
102 | void cast_write(int adapter, byte[] data) {
103 | if (castOver == 1) {
104 | // Network adapter
105 | adaptersNet[adapter].write(data);
106 | }
107 | else if(castOver == 2) {
108 | // USB Serial device
109 | adaptersSerial[adapter].write(data);
110 | }
111 | }
112 |
--------------------------------------------------------------------------------
/FlipDot/config.pde:
--------------------------------------------------------------------------------
1 | /**
2 | * Config
3 | *
4 | * There are a few settings here you need to set here.
5 | *
6 | * Boolean `config_cast`
7 | * true = Cast data to display
8 | * false = Run as a simulator
9 | *
10 | * Int `castOver`
11 | * 1 = ETH network
12 | * 2 = USB serial
13 | *
14 | * RS485 converter devices
15 | * Use their a ETH or USB serial device
16 | * ETH use {netAdapters}
17 | * IP address:port
18 | * USB use {serialAdapters}
19 | * COM port:baud rate
20 | *
21 | * Int `config_fps`
22 | * Change if you want, I have found 30 fps work best for most displays.
23 | *
24 | * Bollean `config_video_sync`
25 | * This setting tells the panels to wait until all data has been transmitted before refreshing. Good for syncing large displays
26 | *
27 | * Panel[] panels = new Panel[4];
28 | * Set thei array size to the number of panels you have in your display.
29 | *
30 | * createPanels()
31 | * Create a new panel for each one you have in your display
32 | * `panels[0] = new Panel(0, 1, 0, 0);`
33 | * 1) Adapter ID (see net/serialAdapters)
34 | * 2) Panel ID (set on the 3-pin DIP switch)
35 | * 3) X-position in total display
36 | * 4) Y-position in total display
37 | *
38 | * Boolean config_show_simulator
39 | * Show/Hide the UI simulator.
40 | *
41 | * Boolean config_cast_only_changed
42 | * Enable this setting to only cast panel data if its image has changed.
43 | * This will save network bandwidth and is ideal for slow networks and/or large displays.
44 | * But keep in mind each frame will cast a different amount of data, which could lead to varying frame rates.
45 | *
46 | * Boolean config_simulate_changes
47 | * Enable if you wish to see the changed panels in the simulator.
48 | */
49 | boolean config_cast = false;
50 | int config_fps = 30;
51 | int config_canvasW;
52 | int config_canvasH;
53 | boolean config_video_sync = true;
54 | boolean config_show_simulator = true;
55 | boolean config_cast_only_changed = false;
56 | boolean config_simulate_changes = false;
57 |
58 | // Network settings
59 | // 1 = ETH network
60 | // 2 = USB serial
61 | int castOver = 1;
62 |
63 | // Panels
64 | Panel[] panels = new Panel[4];
65 |
66 | // Network device
67 | // IP address:port
68 | String[] netAdapters = {
69 | "192.168.1.15:5000",
70 | "192.168.1.15:5001",
71 | "192.168.1.15:5002",
72 | "192.168.1.15:5003"
73 | };
74 |
75 | // USB device
76 | // COM port:baud rate
77 | String[] serialAdapters = {
78 | "COM13:57600"
79 | };
80 |
81 | // Create adapters
82 | Client[] adaptersNet = new Client[netAdapters.length];
83 | Serial[] adaptersSerial = new Serial[serialAdapters.length];
84 |
85 | // Assets
86 | PFont FlipDotFont;
87 | PFont FlipDotFont_pixel;
88 |
89 | // UI
90 | int border = 40;
91 |
92 | /**
93 | * Config setup
94 | */
95 | void config_setup() {
96 | // Load assets
97 |
98 | // Fonts
99 | FlipDotFont = createFont("fonts/zxSpectrumStrictCondensed.ttf", 15); // Good all round small font
100 | //FlipDotFont = createFont("fonts/PressStart2P.ttf", 8); // Stylish but large
101 | //FlipDotFont = createFont("fonts/PixeloidMono.ttf", 8); // Big and clear font
102 | FlipDotFont_pixel = createFont("fonts/m3x6.ttf", 16); // Good general pixel font
103 |
104 | // Setup FlipDot panels
105 | createPanels();
106 | }
107 |
108 |
109 | /**
110 | * Create FlipDot panels
111 | *
112 | * List all panels you have in your display.
113 | * `panels[0] = new Panel(0, 1, 0, 0);`
114 | * 1) Adapter ID (see net/serialAdapters)
115 | * 2) Panel ID (set on the 3-pin DIP switch)
116 | * 3) X-position in total display
117 | * 4) Y-position in total display
118 | *
119 | * You can use the example layouts below or create your own.
120 | */
121 | void createPanels() {
122 | /**
123 | * Single 28x14 panel
124 | *
125 | panels[1] = new Panel(0, 2, 0, 7);
126 | */
127 |
128 | /**
129 | * Square display
130 | * Made up of 4 stacked panels
131 | */
132 | panels[0] = new Panel(0, 1, 0, 0);
133 | panels[1] = new Panel(0, 2, 0, 7);
134 | panels[2] = new Panel(0, 3, 0, 14);
135 | panels[3] = new Panel(0, 4, 0, 21);
136 |
137 | /**
138 | * Large square
139 | * 2x8 panels
140 | *
141 | panels[0] = new Panel(0, 1, 0, 0);
142 | panels[1] = new Panel(0, 2, 0, 7);
143 | panels[2] = new Panel(0, 3, 0, 14);
144 | panels[3] = new Panel(0, 4, 0, 21);
145 |
146 | panels[4] = new Panel(1, 1, 28, 0);
147 | panels[5] = new Panel(1, 2, 28, 7);
148 | panels[6] = new Panel(1, 3, 28, 14);
149 | panels[7] = new Panel(1, 4, 28, 21);
150 |
151 | panels[8] = new Panel(2, 1, 0, 28);
152 | panels[9] = new Panel(2, 2, 0, 35);
153 | panels[10] = new Panel(2, 3, 0, 42);
154 | panels[11] = new Panel(2, 4, 0, 49);
155 |
156 | panels[12] = new Panel(3, 1, 28, 28);
157 | panels[13] = new Panel(3, 2, 28, 35);
158 | panels[14] = new Panel(3, 3, 28, 42);
159 | panels[15] = new Panel(3, 4, 28, 49);
160 | */
161 |
162 | /**
163 | * Waterfall
164 | *
165 | panels[0] = new Panel(0, 1, 0, 0);
166 | panels[1] = new Panel(0, 2, 0, 7);
167 | panels[2] = new Panel(0, 3, 0, 14);
168 | panels[3] = new Panel(0, 4, 0, 21);
169 |
170 | panels[4] = new Panel(1, 1, 28, 28);
171 | panels[5] = new Panel(1, 2, 28, 35);
172 | panels[6] = new Panel(1, 3, 28, 42);
173 | panels[7] = new Panel(1, 4, 28, 49);
174 |
175 | panels[8] = new Panel(2, 1, 56, 56);
176 | panels[9] = new Panel(2, 2, 56, 63);
177 | panels[10] = new Panel(2, 3, 56, 70);
178 | panels[11] = new Panel(2, 4, 56, 77);
179 |
180 | panels[12] = new Panel(3, 1, 84, 84);
181 | panels[13] = new Panel(3, 2, 84, 91);
182 | panels[14] = new Panel(3, 3, 84, 98);
183 | panels[15] = new Panel(3, 4, 84, 105);
184 | */
185 |
186 | /**
187 | * Superwide
188 | * 4x2 panels
189 | *
190 | panels[0] = new Panel(0, 1, 0, 0);
191 | panels[1] = new Panel(0, 2, 0, 7);
192 | panels[2] = new Panel(0, 3, 0, 14);
193 | panels[3] = new Panel(0, 4, 0, 21);
194 |
195 | panels[4] = new Panel(1, 1, 28, 0);
196 | panels[5] = new Panel(1, 2, 28, 7);
197 | panels[6] = new Panel(1, 3, 28, 14);
198 | panels[7] = new Panel(1, 4, 28, 21);
199 |
200 | panels[8] = new Panel(2, 1, 56, 0);
201 | panels[9] = new Panel(2, 2, 56, 7);
202 | panels[10] = new Panel(2, 3, 56, 14);
203 | panels[11] = new Panel(2, 4, 56, 21);
204 |
205 | panels[12] = new Panel(3, 1, 84, 0);
206 | panels[13] = new Panel(3, 2, 84, 7);
207 | panels[14] = new Panel(3, 3, 84, 14);
208 | panels[15] = new Panel(3, 4, 84, 21);
209 | */
210 |
211 | /**
212 | * Cross
213 | *
214 | panels[0] = new Panel(0, 1, 28, 0);
215 | panels[1] = new Panel(0, 2, 28, 7);
216 | panels[2] = new Panel(0, 3, 28, 14);
217 | panels[3] = new Panel(0, 4, 28, 21);
218 |
219 | panels[4] = new Panel(1, 1, 0, 28);
220 | panels[5] = new Panel(1, 2, 0, 35);
221 | panels[6] = new Panel(1, 3, 0, 42);
222 | panels[7] = new Panel(1, 4, 0, 49);
223 |
224 | panels[8] = new Panel(2, 1, 56, 28);
225 | panels[9] = new Panel(2, 2, 56, 35);
226 | panels[10] = new Panel(2, 3, 56, 42);
227 | panels[11] = new Panel(2, 4, 56, 49);
228 |
229 | panels[12] = new Panel(3, 1, 28, 56);
230 | panels[13] = new Panel(3, 2, 28, 63);
231 | panels[14] = new Panel(3, 3, 28, 70);
232 | panels[15] = new Panel(3, 4, 28, 77);
233 |
234 | panels[16] = new Panel(0, 5, 28, 28);
235 | panels[17] = new Panel(1, 5, 28, 35);
236 | panels[18] = new Panel(2, 5, 28, 42);
237 | panels[19] = new Panel(3, 5, 28, 49);
238 | */
239 |
240 | // Find largest width value in panels above
241 | for (int i = 0; i < panels.length; i++) {
242 | if (panels[i].x + 28 > config_canvasW) {
243 | config_canvasW = panels[i].x + 28;
244 | }
245 | if (panels[i].y + 7 > config_canvasH) {
246 | config_canvasH = panels[i].y + 7;
247 | }
248 | }
249 | }
250 |
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/FlipDot/data/fonts/PixeloidMono.ttf:
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https://raw.githubusercontent.com/owenmcateer/FlipDots/7a0937f13e4b607f62d1a0a581776e30067d484c/FlipDot/data/fonts/PixeloidMono.ttf
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/FlipDot/data/fonts/PressStart2P.ttf:
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/FlipDot/data/fonts/m3x6.ttf:
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/FlipDot/data/fonts/zxSpectrumStrictCondensed.ttf:
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https://raw.githubusercontent.com/owenmcateer/FlipDots/7a0937f13e4b607f62d1a0a581776e30067d484c/FlipDot/data/fonts/zxSpectrumStrictCondensed.ttf
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/FlipDot/example_anim.pde:
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1 | /**
2 | * Example animations
3 | */
4 | int scene = 0;
5 | void example_anim() {
6 | // Styles
7 | virtualDisplay.background(0);
8 | virtualDisplay.stroke(255);
9 | virtualDisplay.noFill();
10 |
11 | /**
12 | * 3D cube
13 | */
14 | if (scene == 0) {
15 | virtualDisplay.image(virtual3D, 0, 0, virtual3D.width, virtual3D.height);
16 | }
17 |
18 | /**
19 | * Spinning lines
20 | */
21 | else if (scene == 1) {
22 | virtualDisplay.translate(virtualDisplay.width / 2, virtualDisplay.height / 2);
23 | for (int i = 0; i < 6; i++) {
24 | virtualDisplay.rotate(frameCount / 100.0);
25 | virtualDisplay.line(-virtualDisplay.width, 0, virtualDisplay.width, 0);
26 | }
27 | }
28 |
29 | /**
30 | * Square tunnel
31 | */
32 | else if (scene == 2) {
33 | virtualDisplay.stroke(255);
34 | virtualDisplay.strokeWeight(1);
35 | virtualDisplay.noFill();
36 | virtualDisplay.rectMode(CENTER);
37 | virtualDisplay.translate(virtualDisplay.width / 2, virtualDisplay.height / 2);
38 | for (int i = 0; i < 4; i++) {
39 | virtualDisplay.rotate(frameCount / 100.0);
40 | float s = map((i / 4.0 + frameCount/90.0)%1, 0, 1, 0, virtualDisplay.width);
41 | s = pow(1.2, s);
42 | virtualDisplay.rect(0, 0, s, s);
43 | }
44 | }
45 |
46 | /**
47 | * Clouds animation
48 | */
49 | else if (scene == 3) {
50 | virtualDisplay.background(0);
51 | float noiseScale = 0.03;
52 | float threshold = 0.5;
53 | float speedX = 0.004;
54 | float speedY = 0.005;
55 | float speedZ = 0.002;
56 | float noiseLevel = 2.0;
57 |
58 | virtualDisplay.loadPixels();
59 | for (int i = 0; i < virtualDisplay.pixels.length; i++) {
60 | float x = (i / 1) % virtualDisplay.width;
61 | float y = (i / 1) / virtualDisplay.width;
62 | float n = 0.0;
63 | for (int j = 0; j < noiseLevel; j += 1) {
64 | float level = pow(2, j);
65 | n += noise(
66 | (x * noiseScale + frameCount * speedX) * level,
67 | (y * noiseScale + frameCount * speedY) * level,
68 | frameCount * speedZ * level
69 | );
70 | }
71 | n /= noiseLevel;
72 | if (n > threshold) {
73 | virtualDisplay.pixels[i] = 255;
74 | }
75 | else {
76 | virtualDisplay.pixels[i] = 0;
77 | }
78 | }
79 | virtualDisplay.updatePixels();
80 | }
81 |
82 |
83 | // Update scene ever 10s
84 | if (frameCount % 300 == 0) {
85 | scene++;
86 | if (scene > 3) scene = 0;
87 | }
88 | }
89 |
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/FlipDot/example_blips.pde:
--------------------------------------------------------------------------------
1 | /**
2 | * Example: Blips
3 | *
4 | * Random growing blips.
5 | */
6 | void example_blips() {
7 | // Styles
8 | virtualDisplay.background(0);
9 | virtualDisplay.stroke(255);
10 | virtualDisplay.noFill();
11 |
12 | // Blips config
13 | int blips_count = 5;
14 | float blips_max_speed = 150.0;
15 | float blips_weight = 40.0;
16 |
17 | // Draw blips
18 | for (int i = 0; i < blips_count; i++) {
19 | float phaseShift = noise(i) * blips_max_speed;
20 | float phase = (frameCount % phaseShift) / phaseShift;
21 | float flatPhase = floor(frameCount / phaseShift);
22 |
23 | virtualDisplay.strokeWeight(phaseShift / blips_weight);
24 | virtualDisplay.ellipse(
25 | noise(i, 1, flatPhase) * virtualDisplay.width,
26 | noise(i, 2, flatPhase) * virtualDisplay.height,
27 | phase * (virtualDisplay.width * 2),
28 | phase * (virtualDisplay.width * 2)
29 | );
30 | }
31 | }
32 |
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/FlipDot/example_cluster_growth.pde:
--------------------------------------------------------------------------------
1 | /**
2 | * Example: Cluster Growth
3 | *
4 | * Simple cluster growth model algorithm.
5 | */
6 | class ClusterGrowth {
7 | int[][] grid = new int[virtualDisplay.width + 1][virtualDisplay.height + 1];
8 | float growthProbability;
9 | int holdTime = 120;
10 |
11 | ClusterGrowth() {
12 | init();
13 | }
14 |
15 | void init() {
16 | holdTime = 120;
17 | growthProbability = random(0.05, 0.2);
18 | grid = createEmptyGrid();
19 | seedCluster(floor(random(virtualDisplay.width)), floor(random(virtualDisplay.height)), 2);
20 | }
21 |
22 | void draw() {
23 | virtualDisplay.background(0);
24 | virtualDisplay.stroke(255);
25 | virtualDisplay.strokeWeight(1);
26 | updateGrid();
27 | displayGrid();
28 |
29 | // Check end state
30 | int totalGrid = virtualDisplay.width * virtualDisplay.height;
31 | int totalSum = 0;
32 | for (int i = 0; i < virtualDisplay.width; i++) {
33 | for (int j = 0; j < virtualDisplay.height; j++) {
34 | totalSum += grid[i][j];
35 | }
36 | }
37 | // Reset
38 | if (totalGrid >= totalSum) {
39 | holdTime--;
40 | if (holdTime < 0) {
41 | init();
42 | }
43 | }
44 | }
45 |
46 | void updateGrid() {
47 | int[][] updatedGrid = createEmptyGrid();
48 |
49 | for (int i = 1; i < grid.length - 1; i++) {
50 | for (int j = 1; j < grid[0].length - 1; j++) {
51 | int neighbors = countNeighbors(grid, i, j);
52 |
53 | if (grid[i][j] == 0 && neighbors > 0) {
54 | if (random(1) < growthProbability) {
55 | updatedGrid[i][j] = 1;
56 | }
57 | } else {
58 | updatedGrid[i][j] = grid[i][j];
59 | }
60 | }
61 | }
62 | grid = updatedGrid;
63 | }
64 |
65 | void displayGrid() {
66 | for (int x = 0; x < virtualDisplay.width; x++) {
67 | for (int y = 0; y < virtualDisplay.height; y++) {
68 | if (grid[x][y] == 1) {
69 | virtualDisplay.point(x, y);
70 | }
71 | }
72 | }
73 | }
74 |
75 | int[][] createEmptyGrid() {
76 | int[][] emptyGrid = new int[virtualDisplay.width + 1][virtualDisplay.height + 1];
77 | for (int i = 0; i < emptyGrid.length; i++) {
78 | for (int j = 0; j < emptyGrid[0].length; j++) {
79 | emptyGrid[i][j] = 0;
80 | }
81 | }
82 | return emptyGrid;
83 | }
84 |
85 | int countNeighbors(int[][] grid, int x, int y) {
86 | int sum = 0;
87 | for (int i = -1; i <= 1; i++) {
88 | for (int j = -1; j <= 1; j++) {
89 | sum += grid[x + i][y + j];
90 | }
91 | }
92 | sum -= grid[x][y];
93 | return sum;
94 | }
95 |
96 | void seedCluster(int x, int y, int size) {
97 | for (int i = x - size / 2; i < x + size / 2; i++) {
98 | for (int j = y - size / 2; j < y + size / 2; j++) {
99 | if (i >= 0 && i < virtualDisplay.width && j >= 0 && j < virtualDisplay.height) {
100 | grid[i][j] = 1;
101 | }
102 | }
103 | }
104 | }
105 | }
106 |
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/FlipDot/games_tetris.pde:
--------------------------------------------------------------------------------
1 | /**
2 | * Tetris game in Processing for FlipDot display
3 | *
4 | * Settings:
5 | * Tetris().speed = 2.0; // Game speed
6 | * Tetris().scale = 2; // Scale of game(per-dot)
7 | * Tetris().board_width = 14; // Width of game board
8 | * Tetris().board_height = 14; // Height of game board
9 | *
10 | */
11 | Tetris tetris = new Tetris();
12 |
13 | // Tetris game tick
14 | void games_tetris() {
15 | tetris.update();
16 | tetris.draw();
17 | }
18 |
19 | /**
20 | * Tetris game class
21 | */
22 | class Tetris {
23 | Tetromino tetromino;
24 |
25 | // Game settings
26 | int status = 0; // 0 = playing, 1 = game over, 2 = line removing
27 | float speed = 2.0;
28 | int scale = 2;
29 | int board_width = 7;
30 | int board_height = 14;
31 | int board_rotation = 0;
32 | int[] board;
33 |
34 | // Input settings
35 | int input_delay = 70; // ms
36 | boolean input_down = false;
37 | boolean input_left = false;
38 | boolean input_right = false;
39 | int input_down_time = 0;
40 | int input_strafe_time = 0;
41 |
42 | // Misc vars
43 | float anim_progress = 0.0;
44 | int remove_line;
45 |
46 | Tetris() {
47 | this.restart();
48 | }
49 |
50 | // State: Playing tick
51 | void tick_playing() {
52 | // Check inputs
53 | this.check_input();
54 |
55 | // Game tick
56 | if (frameCount % round(config_fps / this.speed) == 0) {
57 | this.move('t');
58 | }
59 | // Check for completed rows
60 | this.check_rows();
61 | }
62 |
63 | // Check rows for completed rows
64 | void check_rows() {
65 | // Check for completed rows
66 | for (int y = this.board_height - 1; y >= 0; y--) {
67 | boolean row_complete = true;
68 | for (int x = 0; x < this.board_width; x++) {
69 | if (this.board[x + y * this.board_width] == 0) {
70 | row_complete = false;
71 | }
72 | }
73 | if (row_complete) {
74 | this.remove_line(y);
75 | break;
76 | }
77 | }
78 | }
79 |
80 | // Remove completed rows
81 | void remove_line(int line) {
82 | // Remove line
83 | this.status = 2;
84 | this.remove_line = line;
85 |
86 | // Increase speed
87 | this.speed += 0.1;
88 | }
89 |
90 | // Draw tick for removing lines
91 | void draw_removing_line() {
92 | if (this.anim_progress < 1) {
93 | this.draw_board();
94 | // Animate line scrolling across removed live
95 | virtualDisplay.fill(0);
96 | virtualDisplay.rect(
97 | 0,
98 | this.remove_line * this.scale,
99 | virtualDisplay.width * 2.0 * this.anim_progress,
100 | this.scale
101 | );
102 | this.anim_progress += 0.05;
103 | }
104 | else {
105 | // When animation finished, Remove row
106 | for (int x = 0; x < this.board_width; x++) {
107 | this.board[x + this.remove_line * this.board_width] = 0;
108 | }
109 | // Move all rows above down
110 | for (int y = this.remove_line; y > 0; y--) {
111 | for (int x = 0; x < this.board_width; x++) {
112 | this.board[x + y * this.board_width] = this.board[x + (y - 1) * this.board_width];
113 | }
114 | }
115 | // Contine game play
116 | this.anim_progress = 0.0;
117 | this.status = 0;
118 | this.remove_line = -1;
119 | // Draw updated board
120 | this.draw_board();
121 | }
122 | }
123 |
124 | // Draw: State: Game over
125 | void tick_game_over() {
126 | this.draw_board();
127 | virtualDisplay.fill(255);
128 | virtualDisplay.rect(0, this.board_height * this.scale - (this.anim_progress * this.board_height * this.scale * 2.0), this.board_width * this.scale, this.board_height * this.scale);
129 | if (this.anim_progress > 0.5) {
130 | this.board = new int[this.board_width * this.board_height];
131 |
132 | // Game over text
133 | virtualDisplay.fill(255);
134 | virtualDisplay.textFont(FlipDotFont_pixel);
135 | virtualDisplay.textLeading(7);
136 | virtualDisplay.textAlign(CENTER, CENTER);
137 | virtualDisplay.text("Game\nOver", this.board_width * this.scale * 0.5, this.board_height * this.scale * 0.25);
138 |
139 | // Restart text
140 | if (frameCount % 15 < 11) {
141 | virtualDisplay.textAlign(CENTER, CENTER);
142 | virtualDisplay.text("play", round(this.board_width * this.scale * 0.5), round(this.board_height * this.scale * 0.7));
143 | }
144 | }
145 |
146 | // Animate
147 | if (this.anim_progress < 1) {
148 | this.anim_progress += 0.03;
149 | }
150 | }
151 |
152 | // Interaction
153 | void check_input() {
154 | // Down
155 | if (this.input_down && millis() - this.input_down_time > this.input_delay) {
156 | this.move('d');
157 | this.input_down_time = millis();
158 | }
159 |
160 | // Left/Right
161 | if (this.input_left && millis() - this.input_strafe_time > this.input_delay) {
162 | this.move('l');
163 | this.input_strafe_time = millis();
164 | }
165 | else if (this.input_right && millis() - this.input_strafe_time > this.input_delay) {
166 | this.move('r');
167 | this.input_strafe_time = millis();
168 | }
169 | }
170 |
171 | // Move tetromino
172 | void move(char direction) {
173 | switch (direction) {
174 | case 'l':
175 | // Move & check collision
176 | this.tetromino.move('l');
177 | if (this.check_collisions()) {
178 | this.tetromino.move('r');
179 | }
180 | break;
181 |
182 | case 'r':
183 | // Move & check collision
184 | this.tetromino.move('r');
185 | if (this.check_collisions()) {
186 | this.tetromino.move('l');
187 | }
188 | break;
189 |
190 | case 'd':
191 | // Move & check collision
192 | this.tetromino.move('d');
193 | if (this.check_collisions()) {
194 | this.tetromino.move('u');
195 | }
196 | break;
197 |
198 | // Game tick (down)
199 | case 't':
200 | // Move & check collision
201 | this.tetromino.move('d');
202 | if (this.check_collisions()) {
203 | this.tetromino.move('u');
204 | this.lock_tetromino();
205 | this.new_tetromino();
206 | }
207 | break;
208 | }
209 | }
210 |
211 | // Create a new tetromino
212 | void new_tetromino() {
213 | // Create new tetromino
214 | this.tetromino = new Tetromino(this);
215 | if (this.check_collisions()) {
216 | this.status_gameover();
217 | }
218 | }
219 |
220 | // Change game state: Game over
221 | void status_gameover () {
222 | this.status = 1;
223 | this.anim_progress = 0;
224 | }
225 |
226 | // Rotate tetromino
227 | void rotate() {
228 | // Rotate & check collision
229 | this.tetromino.rotate(1);
230 | if (this.check_collisions()) {
231 | this.tetromino.rotate(-1);
232 | }
233 | }
234 |
235 | // Once collision detected, lock tetromino to board
236 | void lock_tetromino() {
237 | // Lock tetromino to board
238 | for (int i = 0; i < this.tetromino.pixelMap.length; i += 2) {
239 | int x = this.tetromino.pixelMap[i];
240 | int y = this.tetromino.pixelMap[i + 1];
241 | int index = x + y * this.board_width;
242 | if (index > 0 && index < this.board.length) {
243 | this.board[index] = 1;
244 | }
245 | }
246 | }
247 |
248 | // Check if tetromino collides
249 | boolean check_collisions() {
250 | // Check tetromino collision
251 | // Check each pixel of tetromino
252 | for (int i = 0; i < this.tetromino.pixelMap.length; i += 2) {
253 | int x = this.tetromino.pixelMap[i];
254 | int y = this.tetromino.pixelMap[i + 1];
255 |
256 | // Check if pixel is out of bounds
257 | if (x < 0) {
258 | return true;
259 | }
260 | if (x >= this.board_width) {
261 | return true;
262 | }
263 |
264 | // Hit floor
265 | if (y >= this.board_height) {
266 | return true;
267 | }
268 |
269 | // Check if pixel is already occupied
270 | int index = x + y * this.board_width;
271 | if (index > 0 && index < this.board.length && this.board[index] > 0) {
272 | return true;
273 | }
274 | }
275 | return false;
276 | }
277 |
278 | // Game update
279 | void update() {
280 | switch (this.status) {
281 | case 0:
282 | this.tick_playing();
283 | break;
284 | }
285 | }
286 |
287 | // Draw tick
288 | void draw() {
289 | virtualDisplay.translate(virtualDisplay.width / 2, virtualDisplay.height / 2);
290 | virtualDisplay.rotate(this.board_rotation * -HALF_PI);
291 | virtualDisplay.translate(virtualDisplay.height / -2, virtualDisplay.width / -2);
292 | virtualDisplay.background(0);
293 |
294 | switch (this.status) {
295 | case 0:
296 | this.draw_board();
297 | this.draw_tetromino();
298 | break;
299 |
300 | case 1:
301 | this.tick_game_over();
302 | break;
303 |
304 | // Removing line
305 | case 2:
306 | this.draw_removing_line();
307 | break;
308 | }
309 | }
310 |
311 | // Draw tetris board
312 | void draw_board() {
313 | virtualDisplay.noStroke();
314 |
315 | // Draw current tetromino
316 | for (int i = 0; i < board.length; i++) {
317 | if (board[i] > 0) {
318 | virtualDisplay.fill(255);
319 | virtualDisplay.rect(
320 | (i % this.board_width) * this.scale,
321 | (i / this.board_width) * this.scale,
322 | this.scale,
323 | this.scale
324 | );
325 | }
326 | }
327 | }
328 |
329 | // Draw current tetromino
330 | void draw_tetromino() {
331 | virtualDisplay.fill(255);
332 | virtualDisplay.noStroke();
333 |
334 | // Draw current tetromino
335 | for (int i = 0; i < this.tetromino.render().length; i += 2) {
336 | virtualDisplay.rect(
337 | this.tetromino.render()[i] * this.scale,
338 | this.tetromino.render()[i + 1] * this.scale,
339 | this.scale,
340 | this.scale
341 | );
342 | }
343 | }
344 |
345 | // Restart game
346 | void restart() {
347 | this.status = 0;
348 | this.speed = 2.0;
349 | this.board = new int[this.board_width * this.board_height];
350 | this.new_tetromino();
351 | }
352 | }
353 |
354 |
355 | /**
356 | * Tetromino class
357 | */
358 | class Tetromino {
359 | int type;
360 | int x;
361 | int y;
362 | int r;
363 | int[] pixelMap;
364 | int[][][] tetris_tetrominos = {
365 | // I
366 | {
367 | {0,0,-1,0,-2,0,1,0},
368 | {0,0,0,-1,0,1,0,2},
369 | {0,1,1,1,-1,1,-2,1},
370 | {-1,0,-1,-1,-1,1,-1,2},
371 | },
372 | // J
373 | {
374 | {0,0,-1,0,1,0,-1,-1},
375 | {0,0,0,-1,1,-1,0,1},
376 | {0,0,-1,0,1,0,1,1},
377 | {0,0,0,-1,0,1,-1,1}
378 | },
379 | // L
380 | {
381 | {0,0,-1,0,1,0,1,-1},
382 | {0,0,0,-1,0,1,1,1},
383 | {0,0,-1,0,-1,1,1,0},
384 | {0,0,0,-1,-1,-1,0,1}
385 | },
386 | // O
387 | {
388 | {0,0,-1,0,-1,1,0,1},
389 | {0,0,-1,0,-1,1,0,1},
390 | {0,0,-1,0,-1,1,0,1},
391 | {0,0,-1,0,-1,1,0,1}
392 | },
393 | // S
394 | {
395 | {0,0,-1,0,0,-1,1,-1},
396 | {0,0,0,-1,1,0,1,1},
397 | {0,0,1,0,0,1,-1,1},
398 | {0,0,-1,0,-1,-1,0,1}
399 | },
400 | // T
401 | {
402 | {0,0,0,-1,-1,0,1,0},
403 | {0,0,0,-1,0,1,1,0},
404 | {0,0,-1,0,1,0,0,1},
405 | {0,0,-1,0,0,-1,0,1}
406 | },
407 | // 2
408 | {
409 | {0,0,0,-1,-1,-1,1,0},
410 | {0,0,0,1,1,0,1,-1},
411 | {0,0,-1,0,0,1,1,1},
412 | {0,0,0,-1,-1,0,-1,1}
413 | }
414 | };
415 |
416 | Tetromino(Tetris tetris) {
417 | this.type = floor(random(this.tetris_tetrominos.length));
418 | this.x = round(tetris.board_width / 2.0);
419 | this.y = -1;
420 | this.r = 0;
421 | this.pixelMap = new int[8];
422 |
423 | this.update_pixels();
424 | }
425 |
426 | // Move tetromino
427 | void move(char dir) {
428 | switch (dir) {
429 | case 'l':
430 | this.x--;
431 | break;
432 | case 'r':
433 | this.x++;
434 | break;
435 | case 'd':
436 | this.y++;
437 | break;
438 | case 'u':
439 | this.y--;
440 | break;
441 | }
442 | this.update_pixels();
443 | }
444 |
445 | // Rotate tetromino
446 | void rotate(int direction) {
447 | this.r = (this.r + direction + 4) % 4;
448 | this.update_pixels();
449 | }
450 |
451 | // Update pixel map for display
452 | void update_pixels() {
453 | for (int i = 0; i < this.tetris_tetrominos[this.type][this.r].length; i += 2) {
454 | this.pixelMap[i] = this.tetris_tetrominos[this.type][this.r][i] + this.x;
455 | this.pixelMap[i + 1] = this.tetris_tetrominos[this.type][this.r][i + 1] + this.y;
456 | }
457 | }
458 |
459 | // Return pixel map
460 | int[] render() {
461 | return this.pixelMap;
462 | }
463 | }
464 |
465 |
466 | /**
467 | * Key presses for Tetris
468 | *
469 | * This is a global listener for key presses.
470 | * if you want to use key presses elsewhere in your own code
471 | * you will need to extend of rename these functions.
472 | */
473 | void keyPressed() {
474 | // Down
475 | if (keyCode == DOWN) {
476 | tetris.move('d');
477 | tetris.input_down = true;
478 | tetris.input_down_time = millis();
479 | }
480 |
481 | // Left or Right
482 | if (keyCode == LEFT) {
483 | tetris.move('l');
484 | tetris.input_left = true;
485 | tetris.input_strafe_time = millis();
486 | }
487 | else if (keyCode == RIGHT) {
488 | tetris.move('r');
489 | tetris.input_right = true;
490 | tetris.input_strafe_time = millis();
491 | }
492 |
493 | // New game/start
494 | if (keyCode == ENTER && tetris.status != 0) {
495 | tetris.restart();
496 | }
497 |
498 | // Rotate
499 | if (keyCode == UP) {
500 | tetris.rotate();
501 | }
502 | }
503 |
504 | // Key releases for Tetris
505 | void keyReleased() {
506 | // Down
507 | if (keyCode == DOWN) {
508 | tetris.input_down = false;
509 | }
510 | // Left
511 | if (keyCode == LEFT) {
512 | tetris.input_left = false;
513 | }
514 | // Right
515 | if (keyCode == RIGHT) {
516 | tetris.input_right = false;
517 | }
518 | }
519 |
--------------------------------------------------------------------------------
/FlipDot/stage.pde:
--------------------------------------------------------------------------------
1 | PGraphics virtualDisplay;
2 | PGraphics virtual3D;
3 |
4 | /**
5 | * Create vitural canvas to draw onto
6 | */
7 | void stages_setup() {
8 | // Create virtual stages
9 | virtualDisplay = createGraphics(
10 | config_canvasW,
11 | config_canvasH,
12 | P2D
13 | );
14 |
15 | // Virtual 3D canvas for 3D animations
16 | virtual3D = createGraphics(virtualDisplay.width, virtualDisplay.height, P3D);
17 | }
18 |
19 |
20 | /**
21 | * Process image.
22 | */
23 | void stage_process() {
24 | virtualDisplay.filter(THRESHOLD, 0.5);
25 | virtualDisplay.loadPixels();
26 |
27 | for (int i = 0; i < panels.length; i++) {
28 | panels[i].process();
29 | }
30 | }
31 |
--------------------------------------------------------------------------------
/FlipDot/ui.pde:
--------------------------------------------------------------------------------
1 | /**
2 | * UI
3 | *
4 | * Useful for debugging and FlipDot simulator.
5 | */
6 | float ui_dot_size;
7 | long ui_start_time;
8 | void ui_setup() {
9 | // Start time
10 | ui_start_time = millis();
11 |
12 | // Calc dot size
13 | float min_ui_space = 300;
14 | ui_dot_size = min(
15 | (width - (border * 2.0) - min_ui_space) / config_canvasW,
16 | (height - (border * 2.0)) / config_canvasH
17 | );
18 | }
19 |
20 |
21 | /**
22 | * Render UI to Processing window
23 | */
24 | void ui_render() {
25 | float ui_offset = ui_dot_size * config_canvasW + (border * 2);
26 |
27 | stroke(255);
28 | line(ui_offset - border / 2, border, ui_offset - border / 2, height - border);
29 | line(ui_offset, 100, width - border, 100);
30 |
31 | fill(255);
32 | textSize(24);
33 | textLeading(26);
34 | noStroke();
35 | text("FlipDot controller", ui_offset, 60);
36 | textSize(15);
37 | text("https://github.com/owenmcateer/FlipDots", ui_offset, 85);
38 |
39 | // App stats
40 | text(config_cast ? "Casting" : "Not casting", ui_offset, 120);
41 | text(round(frameRate) + " fps (target: " + config_fps + "fps)", ui_offset, 140);
42 |
43 | // Calculate runtime
44 | long elapsed_time = millis() - ui_start_time;
45 | // Format the time as HH:MM:SS
46 | int hours = (int) (elapsed_time / (1000 * 60 * 60));
47 | int minutes = (int) ((elapsed_time - (hours * 1000 * 60 * 60)) / (1000 * 60));
48 | int seconds = (int) ((elapsed_time - (hours * 1000 * 60 * 60) - (minutes * 1000 * 60)) / 1000);
49 | String formatted_time = String.format("%02d:%02d:%02d", hours, minutes, seconds);
50 | text("Runtime: " + formatted_time, ui_offset, 160);
51 |
52 | // Simulator
53 | if (config_show_simulator) {
54 | ui_simulate();
55 | }
56 |
57 | // Virtual canvas
58 | float maxSize = width - ui_offset - border;
59 | float vcScaleWidth = maxSize / virtualDisplay.width;
60 | float vcScaleHeight = maxSize / virtualDisplay.height;
61 | float vcScale = min(vcScaleWidth, vcScaleHeight);
62 | stroke(255);
63 | strokeWeight(2);
64 | rect(ui_offset, 180, virtualDisplay.width * vcScale, virtualDisplay.height * vcScale);
65 | image(virtualDisplay, ui_offset, 180, virtualDisplay.width * vcScale, virtualDisplay.height * vcScale);
66 |
67 | // Casting mode
68 | textSize(15);
69 | fill(255);
70 | noStroke();
71 | push();
72 | translate(ui_offset, 220 + virtualDisplay.height * vcScale);
73 | // Network adapters
74 | if (castOver == 1) {
75 | text("Casting mode: ETH:", 0, 0);
76 | for (int i = 0; i < netAdapters.length; i++) {
77 | fill(255);
78 | text(netAdapters[i], 15, 20 + i * 20);
79 |
80 | fill(212, 15, 15);
81 | try {
82 | if (adaptersNet[i].ip() != null) {
83 | fill(18, 222, 45);
84 | }
85 | } catch(NullPointerException e) {}
86 |
87 | ellipse(6, 15 + i * 20, 7, 7);
88 | fill(0);
89 | }
90 | }
91 | else if (castOver == 2) {
92 | text("Casting mode: USB:", 0, 0);
93 | for (int i = 0; i < serialAdapters.length; i++) {
94 | fill(255);
95 | text(serialAdapters[i], 15, 20 + i * 20);
96 |
97 | fill(18, 222, 45);
98 | ellipse(6, 15 + i * 20, 7, 7);
99 | fill(0);
100 | }
101 | }
102 | pop();
103 | }
104 |
105 |
106 | /**
107 | * Processing virtual canvas to simulation display
108 | */
109 | void ui_simulate() {
110 | push();
111 | translate(border, border);
112 | ellipseMode(CORNER);
113 | for (int i = 0; i < panels.length; i++) {
114 | push();
115 | translate(panels[i].x * ui_dot_size, panels[i].y * ui_dot_size);
116 |
117 | fill(0);
118 | if (config_simulate_changes && panels[i].has_changed) {
119 | stroke(255, 0, 0);
120 | strokeWeight(1);
121 | } else {
122 | noStroke();
123 | }
124 | rect(0, 0, 28 * ui_dot_size, 7 * ui_dot_size);
125 |
126 | for (int col = 0; col < 28; col++) {
127 | for (int row = 0; row < 7; row++) {
128 | noStroke();
129 | fill(boolean(panels[i].buffer[col] & 1 << row) ? 255 : 0);
130 | circle(col * ui_dot_size, row * ui_dot_size, ui_dot_size - 2);
131 | }
132 | }
133 | pop();
134 | }
135 | pop();
136 | }
137 |
138 |
139 | /**
140 | * Seconds to time string
141 | *
142 | * @param {int} seconds | Second elapsed
143 | * @return {String} | Date stamp HH:MM:SS
144 | */
145 | String secondsToTime(int seconds) {
146 | int hours = seconds / 3600;
147 | int minutes = (seconds % 3600) / 60;
148 | int secs = seconds % 60;
149 | return String.format("%02d:%02d:%02d", hours, minutes, secs);
150 | }
151 |
--------------------------------------------------------------------------------
/LICENSE:
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/README.md:
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1 | # FlipDot display
2 |
3 | This repo contains a [Processing](https://processing.org/) sketch to control FlipDot panels from [AlfaZeta](https://flipdots.com). It uses a virtual display you can draw and animate on that then gets cast to your FlipDot display panels.
4 |
5 | *Note:* if you don't have a FlipDot display you can still use this software as a FlipDot simulator.
6 |
7 | - For the JavaScript version see [CastCanvas](./CastCanvas/)
8 | - For the FlipDigit library [see this repo](https://github.com/owenmcateer/FlipDigits)
9 |
10 | 
11 |
12 | https://user-images.githubusercontent.com/1763300/214524873-d32401c9-916a-4d84-ae42-95b464082fdb.mp4
13 |
14 | ### More examples
15 | - [Cluster growth](assets/examples/example_cluster_growth.gif)
16 | - [Blips](assets/examples/example_blips.gif)
17 | - [Clouds](assets/examples/example_clouds.gif)
18 | - [Square tunnel](assets/examples/example_squares.gif)
19 | - [3D Cube](assets/examples/example_3d_cube.gif)
20 |
21 | ## What are FlipDot displays?
22 |
23 | Flip-dots or Flip-disc, are made of small disks with a permanent magnetic that physically flip back and forth revealing one side or the other. Powered by a small electromagnetic to flip it retains its state even after power is disconnected. Click here if you’d like to [know more](https://flipdots.com/en/electromagnetic-flip-disc-technology-how-it-works/).
24 |
25 | The AlfaZeta XY5 FlipDot display includes its own controller board that communicates over a RS485 serial connection using its own protocol. This repo simplifies connecting and streaming images to the FlipDot display.
26 |
27 |
28 |
29 | ## Hardware requirements
30 |
31 | *Remember if you don't have a FlipDot display you can still use this software as a FlipDot simulator.*
32 |
33 | - FlipDot panel from [AlfaZeta](https://flipdots.com)
34 | - 24V PSU (1A per panel)
35 | - RS485 converter
36 | - - ETH: [ETH-UKW485SR140](https://www.sklep.uk-system.pl/konwertery-eth-ukw485sr140-z-4-portami-szeregowymi-rs485-p-41.html) (best for high framerates)
37 | - - ETH: [Waveshare](https://www.waveshare.com/product/iot-communication/wired-comm-converter/ethernet-to-rs232-rs485.htm)
38 | - - ETH: [PUSR](https://www.pusr.com/products/serial-to-ethernet-converters.html)
39 | - - USB RS485 [Amazon](https://www.amazon.com/DZS-Elec-Converter-Communication-Centralized/dp/B07CMY1DGK/), [Aliexpress](https://www.aliexpress.us/item/3256802833469866.html)
40 | - Software: [Processing 4](https://processing.org/download)
41 |
42 |
43 | ## Setup
44 |
45 | Each 28x14 panel is made up of two 7x28 panels on one board, each with their controller we need to daisy chain together.
46 | **!SAFETY PRECAUTION!** If you don't know what you're doing, ask for help. 24V might not kill you but it will hurt and break your equipment.
47 |
48 | ### 1) Wiring
49 |
50 | 
51 |
52 | - Connect 24V power supply to the 24V DC in screw terminals
53 | - Connect RS485 +/- with a JR11 plug or the screw terminals
54 |
55 | ### 2) DIP switches
56 |
57 | Each controller has two DIP switches that need to be set. **3-pin Baud-rate** and **8-pin Panel address**
58 |
59 | 
60 |
61 | #### Baud-rate (3-pin DIP)
62 |
63 | Communication transfer rate is set as follows. For my setup I went with the fastest value of 57600 ↓↑↑ as I found 9600 too slow to handle 20fps.
64 |
65 | | Value | ON | Baud rate|
66 | |------|-----|--------|
67 | | 0 | ↓↓↓ | N/A|
68 | | 1 | ↑↓↓ | N/A|
69 | | 2 | ↓↑↓ | N/A|
70 | | 3 | ↑↑↓ | 9600|
71 | | 4 | ↓↓↑ | 19200|
72 | | 5 | ↑↓↑ | 38400|
73 | | 6 | ↓↑↑ | 57600|
74 | | 7 | ↑↑↑ | 9600|
75 | | | OFF ||
76 |
77 | #### Address (8-pin DIP)
78 |
79 | This is the address ID used when pushing out the image data, each panel listens for its data.
80 |
81 | | Pins | Description|
82 | |-----|--------------|
83 | | 0-5 | Address in binary code (natural)|
84 | | 6 | Magnetising time: OFF: 500μs(default), ON: 450μs|
85 | | 7 | Test mode: ON/OFF. OFF = normal operation|
86 |
87 | *Note: Reducing the magnetising time to 450μs will flip the dots faster but runs the risk of them not flipping at all.*
88 |
89 | ### 3) Serial data
90 |
91 | To send frame data from your computer to the display you can do so over ETH or USB. For small displays USB is fine but larger displays will require an ETH solution.
92 | See suggested serial products above.
93 |
94 | #### ETH convertor
95 |
96 | **PC > ETH > ETH-RS485 convertor > FlipDot panels**
97 |
98 | For an ETH solution set the following settings in [config.pde](./FlipDot/config.pde)
99 | Set `castOver` to `1`
100 | List all ETH convertor IP addresses and port numbers in `netAdapters`
101 |
102 | #### USB convertor
103 |
104 | **PC > USB-RS485 convertor > FlipDot panels**
105 |
106 | For an USB solution set the following settings in [config.pde](./FlipDot/config.pde)
107 | Set `castOver` to `2`
108 | List all USB convertor COMs port address and baud rate `serialAdapters`
109 |
110 | ### 4) Processing
111 |
112 | Install [Processing 4](https://processing.org/download) for your system and launch [FlipDot/FlipDot.pde](./FlipDot/FlipDot.pde)
113 |
114 | **[config.pde](./FlipDot/config.pde)**
115 | Make sure you have set your convertor type as shown above.
116 |
117 | Set `config_cast` to `true` to cast data.
118 |
119 | Next set the FlipDot panels and display settings [config.pde](./FlipDot/config.pde). For a Single 28x14 panel you can leave config.pde as it is.
120 | Add a config line for each FlipDot panel you have:
121 | `panels[0] = new Panel(0, 1, 0, 0);`
122 | 1) Adapter ID (see net/serialAdapters)
123 | 2) Panel ID (set on the 3-pin DIP switch)
124 | 3) X-position in total display
125 | 4) Y-position in total display
126 |
127 | Finally set the number of panels you have in the following line: `Panel[] panels = new Panel[2];`
128 |
129 | See [config.pde](./FlipDot/config.pde) for more examples and layouts.
130 |
131 | ### 5) Coding animations
132 |
133 | Now you can draw and animate whatever you want! Everything gets drawn to `virtualDisplay`, I recommend looking at [example_anim.pde](./FlipDot/example_anim.pde) and [example_blips.pde](./FlipDot/example_blips.pde) for some examples of coding animations.
134 |
135 | Don't forget to share your creations with me @motus_art on [IG](https://instagram.com/motus_art)/[TW](https://x.com/motus_art)
136 |
137 | https://user-images.githubusercontent.com/1763300/214339655-2efb0460-cefd-432a-bd86-d43668057a87.mp4
138 |
139 | ## Games
140 |
141 | Any pixel based game will work great on these displays. While not quite Doom in this resolution, think Snake, Tetris and Pong.
142 |
143 | ### Tetris
144 |
145 | A fully playable Tetris game on a FlipDot display. You can find the code here: [games_tetris.pde](./FlipDot/games_tetris.pde)
146 |
147 | https://user-images.githubusercontent.com/1763300/220141220-da981003-57d3-4386-afc8-1956685caede.mp4
148 |
149 |
150 |
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