TMNT Shadows of the Past – Dice Organization

Designed and laser cut an accessory to keep track of the used and shared dice in the TMNT Shadows of the Past game. Worked pretty well, text is a bit hard to see on the wacky table cloth.

How to use: I think for us our favorite way to use is to orient the use either to the inside or outside, whichever is most convenient. And on the active turtle’s turn, all your dice are in the available section, and you grab the neighboring dice (unless you’re Raph) and put in your share section. When you use your dice you put then into the used section, as you use the share dice put them back into the used or available section of the neighbor turtles’ dice holder.

Originally I was going to put each turtle’s dice on their own share side and as they get used they go to the available or used as the neighbors used them, but I think that’s a bit more confusing. So that’s why Raph has the share section when he doesn’t borrow dice. I’ll upload both files and people can decide which they want to use.

D20 RGB Lamp Writeup

I recently created a D20 RGB Lamp using my 3D printer, and Arduino, and RGB LED lights.  Demonstration below

 

Menu Flow Diagram:

 

Parts List:

Parts:
Arduino – https://www.sparkfun.com/products/11113
LEDs (x5) – https://www.sparkfun.com/products/13282
Power Supply – https://www.sparkfun.com/products/12889
Barrel Jack – https://www.sparkfun.com/products/10785
Push buttons (similar, x2) – https://www.sparkfun.com/products/9190
D20 Translucent – http://amzn.to/2hLp1iy

3D Files – https://www.thingiverse.com/thing:2010875

 

Code:

Requires Neopixel libraries, move from the zipped libraries folder to your Arduino Libraries folder.  Code was created for 5 LED’s and the following hookup-

Data Out (from Arduino) – Pin 3

SW1 (internal pullup used, connect one side to ground) – Pin 4

SW2 (internal pullup used, connect one side to ground) – Pin 5

D20 Lamp Code

/* SparkFun WS2812 Breakout Board Example
SparkFun Electronics
date: July 25, 2013
license: GNU GENERAL PUBLIC LICENSE
Requires the Adafruit NeoPixel library. It’s awesome, go get it.
https://github.com/adafruit/Adafruit_NeoPixel
This simple example code runs three sets of animations on a group of WS2812
breakout boards. The more boards you link up, the better these animations
will look.
For help linking WS2812 breakouts, checkout our hookup guide:
https://learn.sparkfun.com/tutorials/ws2812-breakout-hookup-guide
Before uploading the code, make sure you adjust the two defines at the
top of this sketch: PIN and LED_COUNT. Pin should be the Arduino pin
you’ve got connected to the first pixel’s DIN pin. By default it’s
set to Arduino pin 4. LED_COUNT should be the number of breakout boards
you have linked up.
*/
#include <Adafruit_NeoPixel.h>
#include “WS2812_Definitions.h”
#define LED_DATA 3
#define LED_COUNT 5
#define POT1 A0
#define POT2 A1
#define SW1 4
#define SW2 5
#define MENURUN 0
#define MENUBRIGHTNESS 1
#define MENUANIMATION 2
#define MENUANIMATIONCOLOR 3
#define MENUSTOP 4
#define RAINBOW 0
#define RACE 1
#define FULLFADE 2
#define FADE 3
#define RAINBOWFADE 4
#define LIGHT 1
#define DARK 0
#define MAXBRIGHTNESS 250
#define DEBOUNCEMAX 150
#define delaySpeedMax 750
unsigned char menuState = MENURUN;
unsigned char brightness = 125;
unsigned int menuButtonDebounceTime = DEBOUNCEMAX;
unsigned char menuButtonPressed = 0;
unsigned char menuButton = 0;
unsigned int menuSelectDebounceTime = DEBOUNCEMAX;
unsigned char menuSelectPressed = 0;
unsigned char menuSelect = 0;
unsigned char rainbowCounter = 0;
unsigned int delaySpeed = 150;
unsigned int delaySpeedCounter = delaySpeed;
unsigned char animationMode = RAINBOW;
unsigned long animationColor = RED;
unsigned char fadeBrightness = 0;
unsigned char fadeDirection = LIGHT;
unsigned char rainbowMode = 0;
unsigned long internalColor = RED;
unsigned int theaterJ = 0;
unsigned int theaterQ = 0;
unsigned char theaterON = 0;
// Create an instance of the Adafruit_NeoPixel class called “leds”.
// That’ll be what we refer to from here on…
Adafruit_NeoPixel leds = Adafruit_NeoPixel(LED_COUNT, LED_DATA, NEO_GRB + NEO_KHZ800);
void setup()
{
//pinMode(POT1, INPUT);
//pinMode(POT2, INPUT);
pinMode(SW1, INPUT);
digitalWrite(SW1, HIGH);
pinMode(SW2, INPUT);
digitalWrite(SW2, HIGH);
leds.begin(); // Call this to start up the LED strip.
clearLEDs(); // This function, defined below, turns all LEDs off…
leds.show(); // …but the LEDs don’t actually update until you call this.
randomSeed(analogRead(0));
animationColor = getRandomColor(0);
}
void loop()
{
unsigned int addedDelay = 0;
//unsigned int brightness = analogRead(POT1);
//unsigned int delaySpeed = analogRead(POT2);
if (!digitalRead(SW1)) {
if (menuButtonDebounceTime)
menuButtonDebounceTime–;
else {
if (!menuButtonPressed) {
menuButtonPressed = 1;
menuButton = 1;
}
else
menuButton = 0;
}
}
else {
if (menuButtonDebounceTime < DEBOUNCEMAX)
menuButtonDebounceTime++;
else
menuButtonPressed = 0;
}
if (!digitalRead(SW2)) {
if (menuSelectDebounceTime)
menuSelectDebounceTime–;
else {
if (!menuSelectPressed) {
menuSelectPressed = 1;
menuSelect = 1;
}
else
menuSelect = 0;
}
}
else {
if (menuSelectDebounceTime < DEBOUNCEMAX)
menuSelectDebounceTime++;
else
menuSelectPressed = 0;
}
if (menuButton) {
if (menuState < 4)
menuState++;
else
menuState = 0;
clearLEDs(); // This function, defined below, turns all LEDs off…
rainbowCounter = 0;
internalColor = animationColor;
rainbowMode = 0;
fadeBrightness = 0;
fadeDirection = LIGHT;
theaterJ = 0;
theaterQ = 0;
theaterON = 0;
}
switch (menuState) {
case MENURUN:
// Ride the Rainbow Road
if (menuSelect) {
if (delaySpeed < delaySpeedMax)
delaySpeed += 50;
else
delaySpeed = 50;
}
if ((animationMode == RAINBOW) || (animationMode == RACE))
addedDelay = 100;
else
addedDelay = 0;
if (delaySpeedCounter)
delaySpeedCounter–;
else {
delaySpeedCounter = delaySpeed + addedDelay;
switch (animationMode) {
case RAINBOW:
doRainbow();
break;
case RACE:
rainbowMode = 1;
doRace();
break;
case FULLFADE:
//rainbowMode = 1;
theaterChaseRainbow();
break;
case FADE:
doFade();
break;
case RAINBOWFADE:
rainbowMode = 1;
doFade();
break;
default:
break;
}
}
//delay(100); // Delay between rainbow slides
break;
case MENUBRIGHTNESS:
if (menuSelect) {
if (brightness < MAXBRIGHTNESS)
brightness += 25;
else
brightness = 25;
}
leds.setBrightness(brightness);
leds.setPixelColor(0, BLUE);
leds.setPixelColor(1, RED);
leds.setPixelColor(2, GREEN);
leds.setPixelColor(3, PURPLE);
leds.setPixelColor(4, WHITE);
break;
case MENUANIMATION:
if (menuSelect) {
if (animationMode < 4)
animationMode++;
else
animationMode = 0;
if (animationMode == 2 || animationMode == 4)
rainbowMode = 1;
else
rainbowMode = 0;
}
clearLEDs();
leds.setPixelColor(animationMode, RED);
break;
case MENUANIMATIONCOLOR:
if (menuSelect) {
animationColor = getRandomColor(animationColor);
}
leds.setPixelColor(0, GREEN);
leds.setPixelColor(1, animationColor);
break;
case MENUSTOP:
//leds.setPixelColor(0, PURPLE);
break;
default:
menuState = MENUSTOP;
break;
}
leds.show(); // …but the LEDs don’t actually update until you call this.
/*
// Indigo cylon
// Do a cylon (larson scanner) cycle 10 times
for (int i=0; i<10; i++)
{
// cylon function: first param is color, second is time (in ms) between cycles
cylon(INDIGO, 500); // Indigo cylon eye!
}
*/
/*
// A light shower of spring green rain
// This will run the cascade from top->bottom 20 times
for (int i=0; i<20; i++)
{
// First parameter is the color, second is direction, third is ms between falls
cascade(MEDIUMSPRINGGREEN, TOP_DOWN, 100);
}
*/
}
void doRainbow() {
if (rainbowCounter < 10 * 5)
rainbowCounter++;
else
rainbowCounter = 0;
rainbow(rainbowCounter);
}
void doRace() {
if (rainbowCounter < 4)
rainbowCounter++;
else {
if (rainbowMode)
internalColor = getRandomColor(internalColor);
else
internalColor = animationColor;
rainbowCounter = 0;
}
race(internalColor, rainbowCounter);
}
void doFade() {
unsigned char brightStep = brightness / 25;
if (fadeDirection == LIGHT) {
if (fadeBrightness < brightness – brightStep)
fadeBrightness += brightStep;
else {
fadeBrightness = brightness;
fadeDirection = DARK;
}
}
else {
if (fadeBrightness > brightStep)
fadeBrightness -= brightStep;
else {
fadeBrightness = 0;
fadeDirection = LIGHT;
if (rainbowMode)
internalColor = getRandomColor(internalColor);
else
internalColor = animationColor;
}
}
leds.setPixelColor(0, internalColor);
leds.setPixelColor(1, internalColor);
leds.setPixelColor(2, internalColor);
leds.setPixelColor(3, internalColor);
leds.setPixelColor(4, internalColor);
leds.setBrightness(fadeBrightness);
}
void race (unsigned long color, unsigned char pixel) {
byte red = (color & 0xFF0000) >> 16;
byte green = (color & 0x00FF00) >> 8;
byte blue = (color & 0x0000FF);
clearLEDs();
leds.setPixelColor(pixel, red, green, blue);
}
// Sets all LEDs to off, but DOES NOT update the display;
// call leds.show() to actually turn them off after this.
void clearLEDs()
{
for (int i = 0; i < LED_COUNT; i++)
{
leds.setPixelColor(i, 0);
}
}
// Prints a rainbow on the ENTIRE LED strip.
// The rainbow begins at a specified position.
// ROY G BIV!
void rainbow(byte startPosition)
{
// Need to scale our rainbow. We want a variety of colors, even if there
// are just 10 or so pixels.
int rainbowScale = 192 / LED_COUNT;
// Next we setup each pixel with the right color
for (int i = 0; i < LED_COUNT; i++)
{
// There are 192 total colors we can get out of the rainbowOrder function.
// It’ll return a color between red->orange->green->…->violet for 0-191.
leds.setPixelColor(i, rainbowOrder((rainbowScale * (i + startPosition)) % 192));
}
// Finally, actually turn the LEDs on:
//leds.show();
}
// Input a value 0 to 191 to get a color value.
// The colors are a transition red->yellow->green->aqua->blue->fuchsia->red…
// Adapted from Wheel function in the Adafruit_NeoPixel library example sketch
uint32_t rainbowOrder(byte position)
{
// 6 total zones of color change:
if (position < 31) // Red -> Yellow (Red = FF, blue = 0, green goes 00-FF)
{
return leds.Color(0xFF, position * 8, 0);
}
else if (position < 63) // Yellow -> Green (Green = FF, blue = 0, red goes FF->00)
{
position -= 31;
return leds.Color(0xFF – position * 8, 0xFF, 0);
}
else if (position < 95) // Green->Aqua (Green = FF, red = 0, blue goes 00->FF)
{
position -= 63;
return leds.Color(0, 0xFF, position * 8);
}
else if (position < 127) // Aqua->Blue (Blue = FF, red = 0, green goes FF->00)
{
position -= 95;
return leds.Color(0, 0xFF – position * 8, 0xFF);
}
else if (position < 159) // Blue->Fuchsia (Blue = FF, green = 0, red goes 00->FF)
{
position -= 127;
return leds.Color(position * 8, 0, 0xFF);
}
else //160 <position< 191 Fuchsia->Red (Red = FF, green = 0, blue goes FF->00)
{
position -= 159;
return leds.Color(0xFF, 0x00, 0xFF – position * 8);
}
}
uint32_t getRandomColor(uint32_t oldColor) {
uint32_t tempColor = oldColor;
tempColor = Wheel(random(255));
while (tempColor == oldColor) {
tempColor = Wheel(random(255));
}
return tempColor;
}
//Theatre-style crawling lights with rainbow effect
void theaterChaseRainbow() {
if (theaterON) {
//leds.setPixelColor(0, 0); //turn every third pixel off
//leds.setPixelColor(2, 0); //turn every third pixel off
//leds.setPixelColor(4, 0); //turn every third pixel off
leds.setPixelColor(1, Wheel( (1 + theaterJ) % 255)); //turn every third pixel on
leds.setPixelColor(3, Wheel( (3 + theaterJ) % 255)); //turn every third pixel on
theaterON = 0;
}
else {
//leds.setPixelColor(1, 0); //turn every third pixel off
//leds.setPixelColor(3, 0); //turn every third pixel off
leds.setPixelColor(0, Wheel( (0 + theaterJ) % 255)); //turn every third pixel on
leds.setPixelColor(2, Wheel( (2 + theaterJ) % 255)); //turn every third pixel on
leds.setPixelColor(4, Wheel( (4 + theaterJ) % 255)); //turn every third pixel on
theaterON = 1;
}
if (theaterJ < 255)
theaterJ++;
else
theaterJ = 0;
}
// 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)
{
WheelPos = 255 – WheelPos;
if (WheelPos < 85)
{
return leds.Color(255 – WheelPos * 3, 0, WheelPos * 3);
}
else if (WheelPos < 170)
{
WheelPos -= 85;
return leds.Color(0, WheelPos * 3, 255 – WheelPos * 3);
}
else
{
WheelPos -= 170;
return leds.Color(WheelPos * 3, 255 – WheelPos * 3, 0);
}
}