Пример #1
0
# at the beginning, start as white, and in the first 1/8th of the effect
# fade from white to full current hue
fireball.add_saturation_shift(0, 1, fireball_duration/8, shape=tween.OUT_CIRC)
# keep full intensity over the first third of the effect
fireball.add_intensity_shift(1, 1, fireball_duration/3)
# then for the next two thirds, fade out
fireball.add_intensity_shift(1, 0, (fireball_duration/3) * 2, shape=tween.OUT_CIRC)

# add the effect to our single test element
single.effects.append(fireball)

show.add_element(single, network=dmx3)

# now we create a chase of elements, and apply the effect to each element
# the result is that the effect is painted over time
chase = Chase(name='fireball streak')

elementid = 0
for i in range(1, 300, 3):
    elementid += 1
    l = RGBLight(
            start_channel=i,
            name="item_%s" % elementid,
            )
    dmx3.add_element(l)
    chase.elements.append(l)
    # deepcopy is used so that each element has an independent fireball effect
    # over time, if they shared one copy of the effect, then the fade would
    # be synchronized, which is not what we want
    fb = deepcopy(fireball)
    l.effects.append(fb)
Пример #2
0
        attack_duration=0,
        decay_duration=0,
        release_duration=0,
        sustain_value=1,
    )
    l.hue = .96
    l.saturation = 1
    l.update_rgb()
    dmx3.add_element(l)
    pixels.elements.append(l)

doors = LightGroup()
show.add_element(doors)

for i in range(10, 80, 10):
    simple = Chase(name="simplechase")
    simple.start_pos = 1
    simple.speed = .5
    simple.moveto = simple.end_pos = 11
    simple.off_mode = "follow"
    simple.elements = pixels.elements[i:i + 11]

    show.add_element(simple)
    doors.elements.append(simple)
# set the input interface to trigger the element
# midi code 70 is the "V" key on the qwerty keyboard for the midikeys app
dispatcher.add_observer((0, 65), doors)

# startup the midi communication - runs in its own thread
dispatcher.start()
Пример #3
0
# from birdfish.log_setup import logger
# logger.setLevel(10)

# create a light show - manages the updating of all lights
show = LightShow()

# Create a network - in this case, universe 3
dmx3 = LumosNetwork(3)

# add the network to the show
show.networks.append(dmx3)

# create an input interface
dispatcher = MidiDispatcher("MidiKeys")

simple = Chase(name="simplechase")
elementid = 0
for i in range(1, 360, 3):
    elementid += 1
    l = RGBLight(
            start_channel=i,
            name="item_%s" % elementid,
            attack_duration=0,
            decay_duration=0,
            release_duration=0,
            sustain_value=1,
            )
    l.hue = .59
    l.saturation = 1
    l.update_rgb()
    l.bell_mode = True
Пример #4
0
            attack_duration=0,
            decay_duration=0,
            release_duration=0,
            sustain_value=1,
            )
    l.hue = .96
    l.saturation = 1
    l.update_rgb()
    dmx3.add_element(l)
    pixels.elements.append(l)

doors = LightGroup()
show.add_element(doors)

for i in range(10, 80, 10):
    simple = Chase(name="simplechase")
    simple.start_pos = 1
    simple.speed = .5
    simple.moveto = simple.end_pos = 11
    simple.off_mode = "follow"
    simple.elements = pixels.elements[i:i+11]

    show.add_element(simple)
    doors.elements.append(simple)
# set the input interface to trigger the element
# midi code 70 is the "V" key on the qwerty keyboard for the midikeys app
dispatcher.add_observer((0,65), doors)

# startup the midi communication - runs in its own thread
dispatcher.start()
Пример #5
0
                              shape=tween.OUT_CIRC)
# keep full intensity over the first third of the effect
fireball.add_intensity_shift(1, 1, fireball_duration / 3)
# then for the next two thirds, fade out
fireball.add_intensity_shift(1,
                             0, (fireball_duration / 3) * 2,
                             shape=tween.OUT_CIRC)

# add the effect to our single test element
single.effects.append(fireball)

show.add_element(single, network=dmx3)

# now we create a chase of elements, and apply the effect to each element
# the result is that the effect is painted over time
chase = Chase(name='fireball streak')

elementid = 0
for i in range(1, 300, 3):
    elementid += 1
    l = RGBLight(
        start_channel=i,
        name="item_%s" % elementid,
    )
    dmx3.add_element(l)
    chase.elements.append(l)
    # deepcopy is used so that each element has an independent fireball effect
    # over time, if they shared one copy of the effect, then the fade would
    # be synchronized, which is not what we want
    fb = deepcopy(fireball)
    l.effects.append(fb)
Пример #6
0
# from birdfish.log_setup import logger
# logger.setLevel(10)

# create a light show - manages the updating of all lights
show = LightShow()

# Create a network - in this case, universe 3
dmx3 = LumosNetwork(3)

# add the network to the show
show.networks.append(dmx3)

# create an input interface
dispatcher = MidiDispatcher("MidiKeys")

simple = Chase(name="simplechase")
elementid = 0
for i in range(1, 360, 3):
    elementid += 1
    l = RGBLight(
        start_channel=i,
        name="item_%s" % elementid,
        attack_duration=0,
        decay_duration=0,
        release_duration=0,
        sustain_value=1,
    )
    l.hue = .59
    l.saturation = 1
    l.update_rgb()
    l.bell_mode = True