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Bouncy Ball Effect
 
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Bouncy Ball Effect


(@toastycoast)
New Member
Joined: 4 years ago
Posts: 0
Topic starter  

Ran into a little problem with both the regular and color bouncy ball effect. For whatever reason the process never completes and it loops forever.

A bug or a feature? Would really like it to just run once and then I can drop it in a FOR statement and loop it however many times I need.

Thanks!


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 Hans
(@hans)
Noble Member Admin
Joined: 8 years ago
Posts: 1832
 

Hi Toastycoast,

it's a feature hahah ... we want the ball to keep bouncing.

To limit the bouncing, change the code where it says "while(true)" (which is an indefinite loop, keeps going and going) to something like this (I added "//" to disable the line and at the end to disable the closing bracket "}" - identified the 2 lines by adding "// <--- change here!").

void loop() {
  byte colors[3][3] = { {0xff, 0,0}, 
                        {0xff, 0xff, 0xff}, 
                        {0 , 0 , 0xff} };
  BouncingColoredBalls(3, colors);
}
void BouncingColoredBalls(int BallCount, byte colors[][3]) {
  float Gravity = -9.81;
  int StartHeight = 1;
  
  float Height[BallCount];
  float ImpactVelocityStart = sqrt( -2 * Gravity * StartHeight );
  float ImpactVelocity[BallCount];
  float TimeSinceLastBounce[BallCount];
  int Position[BallCount];
  long ClockTimeSinceLastBounce[BallCount];
  float Dampening[BallCount];
  
  for (int i = 0 ; i < BallCount ; i++) {   
    ClockTimeSinceLastBounce = millis();
    Height = StartHeight;
    Position = 0; 
    ImpactVelocity = ImpactVelocityStart;
    TimeSinceLastBounce = 0;
    Dampening = 0.90 - float(i)/pow(BallCount,2); 
  }
  // while (true) { // <--- change here!
    for (int i = 0 ; i < BallCount ; i++) {
      TimeSinceLastBounce = millis() - ClockTimeSinceLastBounce;
      Height = 0.5 * Gravity * pow( TimeSinceLastBounce/1000 , 2.0 ) + ImpactVelocity * TimeSinceLastBounce/1000;
  
      if ( Height < 0 ) {                      
        Height = 0;
        ImpactVelocity = Dampening * ImpactVelocity;
        ClockTimeSinceLastBounce = millis();
  
        if ( ImpactVelocity < 0.01 ) {
          ImpactVelocity = ImpactVelocityStart;
        }
      }
      Position = round( Height * (NUM_LEDS - 1) / StartHeight);
    }
  
    for (int i = 0 ; i < BallCount ; i++) {
      setPixel(Position,colors[0],colors[1],colors[2]);
    }
    
    showStrip();
    setAll(0,0,0);
 // } // <--- change here!
}

Hope this helps ... 


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(@toastycoast)
New Member
Joined: 4 years ago
Posts: 0
Topic starter  

Rather than commenting out the while statement I replaced it with a for statement so it would loop for a bit longer. Any downside to going that route instead?


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 Hans
(@hans)
Noble Member Admin
Joined: 8 years ago
Posts: 1832
 

Using a for loop is just fine as well ... do not see any downside to that. 


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