08 - Lab Tetris Visual Effects Studio

Video

## Lab: **Tetris Visual Effects Studio - Advanced Gaming Animation with Music** ## **Objective** Create an advanced Tetris musical light show with sophisticated visual patterns that simulate Tetris gameplay effects. Learn to implement falling blocks, line clears, piece rotation, and combo effects synchronized with the classic Tetris theme music. ## **Required Components** ![](https://cdn.shopify.com/s/files/1/0331/9994/7908/files/Pasted_image_20250723155502.png?v=1753858130) 1. **Lonely Binary UNO R3** - Main Arduino board 2. **TinkerBlock UNO R3 Shield** - Expansion shield that plugs onto the UNO R3 3. **TinkerBlock TK33** - WS2812 LED Strip Module 4. **TinkerBlock TK37** - Passive Buzzer Module ## **Theory** ### **Tetris Gameplay Effects** - **Falling Blocks**: Visual representation of Tetris pieces falling - **Line Clear**: Flash effect when lines are completed - **Piece Rotation**: Spinning pattern like Tetris piece rotation - **Combo Effects**: Multiple colors for combo sequences - **Victory Effects**: Special celebration sequences ### **Advanced Visual Patterns** - **Dynamic Patterns**: Patterns that change over time - **Position Tracking**: Track visual element positions - **Effect Sequencing**: Multiple effects in sequence - **Pattern Transitions**: Smooth transitions between effects ### **Audio-Visual Synchronization** - **Section-Based Effects**: Different effects for different song sections - **Note-Triggered Patterns**: Patterns triggered by specific notes - **Rhythm Matching**: Visual effects match musical rhythm - **Intensity Scaling**: Visual intensity matches musical intensity ## **Wiring Instructions** ### **TK33 WS2812 LED Strip Pinout** - **GND** → Arduino GND - **VCC** → Arduino 5V - **NC** → No Connection - **Signal** → Arduino Digital Pin D5 ### **TK37 Passive Buzzer Pinout** - **GND** → Arduino GND - **VCC** → Arduino 5V - **NC** → No Connection - **Signal** → Arduino Digital Pin D7 ### **Connection Diagram** ![](https://cdn.shopify.com/s/files/1/0331/9994/7908/files/Pasted_image_20250723155549.png?v=1753858136) ``` UNO R3 + Shield ├── Digital Pin D5 ──→ TK33 Signal (WS2812 Data) └── Digital Pin D7 ──→ TK37 Signal (Buzzer) ``` ## **Advanced Tetris Light Show with Tetris-themed Patterns** ```cpp // Advanced Tetris Musical Light Show with Tetris-themed Patterns // Enhanced version with falling block effects and game-like patterns #include <FastLED.h> // Pin definitions #define LED_PIN 5 // TK33 WS2812 LED Strip on D5 #define BUZZER_PIN 7 // TK37 Passive Buzzer on D7 #define NUM_LEDS 5 // TK33 has 5 WS2812 LEDs // LED array CRGB leds[NUM_LEDS]; // Tetris theme note definitions (same as above) #define NOTE_B0 31 #define NOTE_C1 33 #define NOTE_CS1 35 #define NOTE_D1 37 #define NOTE_DS1 39 #define NOTE_E1 41 #define NOTE_F1 44 #define NOTE_FS1 46 #define NOTE_G1 49 #define NOTE_GS1 52 #define NOTE_A1 55 #define NOTE_AS1 58 #define NOTE_B1 62 #define NOTE_C2 65 #define NOTE_CS2 69 #define NOTE_D2 73 #define NOTE_DS2 78 #define NOTE_E2 82 #define NOTE_F2 87 #define NOTE_FS2 93 #define NOTE_G2 98 #define NOTE_GS2 104 #define NOTE_A2 110 #define NOTE_AS2 117 #define NOTE_B2 123 #define NOTE_C3 131 #define NOTE_CS3 139 #define NOTE_D3 147 #define NOTE_DS3 156 #define NOTE_E3 165 #define NOTE_F3 175 #define NOTE_FS3 185 #define NOTE_G3 196 #define NOTE_GS3 208 #define NOTE_A3 220 #define NOTE_AS3 233 #define NOTE_B3 247 #define NOTE_C4 262 #define NOTE_CS4 277 #define NOTE_D4 294 #define NOTE_DS4 311 #define NOTE_E4 330 #define NOTE_F4 349 #define NOTE_FS4 370 #define NOTE_G4 392 #define NOTE_GS4 415 #define NOTE_A4 440 #define NOTE_AS4 466 #define NOTE_B4 494 #define NOTE_C5 523 #define NOTE_CS5 554 #define NOTE_D5 587 #define NOTE_DS5 622 #define NOTE_E5 659 #define NOTE_F5 698 #define NOTE_FS5 740 #define NOTE_G5 784 #define NOTE_GS5 831 #define NOTE_A5 880 #define NOTE_AS5 932 #define NOTE_B5 988 #define NOTE_C6 1047 #define NOTE_CS6 1109 #define NOTE_D6 1175 #define NOTE_DS6 1245 #define NOTE_E6 1319 #define NOTE_F6 1397 #define NOTE_FS6 1480 #define NOTE_G6 1568 #define NOTE_GS6 1661 #define NOTE_A6 1760 #define NOTE_AS6 1865 #define NOTE_B6 1976 #define NOTE_C7 2093 #define NOTE_CS7 2217 #define NOTE_D7 2349 #define NOTE_DS7 2489 #define NOTE_E7 2637 #define NOTE_F7 2794 #define NOTE_FS7 2960 #define NOTE_G7 3136 #define NOTE_GS7 3322 #define NOTE_A7 3520 #define NOTE_AS7 3729 #define NOTE_B7 3951 #define NOTE_C8 4186 #define NOTE_CS8 4435 #define NOTE_D8 4699 #define NOTE_DS8 4978 #define REST 0 // Tetris theme tempo and melody int tempo = 144; int wholenote = (60000 * 4) / tempo; int melody[] = { // Based on the arrangement at https://www.flutetunes.com/tunes.php?id=192 NOTE_E5, 4, NOTE_B4,8, NOTE_C5,8, NOTE_D5,4, NOTE_C5,8, NOTE_B4,8, NOTE_A4, 4, NOTE_A4,8, NOTE_C5,8, NOTE_E5,4, NOTE_D5,8, NOTE_C5,8, NOTE_B4, -4, NOTE_C5,8, NOTE_D5,4, NOTE_E5,4, NOTE_C5, 4, NOTE_A4,4, NOTE_A4,4, REST,4, REST,8, NOTE_D5, 4, NOTE_F5,8, NOTE_A5,4, NOTE_G5,8, NOTE_F5,8, NOTE_E5, -4, NOTE_C5,8, NOTE_E5,4, NOTE_D5,8, NOTE_C5,8, NOTE_B4, 4, NOTE_B4,8, NOTE_C5,8, NOTE_D5,4, NOTE_E5,4, NOTE_C5, 4, NOTE_A4,4, NOTE_A4,4, REST, 4, NOTE_E5,2, NOTE_C5,2, NOTE_D5,2, NOTE_B4,2, NOTE_C5,2, NOTE_A4,2, NOTE_B4,1, NOTE_E5,2, NOTE_C5,2, NOTE_D5,2, NOTE_B4,2, NOTE_C5,4, NOTE_E5,4, NOTE_A5,2, NOTE_GS5,1, NOTE_E5, 4, NOTE_B4,8, NOTE_C5,8, NOTE_D5,4, NOTE_C5,8, NOTE_B4,8, NOTE_A4, 4, NOTE_A4,8, NOTE_C5,8, NOTE_E5,4, NOTE_D5,8, NOTE_C5,8, NOTE_B4, -4, NOTE_C5,8, NOTE_D5,4, NOTE_E5,4, NOTE_C5, 4, NOTE_A4,4, NOTE_A4,4, REST,4, REST,8, NOTE_D5, 4, NOTE_F5,8, NOTE_A5,4, NOTE_G5,8, NOTE_F5,8, REST,8, NOTE_E5, 4, NOTE_C5,8, NOTE_E5,4, NOTE_D5,8, NOTE_C5,8, REST,8, NOTE_B4, 4, NOTE_C5,8, NOTE_D5,4, NOTE_E5,4, REST,8, NOTE_C5, 4, NOTE_A4,8, NOTE_A4,4, REST, 4, }; int notes = sizeof(melody) / sizeof(melody[0]) / 2; // Tetris-themed colors #define COLOR_TETRIS_BLUE CRGB(0, 100, 255) #define COLOR_TETRIS_CYAN CRGB(0, 255, 255) #define COLOR_TETRIS_YELLOW CRGB(255, 255, 0) #define COLOR_TETRIS_GREEN CRGB(0, 255, 0) #define COLOR_TETRIS_RED CRGB(255, 0, 0) #define COLOR_TETRIS_ORANGE CRGB(255, 165, 0) #define COLOR_TETRIS_PURPLE CRGB(128, 0, 128) #define COLOR_TETRIS_PINK CRGB(255, 20, 147) #define COLOR_TETRIS_WHITE CRGB(255, 255, 255) #define COLOR_TETRIS_GOLD CRGB(255, 215, 0) // Pattern variables int fallingBlockPosition = 0; int lineClearPosition = 0; int tetrisEffect = 0; bool reverseDirection = false; void setup() { Serial.begin(9600); Serial.println("Advanced Tetris Musical Light Show"); Serial.println("=================================="); FastLED.addLeds<WS2812, LED_PIN, GRB>(leds, NUM_LEDS); FastLED.setBrightness(50); pinMode(BUZZER_PIN, OUTPUT); FastLED.clear(); FastLED.show(); delay(1000); Serial.println("Advanced Tetris light show initialized!"); Serial.println(); } void loop() { playAdvancedTetrisTheme(); delay(3000); Serial.println("Advanced Tetris show complete. Repeating..."); Serial.println(); } void playAdvancedTetrisTheme() { Serial.println("🎮 Advanced Tetris Light Show 🎮"); Serial.println(); // Play the melody with advanced patterns for (int thisNote = 0; thisNote < notes * 2; thisNote = thisNote + 2) { int note = melody[thisNote]; int duration = melody[thisNote + 1]; int noteDuration = calculateNoteDuration(duration); // Choose pattern based on note position and frequency playNoteWithAdvancedPattern(note, noteDuration, thisNote); } // Final tetris effect tetrisVictoryEffect(); } void playNoteWithAdvancedPattern(int note, int duration, int noteIndex) { if (note == REST) { Serial.println("Rest"); delay(duration); return; } // Choose pattern based on note characteristics if (noteIndex < 20) { // Intro section - falling blocks playNoteWithFallingBlocks(note, duration, noteIndex); } else if (noteIndex < 40) { // Main theme - line clear effect playNoteWithLineClear(note, duration, noteIndex); } else if (noteIndex < 60) { // Bridge - tetris piece rotation playNoteWithRotation(note, duration, noteIndex); } else { // Final section - combo effect playNoteWithCombo(note, duration, noteIndex); } } void playNoteWithFallingBlocks(int note, int duration, int noteIndex) { tone(BUZZER_PIN, note, duration * 0.9); // Falling block effect for (int i = 0; i < duration; i += 100) { fallingBlockEffect(chooseColorForNote(note, noteIndex)); delay(100); } noTone(BUZZER_PIN); FastLED.clear(); FastLED.show(); delay(20); Serial.print("Falling Block - Note "); Serial.print(noteIndex / 2 + 1); Serial.print(": "); Serial.println(note); } void playNoteWithLineClear(int note, int duration, int noteIndex) { tone(BUZZER_PIN, note, duration * 0.9); // Line clear effect for (int i = 0; i < duration; i += 50) { lineClearEffect(chooseColorForNote(note, noteIndex)); delay(50); } noTone(BUZZER_PIN); FastLED.clear(); FastLED.show(); delay(20); Serial.print("Line Clear - Note "); Serial.print(noteIndex / 2 + 1); Serial.print(": "); Serial.println(note); } void playNoteWithRotation(int note, int duration, int noteIndex) { tone(BUZZER_PIN, note, duration * 0.9); // Rotation effect for (int i = 0; i < duration; i += 80) { rotationEffect(chooseColorForNote(note, noteIndex)); delay(80); } noTone(BUZZER_PIN); FastLED.clear(); FastLED.show(); delay(20); Serial.print("Rotation - Note "); Serial.print(noteIndex / 2 + 1); Serial.print(": "); Serial.println(note); } void playNoteWithCombo(int note, int duration, int noteIndex) { tone(BUZZER_PIN, note, duration * 0.9); // Combo effect for (int i = 0; i < duration; i += 60) { comboEffect(chooseColorForNote(note, noteIndex)); delay(60); } noTone(BUZZER_PIN); FastLED.clear(); FastLED.show(); delay(20); Serial.print("Combo - Note "); Serial.print(noteIndex / 2 + 1); Serial.print(": "); Serial.println(note); } // Tetris-themed visual effects void fallingBlockEffect(CRGB color) { FastLED.clear(); // Create falling block effect for (int i = 0; i < NUM_LEDS; i++) { if (i == fallingBlockPosition) { leds[i] = color; } else if (i == (fallingBlockPosition + 1) % NUM_LEDS) { leds[i] = color; leds[i].fadeToBlackBy(128); } } fallingBlockPosition = (fallingBlockPosition + 1) % NUM_LEDS; FastLED.show(); } void lineClearEffect(CRGB color) { FastLED.clear(); // Line clear effect - flash and clear if (lineClearPosition < NUM_LEDS) { for (int i = 0; i < NUM_LEDS; i++) { if (i < lineClearPosition) { leds[i] = COLOR_TETRIS_WHITE; } else if (i == lineClearPosition) { leds[i] = color; } } lineClearPosition++; } else { // Flash effect for (int i = 0; i < NUM_LEDS; i++) { leds[i] = (millis() % 200 < 100) ? COLOR_TETRIS_WHITE : CRGB::Black; } } FastLED.show(); } void rotationEffect(CRGB color) { FastLED.clear(); // Rotation effect - spinning pattern for (int i = 0; i < NUM_LEDS; i++) { int pos = (i + tetrisEffect) % NUM_LEDS; if (i % 2 == 0) { leds[pos] = color; } else { leds[pos] = color; leds[pos].fadeToBlackBy(128); } } tetrisEffect = (tetrisEffect + 1) % NUM_LEDS; FastLED.show(); } void comboEffect(CRGB color) { FastLED.clear(); // Combo effect - multiple colors for (int i = 0; i < NUM_LEDS; i++) { switch (i % 4) { case 0: leds[i] = color; break; case 1: leds[i] = COLOR_TETRIS_WHITE; break; case 2: leds[i] = COLOR_TETRIS_GOLD; break; case 3: leds[i] = color; leds[i].fadeToBlackBy(128); break; } } FastLED.show(); } void tetrisVictoryEffect() { Serial.println("🎉 Tetris Victory Effect! 🎉"); // Victory sequence for (int i = 0; i < 5; i++) { // Rainbow wave for (int j = 0; j < 50; j++) { rainbowWave(); delay(50); } // Sparkle burst sparkleBurst(); // Color sequence CRGB colors[] = {COLOR_TETRIS_BLUE, COLOR_TETRIS_CYAN, COLOR_TETRIS_YELLOW, COLOR_TETRIS_GREEN, COLOR_TETRIS_RED, COLOR_TETRIS_ORANGE, COLOR_TETRIS_PURPLE}; for (int k = 0; k < 7; k++) { setAllLEDs(colors[k]); FastLED.show(); delay(200); } } // Final fade fadeOut(); } // Helper functions int calculateNoteDuration(int duration) { int noteDuration; if (duration > 0) { noteDuration = wholenote / duration; } else if (duration < 0) { noteDuration = wholenote / abs(duration); noteDuration *= 1.5; } else { noteDuration = wholenote / 4; } return noteDuration; } CRGB chooseColorForNote(int note, int noteIndex) { // Same color mapping as basic version if (note >= NOTE_E5 && note <= NOTE_E6) { return COLOR_TETRIS_BLUE; } else if (note >= NOTE_C5 && note <= NOTE_D5) { return COLOR_TETRIS_CYAN; } else if (note >= NOTE_A4 && note <= NOTE_B4) { return COLOR_TETRIS_YELLOW; } else if (note >= NOTE_F5 && note <= NOTE_G5) { return COLOR_TETRIS_GREEN; } else if (note >= NOTE_A5 && note <= NOTE_B5) { return COLOR_TETRIS_RED; } else if (note >= NOTE_GS5) { return COLOR_TETRIS_ORANGE; } else if (note >= NOTE_D4 && note <= NOTE_E4) { return COLOR_TETRIS_PURPLE; } else if (note >= NOTE_A4 && note <= NOTE_C5) { return COLOR_TETRIS_PINK; } else { return COLOR_TETRIS_GOLD; } } void setAllLEDs(CRGB color) { for (int i = 0; i < NUM_LEDS; i++) { leds[i] = color; } } void rainbowWave() { static uint8_t hue = 0; for (int i = 0; i < NUM_LEDS; i++) { leds[i] = CHSV(hue + i * 16, 255, 255); } hue += 8; FastLED.show(); } void sparkleBurst() { for (int i = 0; i < 10; i++) { FastLED.clear(); for (int j = 0; j < 3; j++) { int pos = random(NUM_LEDS); leds[pos] = COLOR_TETRIS_WHITE; } FastLED.show(); delay(100); } } void fadeOut() { for (int brightness = 50; brightness >= 0; brightness--) { FastLED.setBrightness(brightness); FastLED.show(); delay(20); } FastLED.clear(); FastLED.show(); } ``` ## **Code Explanation** ### **Advanced Pattern System** ```cpp void playNoteWithAdvancedPattern(int note, int duration, int noteIndex) { if (noteIndex < 20) { playNoteWithFallingBlocks(note, duration, noteIndex); } else if (noteIndex < 40) { playNoteWithLineClear(note, duration, noteIndex); } else if (noteIndex < 60) { playNoteWithRotation(note, duration, noteIndex); } else { playNoteWithCombo(note, duration, noteIndex); } } ``` - **Section-Based Patterns**: Different effects for different song sections - **Progressive Complexity**: Patterns become more complex as song progresses - **Note Index Tracking**: Uses note position to determine pattern type - **Dynamic Selection**: Automatically chooses appropriate effect ### **Falling Block Effect** ```cpp void fallingBlockEffect(CRGB color) { FastLED.clear(); for (int i = 0; i < NUM_LEDS; i++) { if (i == fallingBlockPosition) { leds[i] = color; } else if (i == (fallingBlockPosition + 1) % NUM_LEDS) { leds[i] = color; leds[i].fadeToBlackBy(128); } } fallingBlockPosition = (fallingBlockPosition + 1) % NUM_LEDS; FastLED.show(); } ``` - **Position Tracking**: Tracks falling block position - **Trail Effect**: Creates trailing effect with faded color - **Circular Movement**: Wraps around LED strip - **Real-time Animation**: Updates position each frame ### **Line Clear Effect** ```cpp void lineClearEffect(CRGB color) { FastLED.clear(); if (lineClearPosition < NUM_LEDS) { for (int i = 0; i < NUM_LEDS; i++) { if (i < lineClearPosition) { leds[i] = COLOR_TETRIS_WHITE; } else if (i == lineClearPosition) { leds[i] = color; } } lineClearPosition++; } else { // Flash effect for (int i = 0; i < NUM_LEDS; i++) { leds[i] = (millis() % 200 < 100) ? COLOR_TETRIS_WHITE : CRGB::Black; } } FastLED.show(); } ``` - **Progressive Fill**: Gradually fills LEDs with white - **Flash Animation**: Creates flashing effect when complete - **Timing Control**: Uses millis() for precise timing - **Visual Feedback**: Simulates Tetris line clearing ### **Rotation Effect** ```cpp void rotationEffect(CRGB color) { FastLED.clear(); for (int i = 0; i < NUM_LEDS; i++) { int pos = (i + tetrisEffect) % NUM_LEDS; if (i % 2 == 0) { leds[pos] = color; } else { leds[pos] = color; leds[pos].fadeToBlackBy(128); } } tetrisEffect = (tetrisEffect + 1) % NUM_LEDS; FastLED.show(); } ``` - **Spinning Pattern**: Creates rotating visual effect - **Alternating Intensity**: Alternates between full and faded colors - **Position Calculation**: Calculates rotated positions - **Continuous Rotation**: Endless spinning animation ### **Combo Effect** ```cpp void comboEffect(CRGB color) { FastLED.clear(); for (int i = 0; i < NUM_LEDS; i++) { switch (i % 4) { case 0: leds[i] = color; break; case 1: leds[i] = COLOR_TETRIS_WHITE; break; case 2: leds[i] = COLOR_TETRIS_GOLD; break; case 3: leds[i] = color; leds[i].fadeToBlackBy(128); break; } } FastLED.show(); } ``` - **Multi-Color Pattern**: Uses multiple colors simultaneously - **Cyclic Pattern**: Repeats every 4 LEDs - **Color Variety**: Combines main color with white and gold - **Visual Complexity**: Creates rich, dynamic appearance ### **Victory Effect System** ```cpp void tetrisVictoryEffect() { Serial.println("🎉 Tetris Victory Effect! 🎉"); for (int i = 0; i < 5; i++) { // Rainbow wave for (int j = 0; j < 50; j++) { rainbowWave(); delay(50); } // Sparkle burst sparkleBurst(); // Color sequence CRGB colors[] = {COLOR_TETRIS_BLUE, COLOR_TETRIS_CYAN, COLOR_TETRIS_YELLOW, COLOR_TETRIS_GREEN, COLOR_TETRIS_RED, COLOR_TETRIS_ORANGE, COLOR_TETRIS_PURPLE}; for (int k = 0; k < 7; k++) { setAllLEDs(colors[k]); FastLED.show(); delay(200); } } fadeOut(); } ``` - **Multi-Stage Celebration**: Complex victory sequence - **Rainbow Animation**: Colorful wave effect - **Sparkle Effects**: Random sparkle animations - **Color Sequence**: Cycles through all Tetris colors - **Final Fade**: Professional conclusion ### **Advanced Animation Functions** #### **Rainbow Wave** ```cpp void rainbowWave() { static uint8_t hue = 0; for (int i = 0; i < NUM_LEDS; i++) { leds[i] = CHSV(hue + i * 16, 255, 255); } hue += 8; FastLED.show(); } ``` - **HSV Color Space**: Uses HSV for smooth color transitions - **Hue Progression**: Gradually changes hue values - **Spatial Distribution**: Different hue for each LED - **Continuous Animation**: Endless rainbow effect #### **Sparkle Burst** ```cpp void sparkleBurst() { for (int i = 0; i < 10; i++) { FastLED.clear(); for (int j = 0; j < 3; j++) { int pos = random(NUM_LEDS); leds[pos] = COLOR_TETRIS_WHITE; } FastLED.show(); delay(100); } } ``` - **Random Positioning**: Random LED selection - **Multiple Sparks**: Creates multiple sparkle points - **Timing Control**: Controlled sparkle timing - **Visual Impact**: Creates dramatic sparkle effect ### **Pattern Variables and State Management** ```cpp int fallingBlockPosition = 0; int lineClearPosition = 0; int tetrisEffect = 0; bool reverseDirection = false; ``` - **Position Tracking**: Multiple position variables for different effects - **State Persistence**: Maintains effect states across function calls - **Direction Control**: Supports bidirectional animations - **Effect Coordination**: Coordinates multiple simultaneous effects ### **Key Programming Concepts** #### **Advanced Animation Techniques** - **Frame-Based Animation**: Updates at specific time intervals - **Position Mathematics**: Complex position calculations - **Color Manipulation**: Advanced color effects and transitions - **State Management**: Complex state tracking for multiple effects #### **Audio-Visual Synchronization** - **Section-Based Mapping**: Different effects for different song sections - **Note-Triggered Effects**: Effects triggered by specific musical notes - **Rhythm Matching**: Visual effects match musical rhythm - **Intensity Scaling**: Visual intensity matches musical intensity #### **Memory and Performance Optimization** - **Efficient Loops**: Optimized loop structures for smooth animation - **Color Pre-calculation**: Pre-calculated color values - **State Reuse**: Efficient state management across effects - **Timing Optimization**: Precise timing control for smooth animation ## **Expected Output** ### **Serial Monitor Output** ``` Advanced Tetris Musical Light Show ================================== Advanced Tetris light show initialized! 🎮 Advanced Tetris Light Show 🎮 Falling Block - Note 1: 659 Falling Block - Note 2: 494 Falling Block - Note 3: 523 ... Line Clear - Note 21: 659 Line Clear - Note 22: 494 ... Rotation - Note 41: 523 Rotation - Note 42: 587 ... Combo - Note 61: 440 Combo - Note 62: 523 ... 🎉 Tetris Victory Effect! 🎉 Advanced Tetris show complete. Repeating... ``` ### **Visual Output** - **Falling Block Effect**: Animated blocks falling down LED strip - **Line Clear Effect**: Progressive fill with flashing completion - **Rotation Effect**: Spinning pattern like Tetris piece rotation - **Combo Effect**: Multi-color pattern with alternating colors - **Victory Effect**: Complex celebration sequence with rainbow and sparkles ### **Audio Output** - **Tetris Theme**: Authentic Korobeiniki melody at 144 BPM - **Synchronized Effects**: Audio perfectly synchronized with visual effects - **Section Transitions**: Clear transitions between different effect sections - **Victory Fanfare**: Special audio-visual celebration at the end ### **Animation Quality** - **Smooth Transitions**: Fluid animation between different effects - **Complex Patterns**: Sophisticated visual patterns and effects - **Gaming Authenticity**: Authentic Tetris gameplay visual effects - **Professional Polish**: High-quality animation and timing ## **Troubleshooting** ### **Animation Issues:** - **Jumpy Animation**: Check timing delays and frame rates - **Pattern Errors**: Verify position calculations and modulo operations - **Color Problems**: Check color definitions and HSV calculations - **Memory Issues**: Reduce animation complexity if memory is limited ### **Synchronization Problems:** - **Audio-Visual Mismatch**: Check note timing and animation timing - **Section Transitions**: Verify note index calculations - **Effect Selection**: Check pattern selection logic - **Timing Drift**: Ensure consistent timing throughout ### **Performance Issues:** - **Slow Animation**: Optimize loop timing and reduce complexity - **Memory Full**: Reduce pattern complexity or array sizes - **Power Issues**: Ensure adequate power for LED animations - **Library Conflicts**: Check for conflicts with other libraries ### **Visual Quality Problems:** - **Dim Effects**: Increase brightness or reduce fade effects - **Color Bleeding**: Check LED strip quality and power supply - **Pattern Distortion**: Verify position calculations and array bounds - **Flickering**: Ensure stable power and proper grounding ## **Applications** ### **Entertainment** - **Gaming Events**: Advanced Tetris-themed entertainment - **Retro Gaming**: Sophisticated nostalgic gaming experiences - **Music Visualization**: Complex audio-visual performances - **Party Lighting**: Advanced dynamic light shows ### **Educational** - **Animation Programming**: Learn advanced animation techniques - **Audio-Visual Synchronization**: Complex timing and coordination - **Game Development**: Visual effect programming concepts - **Creative Programming**: Artistic and creative coding techniques ### **Commercial** - **Advanced Arcade Lighting**: Sophisticated arcade environments - **Gaming Cafes**: Premium gaming atmosphere creation - **Event Venues**: High-end gaming event lighting - **Retail Displays**: Advanced product demonstration systems ### **Artistic** - **Performance Art**: Complex audio-visual installations - **Interactive Art**: Advanced interactive experiences - **Digital Art**: Sophisticated programming-based art - **Installation Art**: Complex large-scale displays ## **Customization Ideas** ### **Add More Game Effects:** - **Piece Landing**: Visual effect when pieces land - **Level Up**: Special effects for level progression - **Game Over**: Dramatic game over sequence - **High Score**: Celebration for high score achievement ### **Enhance Animation Complexity:** - **3D Effects**: Create depth with multiple LED layers - **Particle Systems**: Advanced particle-based effects - **Physics Simulation**: Realistic physics-based animations - **Wave Effects**: Complex wave and ripple animations ### **Add Interactive Elements:** - **Gesture Control**: Motion-based effect control - **Voice Commands**: Voice-activated effect selection - **Touch Interface**: Touch-sensitive effect control - **Brain-Computer Interface**: Thought-controlled effects ### **Advanced Features:** - **Machine Learning**: AI-generated visual effects - **Network Synchronization**: Multi-device synchronized effects - **Cloud Integration**: Cloud-based effect libraries - **Real-time Generation**: Dynamically generated effects ## **Next Steps** - **Study Animation Theory**: Advanced animation principles and techniques - **Learn Game Development**: Professional game development concepts - **Explore Audio Processing**: Advanced digital signal processing - **Investigate Computer Graphics**: Professional graphics programming - **Build Complete Systems**: Full gaming and entertainment systems ## **Resources** - **Animation Programming**: Advanced animation techniques and principles - **Game Development**: Professional game development concepts - **Audio-Visual Synchronization**: Complex timing and coordination - **Computer Graphics**: Professional graphics programming techniques - **Creative Programming**: Artistic and creative coding methodologies