Подключение мотор шилд к ардуино

Shield GatingEdit

Shield Gating is an effect that occurs when shields are fully depleted, which prevents any excess damage leaking into the health pool. Warframes and Companions gain 1.3 seconds of invulnerability upon hitting the shield gate, only resetting when shields are allowed to fully replenish. If the shield is still in the process of recharging after the gate has activated, the shield gate will only last for 0.33 seconds. The shield gates of Hildryn, allies affected by Hildryn’s Haven, allies affected by Protea’s Grenade Fan, and Railjacks instead last for 3 seconds.

Enemies have a shield gate that lasts 0.1 seconds, during which only 5% of the damage dealt will damage their health. However, targeting weakspots will completely bypass their shield gate.

Usage[edit]

Despite using iron in its crafting recipe, it cannot be smelted into iron nuggets.

Defenseedit

Shields are used for blocking incoming attacks. Using‌[Java Edition only] or sneaking‌[Bedrock Edition only] causes a player to slow to a sneaking pace, and after 5 game ticks (0.25 seconds), attacks coming from in front of the player are blocked, dealing no damage. When the shield blocks an attack of 4 or stronger, it takes durability damage equal to the strength of the attack rounded up.

Most Blocked projectiles that carry status effects (such as shulker bullets‌[JE only], flaming arrows, or tipped arrows) do not affect the blocker. Tridents & arrows can be deflected into other targets. Knockback from melee attacks and projectiles is prevented, while knockback from explosions and ravager attacks is significantly reduced.

The shield directionally blocks all attacks coming from within 90° of the direction the wielder is facing, providing a full hemisphere of coverage to them. If the wielder faces straight up or straight down, they are likely to miss their blocks.

Blockable attacks include:

  • Melee attacks
  • Normal, tipped and spectral arrows
    • Arrows are totally deflected and can hit other targets.
    • Status effects do not carry through to the blocker‌[JE only].
  • Flaming arrows

    Burning does not carry through to the blocker‌.

  • Tridents
  • Snowballs and eggs
  • Spines from pufferfish
  • Bullets from shulkers

    The levitation effect does not carry through to the blocker‌.

  • Spit from llamas
  • Fireballs, such as from blazes and fire charges

    Burning does not carry through to the blocker.

  • Direct hits from ghast fireballs

    These still cause environmental damage.

  • Explosion damage from creepers
  • TNT that another player lit
  • Ravager headbutts

    • These still knock the blocker back by about 3 blocks.
    • Blocking these strikes can stun the ravager for a moment, and it will roar after.
  • Ravager roars

They cannot block:

  • Arrows from a crossbow enchanted with Piercing

    This does not reduce the shield’s durability.

  • Status effects from tipped arrows or shulker bullets ‌[BE only]

    Direct projectile damage is blocked, but the effect still carries through.

  • Status effects from splash/lingering potions, evokers’ fangs, or breath from the ender dragon
  • Beam attacks from guardians or elder guardians
  • TNT that the blocking player lit themselves‌[JE only]
  • TNT that a redstone mechanism lit‌[JE only]
  • Teleport and fall damage
  • Bee

    Bees continuously attack until the player stops blocking.

    stingers

  • Strikes from any axe-wielding mob (e.g., vindicators, piglin brutes, zombies) or from axe-wielding players that are sprinting
    • Such axe strikes disable the shield for 5 seconds‌[JE only].
    • Axe strikes from a player that isn’t sprinting still have a 25% chance to disable the shield.

Applying patternsedit

This feature is exclusive to Java Edition.

A custom shield.

Shields can be decorated by applying a banner pattern.

Ingredients Crafting recipe Description
Shield +Matching Banner Applies the banner pattern to the shield. The banner is consumed.The shield must have no preexisting patterns.Does not change existing durability or enchantments on the shield.

Unlike with banners, shields cannot be repainted or washed in a cauldron. Shields have only half the resolution of banners, making patterns look slightly different. In the game files, the pattern textures can be found in a separate directory called entity/shield.

Shields with patterns can also be obtained using the same commands as banners, except has to be replaced with .

Enchantmentsedit

A shield can receive the following enchantments, but only through an anvil:

Name Max Level
Unbreaking III
Mending I
Curse of Vanishing I

Пример работы для Espruino

Код программы

Для начала покрутим каждый мотор в одну, а затем другую сторону.

dc_motors.js
// подключаем библиотеку «motor»
var Motor = require('@amperka/motor');
// подключаем первый мотор канала M1 на Motor Shield
var motorOne = Motor.connect(Motor.MotorShield.M1);
// подключаем второй мотор канала M2 на Motor Shield
var motorTwo = Motor.connect(Motor.MotorShield.M2);
 
// Альтернативный способ подключения с указанием пинов
// var myMotor = Motor.connect({phasePin: P4, pwmPin: P5, freq: 100});
 
// интеварал времени
var time = 1000;
// счётчик
var state = ;
 
// каждую секунду меняем режим работы
setInterval(() => {
  // останавливаем моторы
  motorOne.write();
  motorTwo.write();
  state++;
  if (state === 1) {
    motorOne.write(1);
  } else if (state === 2) {
    motorOne.write(-1);
  } else if (state === 3) {
    motorTwo.write(1);
  } else if (state === 4) {
    motorTwo.write(-1);
  } else {
    state = ;
  }
}, time);

Код программы

Усложним задачу. Будем плавно увеличивать скорость первого мотора до максимальной скорости, а потом понижать до полного выключения. Аналогично проделываем со вторым мотором.

dc_motors_pwm.js
// подключаем библиотеку «motor»
var Motor = require('@amperka/motor');
// подключаем первый мотор канала M1 на Motor Shield
var motorOne = Motor.connect(Motor.MotorShield.M1);
// подключаем второй мотор канала M2 на Motor Shield
var motorTwo = Motor.connect(Motor.MotorShield.M2);
 
// создаём объект анимация
// для плавного изменения параметров вращения мотора
var animMotor = require('@amperka/animation').create({
  // начальное значение
  // при «0» мотор стоит
  from ,
  // конечное значение
  // при «1» мотор вращается с максимальной скоростью в одну сторону
  to 1,
  // продолжительность полного перехода
  // за 5 секунд мотор пройдёт диапазон значений от нуля до единицы
  duration 5,
  // шаг обновления: каждые 20 мс
  updateInterval 0.02
}).queue({
  // после завершения перехода, выполняем ещё одну операцию
  // начальное значение
  // при «-1» мотор вращается с максимальной скоростью в обратную сторону
  from -1,
  // конечное значение
  // при «0» мотор стоит
  to ,
  // продолжительность полного перехода
  // за 5 секунд мотор пройдёт диапазон значений от минус единицы до нуля
  duration 5
});
 
// номер мотора
var motorNum = motorOne;
// время вращения работы мотора
var time = 10000;
 
// обработчик анимации
animMotor.on('update', function(val) {
  motorNum.write(val);
});
 
// функция работы первого мотора
var startMotorOne = () => {
  motorNum = motorOne;
  animMotor.play();
  setTimeout(() => {
    startMotorTwo();
  }, time);
};
 
// функция работы второго мотора
var startMotorTwo = () => {
  motorNum = motorTwo;
  animMotor.play();
  setTimeout(() => {
    startMotorOne();
  }, time);
};
 
// запускаем функцию работы первого мотора
startMotorOne();

Enemy Shield ScalingEdit

Main article: Enemy Level Scaling

The formula enemy shields scale at is as follows:

$ f_1(x) = 1 + 0.0075(x — \text{Base Level})^2 $ (Original scaling pre-)
$ f_2(x) = 1 + 1.6(x — \text{Base Level})^{0.75} $
$ f_3(x) = min\left(1, \frac{max(x, 70 + \text{Base Level}) — (70 + \text{Base Level})}{15} \right) $
$ \begin{align}\text{Shield Multiplier} = 1 + (f_1(\text{Current Level}) — 1)\times(1 — f_3(\text{Current Level}))\\+ (f_2(\text{Current Level}) — 1)\times f_3(\text{Current Level})\end{align} $

Where the Shield Multiplier is the value that multiplies an enemy’s base shields to its current shields.

Current shield scaling compared to previous scaling at Base Level = 1.

ReferencesEdit

Damage Mechanics
Offense Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through
Defense Armor • Damage Reduction • Health • Shield
Damage Types
Physical Impact ( Ballistic) • Puncture ( Plasma) • Slash ( Particle)
Elemental Cold ( Frost) • Electricity ( Ionic) • Heat ( Incendiary) • Toxin ( Chem)
Combined Blast • Corrosive • Gas • Magnetic • Radiation • Viral
Unique • True • Void
Effect Only Impair (PvP only) • Knockdown • Lifted • Ragdoll •  Stagger
Mechanics
Currencies ‍ Credits • ‍ Ducats • Endo • ‍ Platinum • Standing • Steel Essence • Vitus Essence
General Arsenal • Challenges • Codex • Daily Tribute • Foundry • Market • Mastery Rank • Nightwave • Orbiter • Syndicates • Star Chart
Lore Alignment • Fragments • Leverian • Quest
Social Chat • Clan • Clan Dojo • Trading
Squad Host Migration • Inactivity Penalty • Matchmaking
Gameplay Affinity • Buff & Debuff • Death • Landscape • Maneuvers • One-Handed Action • Pickups • Tile Sets • Void Relic • Waypoint
Arbitrations • Empyrean • Sortie • Tactical Alert • The Steel Path • Void Fissure
factions Corpus • Grineer • Infested • Orokin • Sentient • Tenno • Unaffiliated
Enemies Bosses • Death Mark • Enemy Behavior • Kuva Lich • Threat Level
Activities Captura • Conservation • Fishing • K-Drive Race • Ludoplex • Mining
Stealth Hacking • Noise Level • Stealth
PvP Duel • Conclave (Lunaro) • Frame Fighter
Equipment Modding and Arcanes Arcane Enhancements • Fusion • (Flawed, Riven) Mods • Polarization • Transmutation
Warframe Attributes (Armor • Energy • Health • Shield • Sprint Speed) • Abilities • Passives
Weapons Accuracy • Alternate Fire • Ammo • Attack Speed • Critical Hit • Damage • Damage Falloff • Exalted Weapon • Fire Rate • Melee • Multishot • Projectile Speed • Punch Through • Recoil • Reload • Signature Weapon • Status • Trigger Type • Valence Fusion • Zoom
Operator Amp • Focus (Madurai • Vazarin • Naramon • Unairu • Zenurik) • Lens
Railjack Armaments • Avionics • Components • Intrinsics • Valence Fusion
Other Archwing • Companion • K-Drive • Necramech • Parazon
Instruments Mandachord • Shawzin
Technical HUD • Key Bindings • Settings • Stress Test • Text Icons
Mathematical Damage Reduction • Drop Tables • Enemy Level Scaling • Maximization (Duration • Efficiency • Range • Strength) • User Research

Increasing Maximum ShieldsEdit

A Warframe’s maximum shield value increases after every few ranks until rank 30 is reached. Beyond this, shields can only be enhanced by installing mods like  Redirection or  Vigor, or both if larger shield amounts are desired. A similar mod exists for Sentinels to increase their maximum shields:  Calculated Redirection. Kubrows can instead be equipped with  Link Shields, which increases their shields by a value based on the Warframe’s maximum shields.

Missions may randomly have the hazard present, which reduces the maximum shield capacity of all Warframes by half.  Warm Coat can be equipped in anticipation of this random possibility in order to reduce the loss of shields, but it is not recommended.

OvershieldEdit

A Warframe’s shield counter in purple, showing boosted values from its overshield.

Overshields are extra shield points on top of the normal maximum shielding, which are acquired through the use of active shield restoration items or abilities that would restore shields beyond the maximum shield capacity. The shield counter changes from blue to purple while possessing overshields.

Unlike normal shields, overshields do not regenerate and instead stack on top of normal shielding, allowing even those with low maximum shield values to gain substantial shield defenses. Overshields have a maximum value of 1,200 for Warframes (with the exception of Harrow who instead has 2,400 due to his Passive) and 600 for Companions, and this value cannot be increased in any way (with the exception of using  Blast Shield for Sentinels or MOAs). Allied NPCs, such as Rescue targets or Defense Objects, are incapable of gaining overshields.

Overshields can be obtained from:

  • Squad Shield Restores Small, Medium and Large
  • Equinox’s Mend
  • Harrow’s Condemn
  • Mag’s Crush
  • Trinity’s  Vampire Leech
  • Volt’s  Capacitance
  • Revenant’s  Danse Macabre overshield pickups
  • Hildryn’s Pillage and Haven
  • Protea’s Grenade Fan
  • Rakta Dark Dagger’s effect
  •  Shield Charger effect
  • Taxon’s  Molecular Conversion effect
  • Smeeta Kavat’s  Charm
  • The 

Примеры работы для Iskra JS

  1. GET-запрос по URL-адресу в Интернете.

    // Настраиваем соединение с Ethernet Shield по протоколу SPI.
    SPI2.setup({baud 3200000, mosi B15, miso B14, sck B13});
    var eth = require('WIZnet').connect(SPI2, P10);
    // Подключаем модуль http.
    var http = require('http');
     
    // Получаем и выводим IP-адрес от DHCP-сервера
    eth.setIP();
    print(eth.getIP());
     
    // Производим запрос к сайту
    http.get('http://amperka.ru', function(res) {
      res.on('data', function(data) {
        print(data);
      });
    });
  2. HTTP-сервер на порту 8080.

    // Настраиваем соединение с Ethernet Shield по протоколу SPI.
    SPI2.setup({baud 3200000, mosi B15, miso B14, sck B13});
    var eth = require('WIZnet').connect(SPI2, P10);
    // Получаем и выводим IP-адрес от DHCP-сервера
    eth.setIP();
    print(eth.getIP());
     
    require("http").createServer(function (req, res) {
      res.writeHead(200, {'Content-Type' 'text/plain'});
      res.write('Hello World');
      res.end();
    }).listen(8080);

EffectsEdit

Shields follow the Damage system – they are simply a special type of hit points that can take increased or reduced damage based on the type of incoming damage. What differentiates them from health, though, is their recharge and shield gating mechanic.

Shields receive no damage mitigation from armor and are significantly less effective at absorbing damage as a result, especially for well-armored Warframes. On the other hand, their regeneration makes them more useful for frames with high potential maximum shields but below-average potential maximum health such as Hildryn.

Magnetic Status Effect increases damage dealt towards shields, as well as preventing shield regeneration for its duration. Toxin damage completely ignores normal shields, dealing damage directly to the health points underneath.

Shield TypesEdit

There are three shield types, four armor types, and nine health types—these 13 act differently from shields and are covered on the Armor and Health pages. The three shield types are partitioned into just two Factions, the Corrupted faction borrows from these.

Faction Shield Types
Corpus Shield Proto Shield
Corrupted Corrupted units are copies from other factions; they have identical health to their originals.
Tenno Tenno Shield
Shield
Impact +50%
Puncture -20%
Slash
Cold +50%
Electricity
Heat
Toxin
Blast
Corrosive
Gas
Magnetic +75%
Radiation -25%
Viral
True
Void
Proto Shield
Impact +15%
Puncture -50%
Slash
Cold
Electricity
Heat -50%
Toxin +25%
Blast
Corrosive -50%
Gas
Magnetic +75%
Radiation
Viral
True
Void
Tenno Shield
Impact -25%
Puncture -25%
Slash -25%
Cold -25%
Electricity -25%
Heat -25%
Toxin
Blast -25%
Corrosive -25%
Gas -25%
Magnetic -25%
Radiation -25%
Viral -25%
True
Void -25%

Память Arduino Uno R3

Плата Uno по умолчанию поддерживает три типа памяти:

  • Flash – память объемом 32 кБ. Это основное хранилище для команд. Когда вы прошиваете контроллер своим скетчем, он записывается именно сюда. 2кБ из данного пула памяти отводится на bootloader- программу, которая занимается инициализацией системы, загрузки через USB и запуска скетча.
  • Оперативная SRAM память объемом  2 кБ. Здесь по-умолчанию хранятся переменные и объекты, создаваемые в ходе работы программы. Память эта энерго-зависимая, при выключении питания все данные, разумеется, сотрутся.
  • Энергонезависимая память (EEPROM) объемом 1кБ. Здесь можно хранить данные, которые не сотрутся при выключении контроллера. Но процедура записи и считывания EEPROM требует использования дополнительной библиотеки, которая доступна в Arduino IDE по-умолчанию. Также нежно помнить об ограничении циклов перезаписи, присущих технологии EEPROM.

Некоторые модификации стандартной платы Uno могут поддерживать память с большими значениями, чем в стандартном варианте. Но следует понимать, что для работы с ними потребуются и дополнительные библиотеки.

History[edit]

During an interview, Jeb says that «shields for the left arm» might be added.
Java Edition
1.9 15w33c Added shields.
Shields replace the blocking functionality of swords, although blocking more damage.
The current crafting recipe of shields includes wool, producing 16 possible colored shields. There currently isn’t a blank, uncolored shield.

Recipe
Ingredients Crafting recipe
Matching Wool +Any Planks +Iron Ingot
Any of the colored base shields can be crafted with a banner of the same base color, to produce a patterned shield.
15w34c When an attack is blocked by a shield, the attacker now may be knocked back.
Being attacked with an axe now may disable shield use for 5 seconds.
15w37a The crafting recipe of shields has been changed to 6 planks and 1 iron ingot.

Recipe
Ingredients Crafting recipe
Any Planks +Iron Ingot
Crafting a shield now produces a base wooden shield that can be crafted together with any banner.
The cooldown of shields has been reduced from 0.5s to 0.25s.
Blocking with shields now prevents some side effects.[verify]
Arrows now ricochet off shields.
15w44a Shields can now be repaired by combining with other shields. This removes any banner that had been applied.
15w45a Crafting a banner onto a shield now consumes the banner.
15w47b Added shield blocking sounds.
16w07a Added more variation of shield blocking sounds.
pre1 The durability of shields has been increased from 181 to 337.
1.11 16w33a Crafting a shield with a banner no longer changes the durability, nor does it remove enchantments from it.
16w35a Shields now block 100% of damage/knockback/debuffs dealt in melee combat.
1.13 17w47a Prior to The Flattening, this item’s numeral ID was 442.
1.14 18w43a The texture of shields has been changed.
19w11a Shields can now be bought from armorer villagers.
19w12b Shields no longer knockback attackers when they block due to a rework of the blocking mechanic with the introduction of the Ravager
1.14.3 Pre-Release 3 Shields blocking flaming arrows no longer put the player on fire.
Combat Tests 1.14.3 — Combat Test Critical hits now bypass shields.
The warm-up delay has been removed from shields.
When in the off-hand, shields now activate when sneaking.
Combat Test 2 Shields now protect against critical attacks again.
Combat Test 3 A «Shield Indicator» option that displays when the shield is active, similar to the attack indicator, has been added.
An option to hide shields when active has been added.
The arc of available protection of shields has been decreased to 100 degrees instead of 180 degrees.
Combat Test 4 An option to disable shields being activating by pressing crouch has been added.
The option to hide the shield has been removed.
Combat Test 6 Shields now only protect up to 5 damage for melee attacks (still 100% against projectiles).
Shields now recover faster after an attack.
Combat Test 7c Shields now add a 50% knockback resistance when active.
Shields are now always instant.
Shields now protect against 100% explosion damage.
Combat Test 8c The knockback calculations for shields have been fixed.[more information needed]
Crouch-shielding while jumping has been disabled.
Shields with banners are now temporarily stronger than normal shields (10 absorption instead of 5, and better knockback resistance) to test different shield types.
Bedrock Edition
1.10.0 beta 1.10.0.3 Added shields.
Shields cannot be customized with banners.
Shields are activated by crouching or mounting mobs.
1.11.0 beta 1.11.0.4 Shields can now be bought from armorer villagers.
PlayStation 4 Edition
1.90 Added shields.
Shields do not have banner application features.

Варианты питания Ардуино Уно

Рабочее напряжение платы Ардуино Уно – 5 В. На плате установлен стабилизатор напряжения, поэтому на вход можно подавать питание с разных источников. Кроме этого, плату можно запитывать с USB – устройств. Источник питания выбирается автоматически.

  • Питание от внешнего адаптера, рекомендуемое напряжение от 7 до 12 В. Максимальное напряжение 20 В, но значение выше 12 В с высокой долей вероятности быстро выведет плату из строя. Напряжение менее 7 В может привести к нестабильной работе, т.к. на входном каскаде может запросто теряться 1-2 В. Для подключения питания может использоваться встроенный разъем DC 2.1 мм или напрямую вход VIN для подключения источника с помощью проводов.
  • Питание от USB-порта компьютера.
  • Подача 5 В напрямую на пин 5V. В этом случае обходится стороной входной стабилизатор  и даже малейшее превышение напряжения может привести к поломке устройства.

Пины питания

  • 5V – на этот пин ардуино подает 5 В, его можно использовать для питания внешних устройств.
  • 3.3V – на этот пин от внутреннего стабилизатора подается напряжение 3.3 В
  • GND – вывод земли.
  • VIN – пин для подачи внешнего напряжения.
  • IREF – пин для информирования внешних устройств о рабочем напряжении платы.
Добавить комментарий

Ваш адрес email не будет опубликован. Обязательные поля помечены *

Adblock
detector