Small fixes and tweaks to blur2d, clock and firework.
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c1024b3423
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@ -5,17 +5,17 @@ boolean Blur2DEffect::can_be_shown_with_clock() {
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}
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}
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void Blur2DEffect::loop() {
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void Blur2DEffect::loop() {
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uint8_t blur_amount = dim8_raw(beatsin8(3, 64, 192));
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uint8_t blur_amount = dim8_raw(beatsin8(3, 128, 224));
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window->blur(blur_amount);
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window->blur(blur_amount);
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uint8_t x1 = beatsin8(5, 0, window->width-1);
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uint8_t x1 = beatsin8(7, 0, window->width-1);
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uint8_t y1 = beatsin8(8, 0, window->height-1);
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uint8_t y1 = beatsin8(11, 0, window->height-1);
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uint8_t x2 = beatsin8(8, 0, window->width-1);
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uint8_t x2 = beatsin8(13, 0, window->width-1);
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uint8_t y2 = beatsin8(3, 0, window->height-1);
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uint8_t y2 = beatsin8(8, 0, window->height-1);
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uint8_t x3 = beatsin8(4, 0, window->width-1);
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uint8_t x3 = beatsin8(11, 0, window->width-1);
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uint8_t y3 = beatsin8(7, 0, window->height-1);
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uint8_t y3 = beatsin8(13, 0, window->height-1);
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uint16_t ms = millis();
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uint16_t ms = millis();
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CRGB c1 = CHSV(ms / 29, 200, 255);
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CRGB c1 = CHSV(ms / 29, 200, 255);
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@ -13,7 +13,7 @@ void NightClockEffect::loop() {
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//uint8_t y = minutes % ((window->height - 5) * 2 - 2);
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//uint8_t y = minutes % ((window->height - 5) * 2 - 2);
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//if (y > window->height - 5) y = 2*window->height - 2*y;
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//if (y > window->height - 5) y = 2*window->height - 2*y;
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uint8_t y = minutes % 10;
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uint8_t y = minutes % 10;
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ClockEffect::loop(false, CRGB(0x880000), CRGB(0x000000), y);
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ClockEffect::loop(false, CRGB(0x200000), CRGB(0x000000), y);
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}
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}
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void ClockEffect::loop() {
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void ClockEffect::loop() {
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@ -34,7 +34,7 @@ void ClockEffect::loop(boolean invert, CRGB fg_color, CRGB bg_color, uint8_t yPo
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// Manually clear the needed parts
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// Manually clear the needed parts
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for(int y=0; y<6; y++) {
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for(int y=0; y<6; y++) {
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window->setPixel(3, yPos+y, &bg_color);
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window->setPixel(3, yPos+y, &bg_color);
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if (y!=2 && y!=4) {
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if (y!=1 && y!=3) {
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window->setPixel(7, yPos+y, &bg_color);
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window->setPixel(7, yPos+y, &bg_color);
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}
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}
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window->setPixel(8, yPos+y, &bg_color);
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window->setPixel(8, yPos+y, &bg_color);
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@ -7,7 +7,7 @@ FireworkEffectDot::FireworkEffectDot(Window* w, FireworkEffect* e) {
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show = 0;
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show = 0;
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type = FIREWORK_DOT_NONE;
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type = FIREWORK_DOT_NONE;
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_x = 0;
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_x = 0;
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_y = 0;
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_y = _window->height - 1;
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_xv = 0;
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_xv = 0;
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_yv = 0;
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_yv = 0;
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_r = 0;
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_r = 0;
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@ -70,7 +70,7 @@ void FireworkEffectDot::move() {
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}
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}
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// Bounce if we hit the ground
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// Bounce if we hit the ground
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if (_xv < 0 && _y < (-_yv)) {
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if (_xv < 0 && _y - _window->height < (-_yv)) {
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if (type == FIREWORK_DOT_SPARK) {
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if (type == FIREWORK_DOT_SPARK) {
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show = 0;
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show = 0;
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} else {
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} else {
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@ -84,7 +84,7 @@ void FireworkEffectDot::move() {
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if (_yv < 300) {
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if (_yv < 300) {
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if (type == FIREWORK_DOT_SHELL) {
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if (type == FIREWORK_DOT_SHELL) {
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if (_y > (uint16_t)0x8000) {
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if (_y < (uint16_t)0x8000) {
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// boom
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// boom
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CRGB white(0xFFFFFF);
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CRGB white(0xFFFFFF);
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_window->clear(&white);
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_window->clear(&white);
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@ -103,7 +103,7 @@ void FireworkEffectDot::move() {
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} else {
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} else {
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_x += _xv;
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_x += _xv;
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}
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}
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_y += _yv;
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_y -= _yv;
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}
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}
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void FireworkEffectDot::ground_launch() {
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void FireworkEffectDot::ground_launch() {
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