Small fixes and tweaks to blur2d, clock and firework.
All checks were successful
continuous-integration/drone/push Build is passing
All checks were successful
continuous-integration/drone/push Build is passing
This commit is contained in:
parent
c1024b3423
commit
075f434997
@ -5,18 +5,18 @@ boolean Blur2DEffect::can_be_shown_with_clock() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Blur2DEffect::loop() {
|
void Blur2DEffect::loop() {
|
||||||
uint8_t blur_amount = dim8_raw(beatsin8(3, 64, 192));
|
uint8_t blur_amount = dim8_raw(beatsin8(3, 128, 224));
|
||||||
window->blur(blur_amount);
|
window->blur(blur_amount);
|
||||||
|
|
||||||
uint8_t x1 = beatsin8(5, 0, window->width-1);
|
uint8_t x1 = beatsin8(7, 0, window->width-1);
|
||||||
uint8_t y1 = beatsin8(8, 0, window->height-1);
|
uint8_t y1 = beatsin8(11, 0, window->height-1);
|
||||||
|
|
||||||
uint8_t x2 = beatsin8(8, 0, window->width-1);
|
uint8_t x2 = beatsin8(13, 0, window->width-1);
|
||||||
uint8_t y2 = beatsin8(3, 0, window->height-1);
|
uint8_t y2 = beatsin8(8, 0, window->height-1);
|
||||||
|
|
||||||
uint8_t x3 = beatsin8(4, 0, window->width-1);
|
uint8_t x3 = beatsin8(11, 0, window->width-1);
|
||||||
uint8_t y3 = beatsin8(7, 0, window->height-1);
|
uint8_t y3 = beatsin8(13, 0, window->height-1);
|
||||||
|
|
||||||
uint16_t ms = millis();
|
uint16_t ms = millis();
|
||||||
CRGB c1 = CHSV(ms / 29, 200, 255);
|
CRGB c1 = CHSV(ms / 29, 200, 255);
|
||||||
CRGB c2 = CHSV(ms / 41, 200, 255);
|
CRGB c2 = CHSV(ms / 41, 200, 255);
|
||||||
|
@ -13,7 +13,7 @@ void NightClockEffect::loop() {
|
|||||||
//uint8_t y = minutes % ((window->height - 5) * 2 - 2);
|
//uint8_t y = minutes % ((window->height - 5) * 2 - 2);
|
||||||
//if (y > window->height - 5) y = 2*window->height - 2*y;
|
//if (y > window->height - 5) y = 2*window->height - 2*y;
|
||||||
uint8_t y = minutes % 10;
|
uint8_t y = minutes % 10;
|
||||||
ClockEffect::loop(false, CRGB(0x880000), CRGB(0x000000), y);
|
ClockEffect::loop(false, CRGB(0x200000), CRGB(0x000000), y);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ClockEffect::loop() {
|
void ClockEffect::loop() {
|
||||||
@ -34,7 +34,7 @@ void ClockEffect::loop(boolean invert, CRGB fg_color, CRGB bg_color, uint8_t yPo
|
|||||||
// Manually clear the needed parts
|
// Manually clear the needed parts
|
||||||
for(int y=0; y<6; y++) {
|
for(int y=0; y<6; y++) {
|
||||||
window->setPixel(3, yPos+y, &bg_color);
|
window->setPixel(3, yPos+y, &bg_color);
|
||||||
if (y!=2 && y!=4) {
|
if (y!=1 && y!=3) {
|
||||||
window->setPixel(7, yPos+y, &bg_color);
|
window->setPixel(7, yPos+y, &bg_color);
|
||||||
}
|
}
|
||||||
window->setPixel(8, yPos+y, &bg_color);
|
window->setPixel(8, yPos+y, &bg_color);
|
||||||
|
@ -7,7 +7,7 @@ FireworkEffectDot::FireworkEffectDot(Window* w, FireworkEffect* e) {
|
|||||||
show = 0;
|
show = 0;
|
||||||
type = FIREWORK_DOT_NONE;
|
type = FIREWORK_DOT_NONE;
|
||||||
_x = 0;
|
_x = 0;
|
||||||
_y = 0;
|
_y = _window->height - 1;
|
||||||
_xv = 0;
|
_xv = 0;
|
||||||
_yv = 0;
|
_yv = 0;
|
||||||
_r = 0;
|
_r = 0;
|
||||||
@ -35,7 +35,7 @@ void FireworkEffectDot::draw() {
|
|||||||
_screenscale(_y, _window->height, iy, ye);
|
_screenscale(_y, _window->height, iy, ye);
|
||||||
xc = 255 - xe;
|
xc = 255 - xe;
|
||||||
yc = 255 - ye;
|
yc = 255 - ye;
|
||||||
|
|
||||||
CRGB c00 = CRGB(dim8_video( scale8( scale8( _color.r, yc), xc)),
|
CRGB c00 = CRGB(dim8_video( scale8( scale8( _color.r, yc), xc)),
|
||||||
dim8_video( scale8( scale8( _color.g, yc), xc)),
|
dim8_video( scale8( scale8( _color.g, yc), xc)),
|
||||||
dim8_video( scale8( scale8( _color.b, yc), xc)));
|
dim8_video( scale8( scale8( _color.b, yc), xc)));
|
||||||
@ -59,8 +59,8 @@ void FireworkEffectDot::move() {
|
|||||||
_yv -= EFFECT_FIREWORK_GRAVITY;
|
_yv -= EFFECT_FIREWORK_GRAVITY;
|
||||||
_xv = _scale15by8_local(_xv, EFFECT_FIREWORK_DRAG);
|
_xv = _scale15by8_local(_xv, EFFECT_FIREWORK_DRAG);
|
||||||
_yv = _scale15by8_local(_yv, EFFECT_FIREWORK_DRAG);
|
_yv = _scale15by8_local(_yv, EFFECT_FIREWORK_DRAG);
|
||||||
|
|
||||||
if (type == FIREWORK_DOT_SPARK) {
|
if (type == FIREWORK_DOT_SPARK) {
|
||||||
_xv = _scale15by8_local(_xv, EFFECT_FIREWORK_DRAG);
|
_xv = _scale15by8_local(_xv, EFFECT_FIREWORK_DRAG);
|
||||||
_yv = _scale15by8_local(_yv, EFFECT_FIREWORK_DRAG);
|
_yv = _scale15by8_local(_yv, EFFECT_FIREWORK_DRAG);
|
||||||
_color.nscale8(255);
|
_color.nscale8(255);
|
||||||
@ -68,9 +68,9 @@ void FireworkEffectDot::move() {
|
|||||||
show = 0;
|
show = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Bounce if we hit the ground
|
// Bounce if we hit the ground
|
||||||
if (_xv < 0 && _y < (-_yv)) {
|
if (_xv < 0 && _y - _window->height < (-_yv)) {
|
||||||
if (type == FIREWORK_DOT_SPARK) {
|
if (type == FIREWORK_DOT_SPARK) {
|
||||||
show = 0;
|
show = 0;
|
||||||
} else {
|
} else {
|
||||||
@ -81,10 +81,10 @@ void FireworkEffectDot::move() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_yv < 300) {
|
if (_yv < 300) {
|
||||||
if (type == FIREWORK_DOT_SHELL) {
|
if (type == FIREWORK_DOT_SHELL) {
|
||||||
if (_y > (uint16_t)0x8000) {
|
if (_y < (uint16_t)0x8000) {
|
||||||
// boom
|
// boom
|
||||||
CRGB white(0xFFFFFF);
|
CRGB white(0xFFFFFF);
|
||||||
_window->clear(&white);
|
_window->clear(&white);
|
||||||
@ -93,7 +93,7 @@ void FireworkEffectDot::move() {
|
|||||||
_main->skyburst(_x, _y, _xv, _yv, _color);
|
_main->skyburst(_x, _y, _xv, _yv, _color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (type == FIREWORK_DOT_SPARK) {
|
if (type == FIREWORK_DOT_SPARK) {
|
||||||
if ((_xv > 0 && _x>_xv) || (_xv < 0 && _x<(0xFFFF+_xv))) {
|
if ((_xv > 0 && _x>_xv) || (_xv < 0 && _x<(0xFFFF+_xv))) {
|
||||||
_x += _xv;
|
_x += _xv;
|
||||||
@ -103,7 +103,7 @@ void FireworkEffectDot::move() {
|
|||||||
} else {
|
} else {
|
||||||
_x += _xv;
|
_x += _xv;
|
||||||
}
|
}
|
||||||
_y += _yv;
|
_y -= _yv;
|
||||||
}
|
}
|
||||||
|
|
||||||
void FireworkEffectDot::ground_launch() {
|
void FireworkEffectDot::ground_launch() {
|
||||||
@ -157,7 +157,7 @@ void FireworkEffect::loop() {
|
|||||||
launch_countdown--;
|
launch_countdown--;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_skyburst) {
|
if (_skyburst) {
|
||||||
int nsparks = random8(EFFECT_FIREWORK_SPARKS / 2, EFFECT_FIREWORK_SPARKS + 1);
|
int nsparks = random8(EFFECT_FIREWORK_SPARKS / 2, EFFECT_FIREWORK_SPARKS + 1);
|
||||||
for (int i=0; i<nsparks; i++) {
|
for (int i=0; i<nsparks; i++) {
|
||||||
|
Loading…
Reference in New Issue
Block a user