Effect#loop now gets the time since the last run of the loop in ms. This enables
the effects to show animations that stay fluid independent of the current frame rate.
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@ -17,7 +17,7 @@ private:
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public:
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SnakeEffect();
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~SnakeEffect();
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void loop();
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void loop(uint16_t ms);
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boolean valid_position(Coords c);
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Coords update_position(Coords c, uint8_t direction);
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boolean can_be_shown_with_clock();
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