MatrixEffect can now have multiple columns in the same column. In RandomMatrix, they even run in all directions.
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@ -9,16 +9,23 @@
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class MatrixEffectColumn {
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class MatrixEffectColumn {
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protected:
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protected:
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Window* window;
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Window* window;
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int x, y;
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uint8_t x, y;
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int length = 1;
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uint8_t length = 1;
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uint8_t _direction = 2;
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bool _random_direction = false;
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virtual CRGB _getColor(uint8_t height);
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virtual CRGB _getColor(uint8_t height);
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virtual void restart();
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virtual void restart(bool completely_random);
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private:
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private:
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uint16_t speed;
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uint16_t speed;
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boolean running;
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boolean running;
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unsigned long last_move = 0;
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unsigned long last_move = 0;
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public:
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public:
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MatrixEffectColumn(Window* win, int xPos);
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static const uint8_t DIR_NORTH = 0;
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static const uint8_t DIR_EAST = 1;
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static const uint8_t DIR_SOUTH = 2;
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static const uint8_t DIR_WEST = 3;
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MatrixEffectColumn(Window* win, uint8_t direction=0, bool random_direction=false);
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virtual ~MatrixEffectColumn() {};
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virtual ~MatrixEffectColumn() {};
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void advance();
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void advance();
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void draw();
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void draw();
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@ -29,16 +36,16 @@ class RainbowMatrixEffectColumn : public MatrixEffectColumn {
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protected:
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protected:
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CRGB _getColor(uint8_t height) override;
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CRGB _getColor(uint8_t height) override;
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public:
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public:
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RainbowMatrixEffectColumn(Window* win, int xPos) : MatrixEffectColumn(win, xPos) {};
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RainbowMatrixEffectColumn(Window* win, uint8_t dir, bool rnd=false) : MatrixEffectColumn(win, dir, rnd) {};
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};
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};
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class RandomMatrixEffectColumn : public MatrixEffectColumn {
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class RandomMatrixEffectColumn : public MatrixEffectColumn {
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protected:
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protected:
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uint8_t _hue = 42;
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uint8_t _hue = 42;
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CRGB _getColor(uint8_t height) override;
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CRGB _getColor(uint8_t height) override;
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void restart() override;
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void restart(bool completely_random) override;
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public:
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public:
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RandomMatrixEffectColumn(Window* win, int xPos) : MatrixEffectColumn(win, xPos) {};
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RandomMatrixEffectColumn(Window* win, uint8_t dir, bool rnd=false) : MatrixEffectColumn(win, dir, rnd) {};
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};
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};
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class MatrixEffect : public Effect {
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class MatrixEffect : public Effect {
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@ -2,29 +2,80 @@
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#include "my_color_palettes.h"
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#include "my_color_palettes.h"
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#include "functions.h"
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#include "functions.h"
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MatrixEffectColumn::MatrixEffectColumn(Window* win, int xPos) {
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MatrixEffectColumn::MatrixEffectColumn(Window* win, uint8_t dir, bool rand) {
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window = win;
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window = win;
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x = xPos;
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_direction = dir;
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restart();
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_random_direction = rand;
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y = random8(0, window->height);
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restart(true);
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}
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}
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void MatrixEffectColumn::restart() {
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void MatrixEffectColumn::restart(bool completely_random) {
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y=-1;
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if (_random_direction) {
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_direction = random8(4);
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}
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if (completely_random) {
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x = random8(window->width);
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y = random8(window->height);
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} else {
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switch(_direction) {
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case DIR_NORTH:
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x = random8(window->width);
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y = window->height - 1;
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break;
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case DIR_EAST:
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x = 0;
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y = random8(window->height);
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break;
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case DIR_SOUTH:
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x = random8(window->width);
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y = 0;
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break;
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case DIR_WEST:
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x = window->width - 1;
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y = random8(window->height);
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break;
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}
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}
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length = random8(EFFECT_MATRIX_LENGTH_MIN, EFFECT_MATRIX_LENGTH_MAX);
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length = random8(EFFECT_MATRIX_LENGTH_MIN, EFFECT_MATRIX_LENGTH_MAX);
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running = true;
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running = true;
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speed = random8(EFFECT_MATRIX_SPEED_MIN, EFFECT_MATRIX_SPEED_MAX);
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speed = random8(EFFECT_MATRIX_SPEED_MIN, EFFECT_MATRIX_SPEED_MAX);
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}
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}
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void MatrixEffectColumn::advance() {
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void MatrixEffectColumn::advance() {
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y++;
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switch(_direction) {
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if (y-length > window->height) running = false;
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case DIR_NORTH:
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y--;
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if (y > window->height && y + length > window->height) running=false;
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break;
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case DIR_EAST:
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x++;
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if (x - length > window->width) running=false;
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break;
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case DIR_SOUTH:
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y++;
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if (y - length > window->height) running=false;
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break;
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case DIR_WEST:
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x--;
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if (x > window->width && y + length > window->width) running=false;
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break;
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}
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}
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}
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void MatrixEffectColumn::draw() {
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void MatrixEffectColumn::draw() {
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int8_t xdir = 0;
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int8_t ydir = 0;
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switch (_direction) {
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case DIR_NORTH: ydir = 1; break;
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case DIR_EAST: xdir = 1; break;
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case DIR_SOUTH: ydir = -1; break;
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case DIR_WEST: xdir = -1; break;
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}
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for(int i=0; i<length; i++) {
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for(int i=0; i<length; i++) {
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CRGB color = _getColor(i);
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CRGB color = _getColor(i);
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window->setPixel(x, y-i, &color);
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window->raisePixel(x+(xdir*i), y+(ydir*i), &color);
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}
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}
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}
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}
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@ -32,7 +83,7 @@ void MatrixEffectColumn::loop() {
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if (!running) {
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if (!running) {
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if (random8() < 20) {
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if (random8() < 20) {
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// Start the column again.
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// Start the column again.
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restart();
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restart(false);
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}
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}
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} else {
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} else {
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if (millis() - last_move > speed) {
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if (millis() - last_move > speed) {
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@ -75,8 +126,8 @@ CRGB RandomMatrixEffectColumn::_getColor(uint8_t i) {
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return color;
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return color;
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}
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}
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void RandomMatrixEffectColumn::restart() {
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void RandomMatrixEffectColumn::restart(bool completely_random) {
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MatrixEffectColumn::restart();
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MatrixEffectColumn::restart(completely_random);
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_hue = random8();
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_hue = random8();
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}
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}
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@ -97,15 +148,15 @@ MatrixEffect::MatrixEffect() {
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}
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}
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void MatrixEffect::_init() {
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void MatrixEffect::_init() {
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for (int i=0; i<window->width; i++) _columns[i] = new MatrixEffectColumn(window, i);
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for (int i=0; i<window->width; i++) _columns[i] = new MatrixEffectColumn(window, MatrixEffectColumn::DIR_SOUTH);
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}
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}
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void RandomMatrixEffect::_init() {
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void RandomMatrixEffect::_init() {
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for (int i=0; i<window->width; i++) _columns[i] = new RandomMatrixEffectColumn(window, i);
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for (int i=0; i<window->width; i++) _columns[i] = new RandomMatrixEffectColumn(window, random8(4), true);
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}
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}
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void RainbowMatrixEffect::_init() {
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void RainbowMatrixEffect::_init() {
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for (int i=0; i<window->width; i++) _columns[i] = new RainbowMatrixEffectColumn(window, i);
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for (int i=0; i<window->width; i++) _columns[i] = new RainbowMatrixEffectColumn(window, MatrixEffectColumn::DIR_SOUTH);
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}
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}
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MatrixEffect::~MatrixEffect() {
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MatrixEffect::~MatrixEffect() {
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