Merge remote-tracking branch 'origin/master' into develop
This commit is contained in:
commit
d2bc11ca67
1 changed files with 62 additions and 61 deletions
|
@ -20,13 +20,13 @@
|
|||
#include "print.h"
|
||||
|
||||
// Calculated Parameters
|
||||
#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch
|
||||
#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch
|
||||
#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch
|
||||
#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
|
||||
#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
|
||||
#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch
|
||||
#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch
|
||||
#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch
|
||||
#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
|
||||
#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
|
||||
|
||||
uint8_t animation_counter = 0; // global animation counter.
|
||||
uint8_t animation_counter = 0; // global animation counter.
|
||||
bool is_calm = false;
|
||||
uint32_t starry_night_anim_timer = 0;
|
||||
uint32_t starry_night_anim_sleep = 0;
|
||||
|
@ -52,10 +52,10 @@ static uint8_t decrement_counter(uint8_t counter, uint8_t max) {
|
|||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_MOON // region
|
||||
#ifdef ENABLE_MOON // region
|
||||
# ifndef STATIC_MOON
|
||||
uint8_t moon_animation_frame = 0; // keeps track of current moon frame
|
||||
uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame
|
||||
uint8_t moon_animation_frame = 0; // keeps track of current moon frame
|
||||
uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame
|
||||
# endif
|
||||
|
||||
# ifdef STATIC_MOON
|
||||
|
@ -99,9 +99,9 @@ static void draw_moon(void) {
|
|||
}
|
||||
# endif
|
||||
}
|
||||
#endif // endregion
|
||||
#endif // endregion
|
||||
|
||||
#ifdef ENABLE_WAVE // region
|
||||
#ifdef ENABLE_WAVE // region
|
||||
uint8_t starry_night_wave_frame_width_counter = 31;
|
||||
uint8_t rough_waves_frame_counter = 0;
|
||||
|
||||
|
@ -193,8 +193,8 @@ static const char PROGMEM ocean_bottom[8][32] = {
|
|||
// clang-format on
|
||||
|
||||
static void animate_waves(void) {
|
||||
starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type
|
||||
rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type
|
||||
starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type
|
||||
rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type
|
||||
|
||||
void draw_ocean(uint8_t frame, uint16_t offset, uint8_t byte_index) {
|
||||
oled_write_raw_byte(pgm_read_byte(ocean_top[frame] + byte_index), offset);
|
||||
|
@ -218,9 +218,9 @@ static void animate_waves(void) {
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif // endregion
|
||||
#endif // endregion
|
||||
|
||||
#ifdef ENABLE_ISLAND // region
|
||||
#ifdef ENABLE_ISLAND // region
|
||||
uint8_t island_frame_1 = 0;
|
||||
|
||||
// clang-format off
|
||||
|
@ -276,17 +276,17 @@ static void animate_island(void) {
|
|||
draw_island_parts(island_frame_1 + 4);
|
||||
}
|
||||
}
|
||||
#endif // endregion
|
||||
#endif // endregion
|
||||
|
||||
#ifdef ENABLE_STARS // region
|
||||
bool stars_setup = false; // only setup stars once, then we just twinkle them
|
||||
#ifdef ENABLE_STARS // region
|
||||
bool stars_setup = false; // only setup stars once, then we just twinkle them
|
||||
struct Coordinate {
|
||||
int x;
|
||||
int y;
|
||||
bool exists;
|
||||
};
|
||||
|
||||
struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates
|
||||
struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates
|
||||
|
||||
/**
|
||||
* Setup all the initial stars on the screen
|
||||
|
@ -334,18 +334,18 @@ static void twinkle_stars(void) {
|
|||
continue;
|
||||
}
|
||||
if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) {
|
||||
oled_write_pixel(star.x, star.y, false); // black out pixel
|
||||
oled_write_pixel(star.x, star.y, false); // black out pixel
|
||||
|
||||
// don't allow stars to leave their own region
|
||||
if (star.x == (column_group * 8)) { // star is the farthest left it can go in its region
|
||||
star.x++; // move it right immediately
|
||||
} else if (star.x == (((column_group + 1) * 8) - 1)) { // star is farthest right it can go in its region
|
||||
star.x--; // move it left immediately
|
||||
if (star.x == (column_group * 8)) { // star is the farthest left it can go in its region
|
||||
star.x++; // move it right immediately
|
||||
} else if (star.x == (((column_group + 1) * 8) - 1)) { // star is farthest right it can go in its region
|
||||
star.x--; // move it left immediately
|
||||
}
|
||||
if (star.y == (line * 8)) { // star is the farthest up it can go in its region
|
||||
star.y++; // move it down immediately
|
||||
} else if (star.y == (((line + 1) * 8) - 1)) { // star is farthest down it can go in its region
|
||||
star.y--; // move it up immediately
|
||||
if (star.y == (line * 8)) { // star is the farthest up it can go in its region
|
||||
star.y++; // move it down immediately
|
||||
} else if (star.y == (((line + 1) * 8) - 1)) { // star is farthest down it can go in its region
|
||||
star.y--; // move it up immediately
|
||||
}
|
||||
|
||||
// now decide direction
|
||||
|
@ -389,10 +389,10 @@ static void animate_stars(void) {
|
|||
twinkle_stars();
|
||||
}
|
||||
}
|
||||
#endif // endregion
|
||||
#endif // endregion
|
||||
|
||||
#ifdef ENABLE_SHOOTING_STARS // region
|
||||
bool shooting_stars_setup = false; // only setup shooting stars array once with defaults
|
||||
#ifdef ENABLE_SHOOTING_STARS // region
|
||||
bool shooting_stars_setup = false; // only setup shooting stars array once with defaults
|
||||
|
||||
struct ShootingStar {
|
||||
int x_1;
|
||||
|
@ -404,11 +404,11 @@ struct ShootingStar {
|
|||
int delay;
|
||||
};
|
||||
|
||||
struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS]; // tracks all the shooting stars
|
||||
struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS]; // tracks all the shooting stars
|
||||
|
||||
static void setup_shooting_star(struct ShootingStar *shooting_star) {
|
||||
int column_to_start = rand() % (WIDTH / 2);
|
||||
int row_to_start = rand() % (HEIGHT - 48); // shooting_stars travel diagonally 1 down, 1 across. So the lowest a shooting_star can start and not 'hit' the ocean is 32 above the ocean.
|
||||
int row_to_start = rand() % (HEIGHT - 48); // shooting_stars travel diagonally 1 down, 1 across. So the lowest a shooting_star can start and not 'hit' the ocean is 32 above the ocean.
|
||||
|
||||
shooting_star->x_1 = column_to_start;
|
||||
shooting_star->y_1 = row_to_start;
|
||||
|
@ -494,7 +494,7 @@ static void animate_shooting_stars(void) {
|
|||
end_extra_stars(number_of_shooting_stars);
|
||||
}
|
||||
}
|
||||
#endif // endregion
|
||||
#endif // endregion
|
||||
|
||||
/**
|
||||
* Main rendering function
|
||||
|
@ -502,52 +502,53 @@ static void animate_shooting_stars(void) {
|
|||
* Calls all different animations at different rates
|
||||
*/
|
||||
void render_stars(void) {
|
||||
// // animation timer
|
||||
if (timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) {
|
||||
starry_night_anim_timer = timer_read32();
|
||||
current_wpm = get_current_wpm();
|
||||
current_wpm = get_current_wpm();
|
||||
|
||||
void render_stars_anim(void) {
|
||||
#ifdef ENABLE_ISLAND
|
||||
animate_island();
|
||||
animate_island();
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_SHOOTING_STARS
|
||||
if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) {
|
||||
animate_shooting_stars();
|
||||
}
|
||||
if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) {
|
||||
animate_shooting_stars();
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_STARS
|
||||
// TODO offsetting the star animation from the wave animation would look better,
|
||||
// but if I do that, then the stars appear in the water because
|
||||
// the ocean animation has to wait a bunch of frames to overwrite it.
|
||||
// Possible solutions:
|
||||
// 1. Only draw stars to the top of the island/ocean.
|
||||
// 2. Draw ocean every frame, only move ocean on frames matching modulus
|
||||
// Problems:
|
||||
// 1. What if someone wants to move the island up a bit, or they want to have the stars reflect in the water?
|
||||
// 2. More cpu intensive. And I'm already running out of cpu as it is...
|
||||
if (animation_counter % STAR_ANIMATION_MODULATOR == 0) {
|
||||
animate_stars();
|
||||
}
|
||||
// TODO offsetting the star animation from the wave animation would look better,
|
||||
// but if I do that, then the stars appear in the water because
|
||||
// the ocean animation has to wait a bunch of frames to overwrite it.
|
||||
// Possible solutions:
|
||||
// 1. Only draw stars to the top of the island/ocean.
|
||||
// 2. Draw ocean every frame, only move ocean on frames matching modulus
|
||||
// Problems:
|
||||
// 1. What if someone wants to move the island up a bit, or they want to have the stars reflect in the water?
|
||||
// 2. More cpu intensive. And I'm already running out of cpu as it is...
|
||||
if (animation_counter % STAR_ANIMATION_MODULATOR == 0) {
|
||||
animate_stars();
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_WAVE
|
||||
if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
|
||||
animate_waves();
|
||||
}
|
||||
if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
|
||||
animate_waves();
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_MOON
|
||||
draw_moon();
|
||||
draw_moon();
|
||||
#endif
|
||||
|
||||
animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
|
||||
animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
|
||||
}
|
||||
|
||||
// this fixes the screen on and off bug
|
||||
if (current_wpm > 0) {
|
||||
|
||||
// Turn screen on/off based on typing and timeout
|
||||
if (current_wpm > 0 && timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) {
|
||||
starry_night_anim_timer = timer_read32();
|
||||
oled_on();
|
||||
render_stars_anim();
|
||||
starry_night_anim_sleep = timer_read32();
|
||||
} else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) {
|
||||
oled_off();
|
||||
|
|
Loading…
Reference in a new issue