Tetris (falling bricks) effect & Colortwinkles low brightness fix.

pull/1729/head
Blaz Kristan 2021-02-07 14:45:34 +01:00
rodzic 94941a7732
commit a9c211d66c
2 zmienionych plików z 60 dodań i 4 usunięć

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@ -1991,7 +1991,7 @@ uint16_t WS2812FX::mode_colortwinkle()
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
CRGB fastled_col, prev; CRGB fastled_col, prev;
fract8 fadeUpAmount = 8 + (SEGMENT.speed/4), fadeDownAmount = 5 + (SEGMENT.speed/7); fract8 fadeUpAmount = _brightness>28 ? 8 + (SEGMENT.speed>>2) : 68-_brightness, fadeDownAmount = _brightness>28 ? 8 + (SEGMENT.speed>>3) : 68-_brightness;
for (uint16_t i = 0; i < SEGLEN; i++) { for (uint16_t i = 0; i < SEGLEN; i++) {
fastled_col = col_to_crgb(getPixelColor(i)); fastled_col = col_to_crgb(getPixelColor(i));
prev = fastled_col; prev = fastled_col;
@ -3144,6 +3144,59 @@ uint16_t WS2812FX::mode_drip(void)
} }
/*
* Tetris or Stacking (falling bricks) Effect
* by Blaz Kristan (https://github.com/blazoncek, https://blaz.at/home)
*/
typedef struct Tetris {
float pos;
float speed;
uint32_t col;
} tetris;
uint16_t WS2812FX::mode_tetris(void) {
uint16_t dataSize = sizeof(tetris);
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
Tetris* drop = reinterpret_cast<Tetris*>(SEGENV.data);
// initialize dropping on first call or segment full
if (SEGENV.call == 0 || SEGENV.aux1 >= SEGLEN) {
SEGENV.aux1 = 0; // reset brick stack size
SEGENV.step = 0;
fill(SEGCOLOR(1));
return 250; // short wait
}
if (SEGENV.step == 0) { //init
drop->speed = 0.0238 * (SEGMENT.speed ? (SEGMENT.speed>>4)+1 : random8(3,20)); // set speed
drop->pos = SEGLEN-1; // start at end of segment
drop->col = color_from_palette(random8(0,15)<<4,false,false,0); // limit color choices so there is enough HUE gap
SEGENV.step = 1; // drop state (0 init, 1 forming, 2 falling)
SEGENV.aux0 = (SEGMENT.intensity ? (SEGMENT.intensity>>5)+1 : random8(1,5)) * (1+(SEGLEN>>6)); // size of brick
}
if (SEGENV.step == 1) { // forming
if (random8()>>6) { // random drop
SEGENV.step = 2; // fall
}
}
if (SEGENV.step > 1) { // falling
if (drop->pos > SEGENV.aux1) { // fall until top of stack
drop->pos -= drop->speed; // may add gravity as: speed += gravity
if (int(drop->pos) < SEGENV.aux1) drop->pos = SEGENV.aux1;
for (uint16_t i=int(drop->pos); i<SEGLEN; i++) setPixelColor(i,i<int(drop->pos)+SEGENV.aux0 ? drop->col : SEGCOLOR(1));
} else { // we hit bottom
SEGENV.step = 0; // go back to init
SEGENV.aux1 += SEGENV.aux0; // increase the stack size
if (SEGENV.aux1 >= SEGLEN) return 1000; // wait for a second
}
}
return FRAMETIME;
}
/* /*
/ Plasma Effect / Plasma Effect
/ adapted from https://github.com/atuline/FastLED-Demos/blob/master/plasma/plasma.ino / adapted from https://github.com/atuline/FastLED-Demos/blob/master/plasma/plasma.ino

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@ -118,7 +118,7 @@
#define IS_REVERSE ((SEGMENT.options & REVERSE ) == REVERSE ) #define IS_REVERSE ((SEGMENT.options & REVERSE ) == REVERSE )
#define IS_SELECTED ((SEGMENT.options & SELECTED ) == SELECTED ) #define IS_SELECTED ((SEGMENT.options & SELECTED ) == SELECTED )
#define MODE_COUNT 118 #define MODE_COUNT 119
#define FX_MODE_STATIC 0 #define FX_MODE_STATIC 0
#define FX_MODE_BLINK 1 #define FX_MODE_BLINK 1
@ -238,6 +238,7 @@
#define FX_MODE_BLENDS 115 #define FX_MODE_BLENDS 115
#define FX_MODE_TV_SIMULATOR 116 #define FX_MODE_TV_SIMULATOR 116
#define FX_MODE_DYNAMIC_SMOOTH 117 #define FX_MODE_DYNAMIC_SMOOTH 117
#define FX_MODE_TETRIS 118
class WS2812FX { class WS2812FX {
@ -577,6 +578,7 @@ class WS2812FX {
_mode[FX_MODE_BLENDS] = &WS2812FX::mode_blends; _mode[FX_MODE_BLENDS] = &WS2812FX::mode_blends;
_mode[FX_MODE_TV_SIMULATOR] = &WS2812FX::mode_tv_simulator; _mode[FX_MODE_TV_SIMULATOR] = &WS2812FX::mode_tv_simulator;
_mode[FX_MODE_DYNAMIC_SMOOTH] = &WS2812FX::mode_dynamic_smooth; _mode[FX_MODE_DYNAMIC_SMOOTH] = &WS2812FX::mode_dynamic_smooth;
_mode[FX_MODE_TETRIS] = &WS2812FX::mode_tetris;
_brightness = DEFAULT_BRIGHTNESS; _brightness = DEFAULT_BRIGHTNESS;
currentPalette = CRGBPalette16(CRGB::Black); currentPalette = CRGBPalette16(CRGB::Black);
@ -791,7 +793,8 @@ class WS2812FX {
mode_candy_cane(void), mode_candy_cane(void),
mode_blends(void), mode_blends(void),
mode_tv_simulator(void), mode_tv_simulator(void),
mode_dynamic_smooth(void); mode_dynamic_smooth(void),
mode_tetris(void);
private: private:
NeoPixelWrapper *bus; NeoPixelWrapper *bus;
@ -891,7 +894,7 @@ const char JSON_mode_names[] PROGMEM = R"=====([
"Twinklefox","Twinklecat","Halloween Eyes","Solid Pattern","Solid Pattern Tri","Spots","Spots Fade","Glitter","Candle","Fireworks Starburst", "Twinklefox","Twinklecat","Halloween Eyes","Solid Pattern","Solid Pattern Tri","Spots","Spots Fade","Glitter","Candle","Fireworks Starburst",
"Fireworks 1D","Bouncing Balls","Sinelon","Sinelon Dual","Sinelon Rainbow","Popcorn","Drip","Plasma","Percent","Ripple Rainbow", "Fireworks 1D","Bouncing Balls","Sinelon","Sinelon Dual","Sinelon Rainbow","Popcorn","Drip","Plasma","Percent","Ripple Rainbow",
"Heartbeat","Pacifica","Candle Multi", "Solid Glitter","Sunrise","Phased","Twinkleup","Noise Pal", "Sine","Phased Noise", "Heartbeat","Pacifica","Candle Multi", "Solid Glitter","Sunrise","Phased","Twinkleup","Noise Pal", "Sine","Phased Noise",
"Flow","Chunchun","Dancing Shadows","Washing Machine","Candy Cane","Blends","TV Simulator","Dynamic Smooth" "Flow","Chunchun","Dancing Shadows","Washing Machine","Candy Cane","Blends","TV Simulator","Dynamic Smooth","Tetris"
])====="; ])=====";