Merge pull request #3501 from TripleWhy/spookierEyes

A spookier version of Halloween Eyes
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Blaž Kristan 2023-11-12 14:01:56 +01:00 committed by GitHub
commit 552ae836e9
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2 changed files with 132 additions and 38 deletions

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@ -2615,9 +2615,28 @@ uint16_t mode_twinklecat()
static const char _data_FX_MODE_TWINKLECAT[] PROGMEM = "Twinklecat@!,Twinkle rate,,,,Cool;!,!;!";
//inspired by https://www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/#LEDStripEffectBlinkingHalloweenEyes
uint16_t mode_halloween_eyes()
{
enum eyeState : uint8_t {
initializeOn = 0,
on,
blink,
initializeOff,
off,
count
};
struct EyeData {
eyeState state;
uint8_t color;
uint16_t startPos;
// duration + endTime could theoretically be replaced by a single endTime, however we would lose
// the ability to end the animation early when the user reduces the animation time.
uint16_t duration;
uint32_t startTime;
uint32_t blinkEndTime;
};
if (SEGLEN == 1) return mode_static();
const uint16_t maxWidth = strip.isMatrix ? SEGMENT.virtualWidth() : SEGLEN;
const uint16_t HALLOWEEN_EYE_SPACE = MAX(2, strip.isMatrix ? SEGMENT.virtualWidth()>>4: SEGLEN>>5);
@ -2625,57 +2644,132 @@ uint16_t mode_halloween_eyes()
uint16_t eyeLength = (2*HALLOWEEN_EYE_WIDTH) + HALLOWEEN_EYE_SPACE;
if (eyeLength >= maxWidth) return mode_static(); //bail if segment too short
if (!SEGENV.allocateData(sizeof(EyeData))) return mode_static(); //allocation failed
EyeData& data = *reinterpret_cast<EyeData*>(SEGENV.data);
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1)); //fill background
uint8_t state = SEGENV.aux1 >> 8;
uint16_t stateTime = SEGENV.call;
if (stateTime == 0) stateTime = 2000;
data.state = static_cast<eyeState>(data.state % eyeState::count);
uint16_t duration = max(uint16_t{1u}, data.duration);
const uint32_t elapsedTime = strip.now - data.startTime;
if (state == 0) { //spawn eyes
SEGENV.aux0 = random16(0, maxWidth - eyeLength - 1); //start pos
SEGENV.aux1 = random8(); //color
if (strip.isMatrix) SEGMENT.offset = random16(SEGMENT.virtualHeight()-1); // a hack: reuse offset since it is not used in matrices
state = 1;
}
switch (data.state) {
case eyeState::initializeOn: {
// initialize the eyes-on state:
// - select eye position and color
// - select a duration
// - immediately switch to eyes on state.
if (state < 2) { //fade eyes
uint16_t startPos = SEGENV.aux0;
uint16_t start2ndEye = startPos + HALLOWEEN_EYE_WIDTH + HALLOWEEN_EYE_SPACE;
data.startPos = random16(0, maxWidth - eyeLength - 1);
data.color = random8();
if (strip.isMatrix) SEGMENT.offset = random16(SEGMENT.virtualHeight()-1); // a hack: reuse offset since it is not used in matrices
duration = 128u + random16(SEGMENT.intensity*64u);
data.duration = duration;
data.state = eyeState::on;
[[fallthrough]];
}
case eyeState::on: {
// eyes-on steate:
// - fade eyes in for some time
// - keep eyes on until the pre-selected duration is over
// - randomly switch to the blink (sub-)state, and initialize it with a blink duration (more precisely, a blink end time stamp)
// - never switch to the blink state if the animation just started or is about to end
uint32_t fadestage = (strip.now - SEGENV.step)*255 / stateTime;
if (fadestage > 255) fadestage = 255;
uint32_t c = color_blend(SEGMENT.color_from_palette(SEGENV.aux1 & 0xFF, false, false, 0), SEGCOLOR(1), fadestage);
uint16_t start2ndEye = data.startPos + HALLOWEEN_EYE_WIDTH + HALLOWEEN_EYE_SPACE;
// If the user reduces the input while in this state, limit the duration.
duration = min(duration, static_cast<uint16_t>(128u + (SEGMENT.intensity * 64u)));
for (int i = 0; i < HALLOWEEN_EYE_WIDTH; i++) {
if (strip.isMatrix) {
SEGMENT.setPixelColorXY(startPos + i, SEGMENT.offset, c);
SEGMENT.setPixelColorXY(start2ndEye + i, SEGMENT.offset, c);
} else {
SEGMENT.setPixelColor(startPos + i, c);
SEGMENT.setPixelColor(start2ndEye + i, c);
constexpr uint32_t minimumOnTimeBegin = 1024u;
constexpr uint32_t minimumOnTimeEnd = 1024u;
const uint32_t fadeInAnimationState = elapsedTime * uint32_t{256u * 8u} / duration;
const uint32_t backgroundColor = SEGCOLOR(1);
const uint32_t eyeColor = SEGMENT.color_from_palette(data.color, false, false, 0);
uint32_t c = eyeColor;
if (fadeInAnimationState < 256u) {
c = color_blend(backgroundColor, eyeColor, fadeInAnimationState);
} else if (elapsedTime > minimumOnTimeBegin) {
const uint32_t remainingTime = (elapsedTime >= duration) ? 0u : (duration - elapsedTime);
if (remainingTime > minimumOnTimeEnd) {
if (random8() < 4u)
{
c = backgroundColor;
data.state = eyeState::blink;
data.blinkEndTime = strip.now + random8(8, 128);
}
}
}
if (c != backgroundColor) {
// render eyes
for (int i = 0; i < HALLOWEEN_EYE_WIDTH; i++) {
if (strip.isMatrix) {
SEGMENT.setPixelColorXY(data.startPos + i, SEGMENT.offset, c);
SEGMENT.setPixelColorXY(start2ndEye + i, SEGMENT.offset, c);
} else {
SEGMENT.setPixelColor(data.startPos + i, c);
SEGMENT.setPixelColor(start2ndEye + i, c);
}
}
}
break;
}
case eyeState::blink: {
// eyes-on but currently blinking state:
// - wait until the blink time is over, then switch back to eyes-on
if (strip.now >= data.blinkEndTime) {
data.state = eyeState::on;
}
break;
}
case eyeState::initializeOff: {
// initialize eyes-off state:
// - select a duration
// - immediately switch to eyes-off state
const uint16_t eyeOffTimeBase = SEGMENT.speed*128u;
duration = eyeOffTimeBase + random16(eyeOffTimeBase);
data.duration = duration;
data.state = eyeState::off;
[[fallthrough]];
}
case eyeState::off: {
// eyes-off state:
// - not much to do here
// If the user reduces the input while in this state, limit the duration.
const uint16_t eyeOffTimeBase = SEGMENT.speed*128u;
duration = min(duration, static_cast<uint16_t>(2u * eyeOffTimeBase));
break;
}
case eyeState::count: {
// Can't happen, not an actual state.
data.state = eyeState::initializeOn;
break;
}
}
if (strip.now - SEGENV.step > stateTime) {
state++;
if (state > 2) state = 0;
if (state < 2) {
stateTime = 100 + SEGMENT.intensity*10; //eye fade time
} else {
uint16_t eyeOffTimeBase = (256 - SEGMENT.speed)*10;
stateTime = eyeOffTimeBase + random16(eyeOffTimeBase);
if (elapsedTime > duration) {
// The current state duration is over, switch to the next state.
switch (data.state) {
case eyeState::initializeOn:
case eyeState::on:
case eyeState::blink:
data.state = eyeState::initializeOff;
break;
case eyeState::initializeOff:
case eyeState::off:
case eyeState::count:
default:
data.state = eyeState::initializeOn;
break;
}
SEGENV.step = strip.now;
SEGENV.call = stateTime;
data.startTime = strip.now;
}
SEGENV.aux1 = (SEGENV.aux1 & 0xFF) + (state << 8); //save state
return FRAMETIME;
}
static const char _data_FX_MODE_HALLOWEEN_EYES[] PROGMEM = "Halloween Eyes@Duration,Eye fade time,,,,,Overlay;!,!;!;12";
static const char _data_FX_MODE_HALLOWEEN_EYES[] PROGMEM = "Halloween Eyes@Eye off time,Eye on time,,,,,Overlay;!,!;!;12";
//Speed slider sets amount of LEDs lit, intensity sets unlit

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@ -1187,7 +1187,7 @@ void WS2812FX::service() {
Segment::modeBlend(false); // unset semaphore
}
#endif
if (seg.mode != FX_MODE_HALLOWEEN_EYES) seg.call++;
seg.call++;
if (seg.isInTransition() && delay > FRAMETIME) delay = FRAMETIME; // force faster updates during transition
}