Tetris (falling bricks) effect & Colortwinkles low brightness fix.
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@ -1991,7 +1991,7 @@ uint16_t WS2812FX::mode_colortwinkle()
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if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
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CRGB fastled_col, prev;
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fract8 fadeUpAmount = 8 + (SEGMENT.speed/4), fadeDownAmount = 5 + (SEGMENT.speed/7);
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fract8 fadeUpAmount = _brightness>28 ? 8 + (SEGMENT.speed>>2) : 68-_brightness, fadeDownAmount = _brightness>28 ? 8 + (SEGMENT.speed>>3) : 68-_brightness;
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for (uint16_t i = 0; i < SEGLEN; i++) {
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fastled_col = col_to_crgb(getPixelColor(i));
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prev = fastled_col;
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@ -3144,6 +3144,59 @@ uint16_t WS2812FX::mode_drip(void)
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}
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/*
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* Tetris or Stacking (falling bricks) Effect
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* by Blaz Kristan (https://github.com/blazoncek, https://blaz.at/home)
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*/
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typedef struct Tetris {
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float pos;
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float speed;
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uint32_t col;
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} tetris;
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uint16_t WS2812FX::mode_tetris(void) {
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uint16_t dataSize = sizeof(tetris);
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if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
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Tetris* drop = reinterpret_cast<Tetris*>(SEGENV.data);
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// initialize dropping on first call or segment full
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if (SEGENV.call == 0 || SEGENV.aux1 >= SEGLEN) {
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SEGENV.aux1 = 0; // reset brick stack size
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SEGENV.step = 0;
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fill(SEGCOLOR(1));
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return 250; // short wait
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}
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if (SEGENV.step == 0) { //init
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drop->speed = 0.0238 * (SEGMENT.speed ? (SEGMENT.speed>>4)+1 : random8(3,20)); // set speed
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drop->pos = SEGLEN-1; // start at end of segment
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drop->col = color_from_palette(random8(0,15)<<4,false,false,0); // limit color choices so there is enough HUE gap
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SEGENV.step = 1; // drop state (0 init, 1 forming, 2 falling)
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SEGENV.aux0 = (SEGMENT.intensity ? (SEGMENT.intensity>>5)+1 : random8(1,5)) * (1+(SEGLEN>>6)); // size of brick
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}
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if (SEGENV.step == 1) { // forming
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if (random8()>>6) { // random drop
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SEGENV.step = 2; // fall
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}
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}
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if (SEGENV.step > 1) { // falling
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if (drop->pos > SEGENV.aux1) { // fall until top of stack
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drop->pos -= drop->speed; // may add gravity as: speed += gravity
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if (int(drop->pos) < SEGENV.aux1) drop->pos = SEGENV.aux1;
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for (uint16_t i=int(drop->pos); i<SEGLEN; i++) setPixelColor(i,i<int(drop->pos)+SEGENV.aux0 ? drop->col : SEGCOLOR(1));
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} else { // we hit bottom
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SEGENV.step = 0; // go back to init
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SEGENV.aux1 += SEGENV.aux0; // increase the stack size
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if (SEGENV.aux1 >= SEGLEN) return 1000; // wait for a second
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}
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}
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return FRAMETIME;
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}
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/*
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/ Plasma Effect
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/ adapted from https://github.com/atuline/FastLED-Demos/blob/master/plasma/plasma.ino
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@ -118,7 +118,7 @@
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#define IS_REVERSE ((SEGMENT.options & REVERSE ) == REVERSE )
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#define IS_SELECTED ((SEGMENT.options & SELECTED ) == SELECTED )
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#define MODE_COUNT 118
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#define MODE_COUNT 119
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#define FX_MODE_STATIC 0
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#define FX_MODE_BLINK 1
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@ -238,6 +238,7 @@
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#define FX_MODE_BLENDS 115
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#define FX_MODE_TV_SIMULATOR 116
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#define FX_MODE_DYNAMIC_SMOOTH 117
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#define FX_MODE_TETRIS 118
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class WS2812FX {
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@ -577,6 +578,7 @@ class WS2812FX {
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_mode[FX_MODE_BLENDS] = &WS2812FX::mode_blends;
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_mode[FX_MODE_TV_SIMULATOR] = &WS2812FX::mode_tv_simulator;
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_mode[FX_MODE_DYNAMIC_SMOOTH] = &WS2812FX::mode_dynamic_smooth;
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_mode[FX_MODE_TETRIS] = &WS2812FX::mode_tetris;
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_brightness = DEFAULT_BRIGHTNESS;
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currentPalette = CRGBPalette16(CRGB::Black);
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@ -791,7 +793,8 @@ class WS2812FX {
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mode_candy_cane(void),
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mode_blends(void),
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mode_tv_simulator(void),
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mode_dynamic_smooth(void);
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mode_dynamic_smooth(void),
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mode_tetris(void);
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private:
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NeoPixelWrapper *bus;
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@ -891,7 +894,7 @@ const char JSON_mode_names[] PROGMEM = R"=====([
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"Twinklefox","Twinklecat","Halloween Eyes","Solid Pattern","Solid Pattern Tri","Spots","Spots Fade","Glitter","Candle","Fireworks Starburst",
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"Fireworks 1D","Bouncing Balls","Sinelon","Sinelon Dual","Sinelon Rainbow","Popcorn","Drip","Plasma","Percent","Ripple Rainbow",
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"Heartbeat","Pacifica","Candle Multi", "Solid Glitter","Sunrise","Phased","Twinkleup","Noise Pal", "Sine","Phased Noise",
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"Flow","Chunchun","Dancing Shadows","Washing Machine","Candy Cane","Blends","TV Simulator","Dynamic Smooth"
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"Flow","Chunchun","Dancing Shadows","Washing Machine","Candy Cane","Blends","TV Simulator","Dynamic Smooth","Tetris"
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])=====";
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