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https://github.com/firewalkwithm3/qmk_firmware.git
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4a15eb593d
* Add snowe keymap/userspace & Ocean Dream animation * Add snowe userspace with keymap wrappers and two animations * Add crkbd keymap * Add Ocean Dream animation, a cool full screen animation with: * * twinkling stars * * meteor showers * * ocean waves * * island with palm tree * * moon with phases * Disable Luna so travis build succeeds. * Add more copyrights * Add pragma once to keycode_aliases.h Co-authored-by: Drashna Jaelre <drashna@live.com> Co-authored-by: Drashna Jaelre <drashna@live.com>
556 lines
21 KiB
C
556 lines
21 KiB
C
/*
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* Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "ocean_dream.h"
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#include "quantum.h"
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#include "print.h"
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// Calculated Parameters
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#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch
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#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch
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#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch
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#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
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#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
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uint8_t animation_counter = 0; // global animation counter.
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bool is_calm = false;
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uint32_t starry_night_anim_timer = 0;
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uint32_t starry_night_anim_sleep = 0;
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static int current_wpm = 0;
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static uint8_t increment_counter(uint8_t counter, uint8_t max) {
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counter++;
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if (counter >= max) {
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return 0;
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} else {
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return counter;
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}
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}
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#ifdef ENABLE_WAVE
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static uint8_t decrement_counter(uint8_t counter, uint8_t max) {
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counter--;
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if (counter < 0 || counter > max) {
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return max;
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} else {
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return counter;
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}
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}
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#endif
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#ifdef ENABLE_MOON // region
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# ifndef STATIC_MOON
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uint8_t moon_animation_frame = 0; // keeps track of current moon frame
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uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame
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# endif
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# ifdef STATIC_MOON
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static const char PROGMEM moon[6] = {
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0x18, 0x7E, 0xFF, 0xC3, 0x81, 0x81,
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};
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# endif
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# ifndef STATIC_MOON
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static const char PROGMEM moon_animation[14][8] = {
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// clang-format off
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{ 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
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{ 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x42, 0x00, },
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{ 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xC3, 0x00, 0x00, },
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{ 0x3C, 0x7E, 0xFF, 0xFF, 0xC3, 0x81, 0x00, 0x00, },
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{ 0x3C, 0x7E, 0xFF, 0xC3, 0x81, 0x00, 0x00, 0x00, },
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{ 0x3C, 0x7E, 0xC3, 0x81, 0x81, 0x00, 0x00, 0x00, },
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{ 0x3C, 0x42, 0x81, 0x81, 0x00, 0x00, 0x00, 0x00, },
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{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, },
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{ 0x00, 0x00, 0x00, 0x00, 0x81, 0x81, 0x42, 0x3C, },
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{ 0x00, 0x00, 0x00, 0x81, 0x81, 0xC3, 0x7E, 0x3C, },
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{ 0x00, 0x00, 0x00, 0x81, 0xC3, 0xFF, 0x7E, 0x3C, },
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{ 0x00, 0x00, 0x81, 0xC3, 0xFF, 0xFF, 0x7E, 0x3C, },
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{ 0x00, 0x00, 0xC3, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
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{ 0x00, 0x42, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
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// clang-format on
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};
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# endif
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static void draw_moon(void) {
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# ifdef STATIC_MOON
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oled_set_cursor(MOON_COLUMN, MOON_LINE);
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oled_write_raw_P(moon, 6);
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# endif
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# ifndef STATIC_MOON
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moon_animation_counter = increment_counter(moon_animation_counter, ANIMATE_MOON_EVERY_N_FRAMES);
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if (moon_animation_counter == 0) {
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moon_animation_frame = increment_counter(moon_animation_frame, 14);
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oled_set_cursor(MOON_COLUMN, MOON_LINE);
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oled_write_raw_P(moon_animation[moon_animation_frame], 8);
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}
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# endif
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}
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#endif // endregion
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#ifdef ENABLE_WAVE // region
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uint8_t starry_night_wave_frame_width_counter = 31;
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uint8_t rough_waves_frame_counter = 0;
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// clang-format off
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static const char PROGMEM ocean_top[8][32] = {
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// still ocean
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{
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0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
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0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
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0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
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0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
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},
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// small ripples
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{
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0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
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0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
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0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
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0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
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},
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// level 2 ripples
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{
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0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
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0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
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0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
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0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
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},
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// level 3 waves
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{
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0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
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0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
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0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
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0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
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},
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{
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0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
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0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
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0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
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0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
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},
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{
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0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
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0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
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0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
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0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
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},
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};
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static const char PROGMEM ocean_bottom[8][32] = {
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// still ocean
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{
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0x00, 0x40, 0x40, 0x41, 0x01, 0x01, 0x01, 0x21,
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0x20, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, 0x44,
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0x44, 0x40, 0x40, 0x00, 0x00, 0x08, 0x08, 0x00,
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0x01, 0x01, 0x01, 0x00, 0x40, 0x40, 0x00, 0x00,
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},
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// small ripples
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{
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0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
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0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
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0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
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0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
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},
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// level 2 ripples
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{
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0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
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0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
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0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
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0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
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},
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// level 3 waves
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{
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0x00, 0x40, 0x40, 0x42, 0x42, 0x03, 0x11, 0x11,
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0x20, 0x20, 0x00, 0x00, 0x08, 0x0C, 0x0C, 0x04,
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0x05, 0x41, 0x41, 0x21, 0x20, 0x00, 0x00, 0x08,
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0x0A, 0x0A, 0x0B, 0x41, 0x41, 0x41, 0x41, 0x00,
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},
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{
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0x10, 0x10, 0x00, 0x80, 0x84, 0xC4, 0x02, 0x06,
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0x84, 0x44, 0xC0, 0x80, 0x80, 0x20, 0x20, 0x10,
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0x08, 0x12, 0x91, 0x81, 0x42, 0x40, 0x00, 0x00,
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0x10, 0x12, 0x22, 0x22, 0x24, 0x04, 0x84, 0x80,
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},
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{
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0x08, 0x80, 0x80, 0x82, 0x82, 0x03, 0x21, 0x21,
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0x10, 0x10, 0x00, 0x00, 0x04, 0x04, 0x0C, 0x08,
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0x09, 0x41, 0x42, 0x22, 0x20, 0x00, 0x00, 0x08,
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0x0A, 0x0A, 0x0B, 0x41, 0x43, 0x42, 0x42, 0x00,
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},
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};
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// clang-format on
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static void animate_waves(void) {
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starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type
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rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type
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void draw_ocean(uint8_t frame, uint16_t offset, uint8_t byte_index) {
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oled_write_raw_byte(pgm_read_byte(ocean_top[frame] + byte_index), offset);
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oled_write_raw_byte(pgm_read_byte(ocean_bottom[frame] + byte_index), offset + WIDTH);
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}
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for (int i = 0; i < WIDTH; ++i) {
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uint16_t offset = OCEAN_LINE * WIDTH + i;
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uint8_t byte_index = starry_night_wave_frame_width_counter + i;
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if (byte_index >= WIDTH) {
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byte_index = byte_index - WIDTH;
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}
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if (is_calm || current_wpm <= WAVE_CALM) {
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draw_ocean(0, offset, byte_index);
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} else if (current_wpm <= WAVE_HEAVY_STORM) {
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draw_ocean(1, offset, byte_index);
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} else if (current_wpm <= WAVE_HURRICANE) {
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draw_ocean(2, offset, byte_index);
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} else {
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draw_ocean(3 + rough_waves_frame_counter, offset, byte_index);
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}
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}
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}
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#endif // endregion
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#ifdef ENABLE_ISLAND // region
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uint8_t island_frame_1 = 0;
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// clang-format off
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// only use 46 bytes (first 18 are blank, so we don't write them, makes it smaller and we can see the shooting stars properly!)
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// To save space and allow the shooting stars to be seen, only draw the tree on every frame.
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// Tree is only 14bytes wide so we save 108 bytes on just the first row. Second row, the
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// first 18 bytes is always the same piece of land, so only store that once, which saves 90 bytes
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static const char PROGMEM islandRightTop[6][14] = {
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{0x84, 0xEC, 0x6C, 0x3C, 0xF8, 0xFE, 0x3F, 0x6B, 0xDB, 0xB9, 0x30, 0x40, 0x00, 0x00,},
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{0x80, 0xC3, 0xEE, 0x7C, 0xB8, 0xFC, 0xFE, 0x6F, 0xDB, 0x9B, 0xB2, 0x30, 0x00, 0x00,},
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{0x00, 0xC0, 0xEE, 0x7F, 0x3D, 0xF8, 0xFC, 0x7E, 0x57, 0xDB, 0xDB, 0x8A, 0x00, 0x00,},
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{0x00, 0xC0, 0xE6, 0x7F, 0x3B, 0xF9, 0xFC, 0xFC, 0xB6, 0xB3, 0x33, 0x61, 0x00, 0x00,},
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{0x00, 0x00, 0x00, 0x00, 0x80, 0xEE, 0xFF, 0xFB, 0xF9, 0xFC, 0xDE, 0xB6, 0xB6, 0x24,},
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{0x00, 0x00, 0x00, 0x00, 0xC0, 0xEE, 0xFE, 0xFF, 0xFB, 0xFD, 0xEE, 0xB6, 0xB6, 0x92,},
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};
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static const char PROGMEM islandRightBottom[6][14] = {
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{0x41, 0x40, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x41, 0x43, 0x40, 0x40, 0x40, 0x80,},
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{0x40, 0x41, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x40, 0x40, 0x41, 0x41, 0x40, 0x80,},
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{0x40, 0x40, 0x61, 0x3D, 0x3F, 0x27, 0x21, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x80,},
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{0x40, 0x43, 0x61, 0x3C, 0x3F, 0x27, 0x21, 0x60, 0x41, 0x43, 0x43, 0x42, 0x40, 0x80,},
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{0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x44, 0x40, 0x41, 0x41, 0x41, 0x81,},
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{0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x42, 0x42, 0x41, 0x41, 0x41, 0x80,},
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};
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static const char PROGMEM islandLeft[18] = {
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0x80, 0x40, 0x40, 0x40, 0x40, 0x60,
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0x20, 0x20, 0x20, 0x20, 0x20, 0x20,
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0x20, 0x20, 0x20, 0x60, 0x40, 0x40,
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};
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// clang-format on
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static void animate_island(void) {
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if (animation_counter == 0) {
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island_frame_1 = increment_counter(island_frame_1, 2);
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}
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void draw_island_parts(uint8_t frame) {
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oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE);
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oled_write_raw_P(islandRightTop[frame], 14);
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oled_set_cursor(ISLAND_COLUMN + 0, ISLAND_LINE + 1);
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oled_write_raw_P(islandLeft, 18);
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oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE + 1);
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oled_write_raw_P(islandRightBottom[frame], 14);
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}
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if (is_calm || current_wpm < ISLAND_CALM) {
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draw_island_parts(0);
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} else if (current_wpm >= ISLAND_CALM && current_wpm < ISLAND_HEAVY_STORM) {
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draw_island_parts(island_frame_1 + 1);
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} else if (current_wpm >= ISLAND_HEAVY_STORM && current_wpm < ISLAND_HURRICANE) {
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draw_island_parts(island_frame_1 + 2);
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} else {
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draw_island_parts(island_frame_1 + 4);
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}
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}
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#endif // endregion
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#ifdef ENABLE_STARS // region
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bool stars_setup = false; // only setup stars once, then we just twinkle them
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struct Coordinate {
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int x;
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int y;
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bool exists;
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};
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struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates
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/**
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* Setup all the initial stars on the screen
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* This function divides the screen into regions based on STARS_PER_LINE and NUMBER_OF_STAR_LINES
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* where each line is made up of 8x8 pixel groups, that are populated by a single star.
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*
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* Not sure how this function will work with larger or smaller screens.
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* It should be fine, as long as the screen width is a multiple of 8
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*/
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static void setup_stars(void) {
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// For every line, split the line into STARS_PER_LINE, find a random point in that region, and turn the pixel on
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// 36% probability it will not be added
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// (said another way, 80% chance it will start out lit in the x direction, then 80% chance it will start out lit in the y direction = 64% probability it will start out lit at all)
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for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
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for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
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uint8_t rand_column = rand() % 10;
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uint8_t rand_row = rand() % 10;
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if (rand_column < 8 && rand_row < 8) {
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int column_adder = column_group * 8;
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int line_adder = line * 8;
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int x = rand_column + column_adder;
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int y = rand_row + line_adder;
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oled_write_pixel(x, y, true);
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stars[column_group + (line * STARS_PER_LINE)].x = x;
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stars[column_group + (line * STARS_PER_LINE)].y = y;
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stars[column_group + (line * STARS_PER_LINE)].exists = true;
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} else {
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stars[column_group + (line * STARS_PER_LINE)].exists = false;
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}
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}
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}
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stars_setup = true;
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}
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/**
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* Twinkle the stars (move them one pixel in any direction) with a probability of 50% to twinkle any given star
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*/
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static void twinkle_stars(void) {
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for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
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for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
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struct Coordinate star = stars[column_group + (line * STARS_PER_LINE)];
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// skip stars that were never added
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if (!star.exists) {
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continue;
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}
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if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) {
|
|
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.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
|
|
int new_x;
|
|
int x_choice = rand() % 3;
|
|
if (x_choice == 0) {
|
|
new_x = star.x - 1;
|
|
} else if (x_choice == 1) {
|
|
new_x = star.x + 1;
|
|
} else {
|
|
new_x = star.x;
|
|
}
|
|
|
|
int new_y;
|
|
int y_choice = rand() % 3;
|
|
if (y_choice == 0) {
|
|
new_y = star.y - 1;
|
|
} else if (y_choice == 1) {
|
|
new_y = star.y + 1;
|
|
} else {
|
|
new_y = star.y;
|
|
}
|
|
|
|
star.x = new_x;
|
|
star.y = new_y;
|
|
oled_write_pixel(new_x, new_y, true);
|
|
}
|
|
|
|
stars[column_group + (line * STARS_PER_LINE)] = star;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Setup the stars and then animate them on subsequent frames
|
|
*/
|
|
static void animate_stars(void) {
|
|
if (!stars_setup) {
|
|
setup_stars();
|
|
} else {
|
|
twinkle_stars();
|
|
}
|
|
}
|
|
#endif // endregion
|
|
|
|
#ifdef ENABLE_SHOOTING_STARS // region
|
|
bool shooting_stars_setup = false; // only setup shooting stars array once with defaults
|
|
|
|
struct ShootingStar {
|
|
int x_1;
|
|
int y_1;
|
|
int x_2;
|
|
int y_2;
|
|
bool running;
|
|
int frame;
|
|
int delay;
|
|
};
|
|
|
|
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.
|
|
|
|
shooting_star->x_1 = column_to_start;
|
|
shooting_star->y_1 = row_to_start;
|
|
shooting_star->x_2 = column_to_start + 1;
|
|
shooting_star->y_2 = row_to_start + 1;
|
|
shooting_star->running = true;
|
|
shooting_star->frame++;
|
|
shooting_star->delay = rand() % SHOOTING_STAR_DELAY;
|
|
}
|
|
|
|
static void move_shooting_star(struct ShootingStar *shooting_star) {
|
|
oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false);
|
|
oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false);
|
|
|
|
shooting_star->x_1++;
|
|
shooting_star->y_1++;
|
|
shooting_star->x_2++;
|
|
shooting_star->y_2++;
|
|
shooting_star->frame++;
|
|
|
|
oled_write_pixel(shooting_star->x_1, shooting_star->y_1, true);
|
|
oled_write_pixel(shooting_star->x_2, shooting_star->y_2, true);
|
|
}
|
|
|
|
static void finish_shooting_star(struct ShootingStar *shooting_star) {
|
|
oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false);
|
|
oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false);
|
|
shooting_star->running = false;
|
|
shooting_star->frame = 0;
|
|
}
|
|
|
|
static void animate_shooting_star(struct ShootingStar *shooting_star) {
|
|
if (shooting_star->frame > SHOOTING_STAR_FRAMES) {
|
|
finish_shooting_star(shooting_star);
|
|
return;
|
|
} else if (!shooting_star->running) {
|
|
setup_shooting_star(shooting_star);
|
|
} else {
|
|
if (shooting_star->delay == 0) {
|
|
move_shooting_star(shooting_star);
|
|
} else {
|
|
shooting_star->delay--;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void animate_shooting_stars(void) {
|
|
if (is_calm) {
|
|
return;
|
|
}
|
|
if (!shooting_stars_setup) {
|
|
for (int i = 0; i < MAX_NUMBER_OF_SHOOTING_STARS; ++i) {
|
|
shooting_stars[i].running = false;
|
|
}
|
|
shooting_stars_setup = true;
|
|
}
|
|
/**
|
|
* Fixes issue with stars that were falling _while_ the
|
|
* wpm dropped below the condition for them to keep falling
|
|
*/
|
|
void end_extra_stars(uint8_t starting_index) {
|
|
for (int shooting_star_index = starting_index; shooting_star_index < MAX_NUMBER_OF_SHOOTING_STARS; ++shooting_star_index) {
|
|
struct ShootingStar shooting_star = shooting_stars[shooting_star_index];
|
|
if (shooting_star.running) {
|
|
finish_shooting_star(&shooting_star);
|
|
shooting_stars[shooting_star_index] = shooting_star;
|
|
}
|
|
}
|
|
}
|
|
|
|
int number_of_shooting_stars = current_wpm / SHOOTING_STAR_WPM_INCREMENT;
|
|
number_of_shooting_stars = (number_of_shooting_stars > MAX_NUMBER_OF_SHOOTING_STARS) ? MAX_NUMBER_OF_SHOOTING_STARS : number_of_shooting_stars;
|
|
|
|
if (number_of_shooting_stars == 0) {
|
|
// make sure all shooting_stars are ended
|
|
end_extra_stars(0);
|
|
} else {
|
|
for (int shooting_star_index = 0; shooting_star_index < number_of_shooting_stars; ++shooting_star_index) {
|
|
struct ShootingStar shooting_star = shooting_stars[shooting_star_index];
|
|
animate_shooting_star(&shooting_star);
|
|
shooting_stars[shooting_star_index] = shooting_star;
|
|
}
|
|
end_extra_stars(number_of_shooting_stars);
|
|
}
|
|
}
|
|
#endif // endregion
|
|
|
|
/**
|
|
* Main rendering function
|
|
*
|
|
* 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();
|
|
|
|
#ifdef ENABLE_ISLAND
|
|
animate_island();
|
|
#endif
|
|
|
|
#ifdef ENABLE_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();
|
|
}
|
|
#endif
|
|
|
|
#ifdef ENABLE_WAVE
|
|
if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
|
|
animate_waves();
|
|
}
|
|
#endif
|
|
|
|
#ifdef ENABLE_MOON
|
|
draw_moon();
|
|
#endif
|
|
|
|
animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
|
|
}
|
|
|
|
// this fixes the screen on and off bug
|
|
if (current_wpm > 0) {
|
|
oled_on();
|
|
starry_night_anim_sleep = timer_read32();
|
|
} else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) {
|
|
oled_off();
|
|
}
|
|
}
|