/* * Aurora: https://github.com/pixelmatix/aurora * Copyright (c) 2014 Jason Coon * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef PatternBounce_H class PatternBounce : public Drawable { private: static const int count = VPANEL_W-1; PVector gravity = PVector(0, 0.0125); public: PatternBounce() { name = (char *)"Bounce"; } void start() { unsigned int colorWidth = 256 / count; for (int i = 0; i < count; i++) { Boid boid = Boid(i, 0); boid.velocity.x = 0; boid.velocity.y = i * -0.01; boid.colorIndex = colorWidth * i; boid.maxforce = 10; boid.maxspeed = 10; boids[i] = boid; } } unsigned int drawFrame() { // dim all pixels on the display effects.DimAll(170); effects.ShowFrame(); for (int i = 0; i < count; i++) { Boid boid = boids[i]; boid.applyForce(gravity); boid.update(); effects.setPixel(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex)); if (boid.location.y >= VPANEL_H - 1) { boid.location.y = VPANEL_H - 1; boid.velocity.y *= -1.0; } boids[i] = boid; } return 15; } }; #endif