/* * Aurora: https://github.com/pixelmatix/aurora * Copyright (c) 2014 Jason Coon * * Based at least in part on someone else's work that I can no longer find. * Please let me know if you recognize any of this code! * * 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 PatternPulse_H #define PatternPulse_H class PatternPulse : public Drawable { private: int hue; int centerX = 0; int centerY = 0; int step = -1; int maxSteps = 16; float fadeRate = 0.8; int diff; public: PatternPulse() { name = (char *)"Pulse"; } unsigned int drawFrame() { effects.DimAll(235); if (step == -1) { centerX = random(32); centerY = random(32); hue = random(256); // 170; step = 0; } if (step == 0) { dma_display->drawCircle(centerX, centerY, step, effects.ColorFromCurrentPalette(hue)); step++; } else { if (step < maxSteps) { // initial pulse dma_display->drawCircle(centerX, centerY, step, effects.ColorFromCurrentPalette(hue, pow(fadeRate, step - 2) * 255)); // secondary pulse if (step > 3) { dma_display->drawCircle(centerX, centerY, step - 3, effects.ColorFromCurrentPalette(hue, pow(fadeRate, step - 2) * 255)); } step++; } else { step = -1; } } effects.standardNoiseSmearing(); effects.ShowFrame(); return 30; } }; #endif