/* * * Inspired by and based on a loading animation for Prismata by Lunarch Studios: * http://www.reddit.com/r/gifs/comments/2on8si/connecting_to_server_so_mesmerizing/cmow0sz * * Lunarch Studios Inc. hereby publishes the Actionscript 3 source code pasted in this * comment under the Creative Commons CC0 1.0 Universal Public Domain Dedication. * Lunarch Studios Inc. waives all rights to the work worldwide under copyright law, * including all related and neighboring rights, to the extent allowed by law. * You can copy, modify, distribute and perform the work, even for commercial purposes, * all without asking permission. * * 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 PatternPendulumWave_H #define PatternPendulumWave_H #define WAVE_BPM 25 #define AMP_BPM 2 #define SKEW_BPM 4 #define WAVE_TIMEMINSKEW MATRIX_WIDTH/8 #define WAVE_TIMEMAXSKEW MATRIX_WIDTH/2 class PatternPendulumWave : public Drawable { public: PatternPendulumWave() { name = (char *)"Pendulum Wave"; } unsigned int drawFrame() { effects.ClearFrame(); for (int x = 0; x < MATRIX_WIDTH; ++x) { uint16_t amp = beatsin16(AMP_BPM, MATRIX_HEIGHT/8, MATRIX_HEIGHT-1); uint16_t offset = (MATRIX_HEIGHT - beatsin16(AMP_BPM, 0, MATRIX_HEIGHT))/2; uint8_t y = beatsin16(WAVE_BPM, 0, amp, x*beatsin16(SKEW_BPM, WAVE_TIMEMINSKEW, WAVE_TIMEMAXSKEW)) + offset; effects.drawBackgroundFastLEDPixelCRGB(x, y, effects.ColorFromCurrentPalette(x * 7)); } effects.ShowFrame(); return 20; } }; #endif