85d0d44891
Based on Aurora code.
73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
/*
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* Aurora: https://github.com/pixelmatix/aurora
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* Copyright (c) 2014 Jason Coon
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef PatternBounce_H
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class PatternBounce : public Drawable {
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private:
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static const int count = 32;
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PVector gravity = PVector(0, 0.0125);
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public:
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PatternBounce() {
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name = (char *)"Bounce";
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}
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void start() {
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unsigned int colorWidth = 256 / count;
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for (int i = 0; i < count; i++) {
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Boid boid = Boid(i, 0);
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boid.velocity.x = 0;
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boid.velocity.y = i * -0.01;
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boid.colorIndex = colorWidth * i;
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boid.maxforce = 10;
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boid.maxspeed = 10;
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boids[i] = boid;
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}
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}
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unsigned int drawFrame() {
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// dim all pixels on the display
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effects.DimAll(170); effects.ShowFrame();
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for (int i = 0; i < count; i++) {
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Boid boid = boids[i];
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boid.applyForce(gravity);
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boid.update();
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effects.drawBackgroundFastLEDPixelCRGB(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
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if (boid.location.y >= MATRIX_HEIGHT - 1) {
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boid.location.y = MATRIX_HEIGHT - 1;
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boid.velocity.y *= -1.0;
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}
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boids[i] = boid;
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}
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return 15;
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}
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};
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#endif
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