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authorQMK Bot <hello@qmk.fm>2021-06-24 02:22:11 +0000
committerQMK Bot <hello@qmk.fm>2021-06-24 02:22:11 +0000
commitb69fa51ec39d2825067b11f065ff8e59e41d8dc9 (patch)
treec36f3c63b8472a1f5b951cc9e2e5a03df1532fee /users/snowe/ocean_dream.c
parent1ea01765e19bf84b9a09954443b7d64be2bec0c7 (diff)
parent909d9c228fb03750170aa7ca49ea10d08a6e1113 (diff)
Merge remote-tracking branch 'origin/master' into develop
Diffstat (limited to 'users/snowe/ocean_dream.c')
-rw-r--r--users/snowe/ocean_dream.c555
1 files changed, 555 insertions, 0 deletions
diff --git a/users/snowe/ocean_dream.c b/users/snowe/ocean_dream.c
new file mode 100644
index 0000000000..2f372628da
--- /dev/null
+++ b/users/snowe/ocean_dream.c
@@ -0,0 +1,555 @@
+/*
+ * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include "ocean_dream.h"
+#include "quantum.h"
+#include "print.h"
+
+// Calculated Parameters
+#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch
+#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch
+#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch
+#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
+#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
+
+uint8_t animation_counter = 0; // global animation counter.
+bool is_calm = false;
+uint32_t starry_night_anim_timer = 0;
+uint32_t starry_night_anim_sleep = 0;
+static int current_wpm = 0;
+
+static uint8_t increment_counter(uint8_t counter, uint8_t max) {
+ counter++;
+ if (counter >= max) {
+ return 0;
+ } else {
+ return counter;
+ }
+}
+
+#ifdef ENABLE_WAVE
+static uint8_t decrement_counter(uint8_t counter, uint8_t max) {
+ counter--;
+ if (counter < 0 || counter > max) {
+ return max;
+ } else {
+ return counter;
+ }
+}
+#endif
+
+#ifdef ENABLE_MOON // region
+# ifndef STATIC_MOON
+uint8_t moon_animation_frame = 0; // keeps track of current moon frame
+uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame
+# endif
+
+# ifdef STATIC_MOON
+static const char PROGMEM moon[6] = {
+ 0x18, 0x7E, 0xFF, 0xC3, 0x81, 0x81,
+};
+# endif
+
+# ifndef STATIC_MOON
+static const char PROGMEM moon_animation[14][8] = {
+ // clang-format off
+ { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
+ { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x42, 0x00, },
+ { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xC3, 0x00, 0x00, },
+ { 0x3C, 0x7E, 0xFF, 0xFF, 0xC3, 0x81, 0x00, 0x00, },
+ { 0x3C, 0x7E, 0xFF, 0xC3, 0x81, 0x00, 0x00, 0x00, },
+ { 0x3C, 0x7E, 0xC3, 0x81, 0x81, 0x00, 0x00, 0x00, },
+ { 0x3C, 0x42, 0x81, 0x81, 0x00, 0x00, 0x00, 0x00, },
+ { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, },
+ { 0x00, 0x00, 0x00, 0x00, 0x81, 0x81, 0x42, 0x3C, },
+ { 0x00, 0x00, 0x00, 0x81, 0x81, 0xC3, 0x7E, 0x3C, },
+ { 0x00, 0x00, 0x00, 0x81, 0xC3, 0xFF, 0x7E, 0x3C, },
+ { 0x00, 0x00, 0x81, 0xC3, 0xFF, 0xFF, 0x7E, 0x3C, },
+ { 0x00, 0x00, 0xC3, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
+ { 0x00, 0x42, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
+ // clang-format on
+};
+# endif
+
+static void draw_moon(void) {
+# ifdef STATIC_MOON
+ oled_set_cursor(MOON_COLUMN, MOON_LINE);
+ oled_write_raw_P(moon, 6);
+# endif
+# ifndef STATIC_MOON
+ moon_animation_counter = increment_counter(moon_animation_counter, ANIMATE_MOON_EVERY_N_FRAMES);
+ if (moon_animation_counter == 0) {
+ moon_animation_frame = increment_counter(moon_animation_frame, 14);
+ oled_set_cursor(MOON_COLUMN, MOON_LINE);
+ oled_write_raw_P(moon_animation[moon_animation_frame], 8);
+ }
+# endif
+}
+#endif // endregion
+
+#ifdef ENABLE_WAVE // region
+uint8_t starry_night_wave_frame_width_counter = 31;
+uint8_t rough_waves_frame_counter = 0;
+
+// clang-format off
+static const char PROGMEM ocean_top[8][32] = {
+ // still ocean
+ {
+ 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+ 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+ 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+ 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+ },
+ // small ripples
+ {
+ 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+ 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+ 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+ 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
+ },
+ // level 2 ripples
+ {
+ 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
+ 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
+ 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
+ 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
+ },
+ // level 3 waves
+ {
+ 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
+ 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
+ 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
+ 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
+ },
+ {
+ 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
+ 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
+ 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
+ 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
+ },
+ {
+ 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
+ 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
+ 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
+ 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
+ },
+};
+static const char PROGMEM ocean_bottom[8][32] = {
+ // still ocean
+ {
+ 0x00, 0x40, 0x40, 0x41, 0x01, 0x01, 0x01, 0x21,
+ 0x20, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, 0x44,
+ 0x44, 0x40, 0x40, 0x00, 0x00, 0x08, 0x08, 0x00,
+ 0x01, 0x01, 0x01, 0x00, 0x40, 0x40, 0x00, 0x00,
+ },
+ // small ripples
+ {
+ 0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
+ 0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
+ 0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
+ 0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
+ },
+ // level 2 ripples
+ {
+ 0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
+ 0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
+ 0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
+ 0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
+ },
+ // level 3 waves
+ {
+ 0x00, 0x40, 0x40, 0x42, 0x42, 0x03, 0x11, 0x11,
+ 0x20, 0x20, 0x00, 0x00, 0x08, 0x0C, 0x0C, 0x04,
+ 0x05, 0x41, 0x41, 0x21, 0x20, 0x00, 0x00, 0x08,
+ 0x0A, 0x0A, 0x0B, 0x41, 0x41, 0x41, 0x41, 0x00,
+ },
+ {
+ 0x10, 0x10, 0x00, 0x80, 0x84, 0xC4, 0x02, 0x06,
+ 0x84, 0x44, 0xC0, 0x80, 0x80, 0x20, 0x20, 0x10,
+ 0x08, 0x12, 0x91, 0x81, 0x42, 0x40, 0x00, 0x00,
+ 0x10, 0x12, 0x22, 0x22, 0x24, 0x04, 0x84, 0x80,
+ },
+ {
+ 0x08, 0x80, 0x80, 0x82, 0x82, 0x03, 0x21, 0x21,
+ 0x10, 0x10, 0x00, 0x00, 0x04, 0x04, 0x0C, 0x08,
+ 0x09, 0x41, 0x42, 0x22, 0x20, 0x00, 0x00, 0x08,
+ 0x0A, 0x0A, 0x0B, 0x41, 0x43, 0x42, 0x42, 0x00,
+ },
+};
+// clang-format on
+
+static void animate_waves(void) {
+ starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type
+ rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type
+
+ void draw_ocean(uint8_t frame, uint16_t offset, uint8_t byte_index) {
+ oled_write_raw_byte(pgm_read_byte(ocean_top[frame] + byte_index), offset);
+ oled_write_raw_byte(pgm_read_byte(ocean_bottom[frame] + byte_index), offset + WIDTH);
+ }
+
+ for (int i = 0; i < WIDTH; ++i) {
+ uint16_t offset = OCEAN_LINE * WIDTH + i;
+ uint8_t byte_index = starry_night_wave_frame_width_counter + i;
+ if (byte_index >= WIDTH) {
+ byte_index = byte_index - WIDTH;
+ }
+ if (is_calm || current_wpm <= WAVE_CALM) {
+ draw_ocean(0, offset, byte_index);
+ } else if (current_wpm <= WAVE_HEAVY_STORM) {
+ draw_ocean(1, offset, byte_index);
+ } else if (current_wpm <= WAVE_HURRICANE) {
+ draw_ocean(2, offset, byte_index);
+ } else {
+ draw_ocean(3 + rough_waves_frame_counter, offset, byte_index);
+ }
+ }
+}
+#endif // endregion
+
+#ifdef ENABLE_ISLAND // region
+uint8_t island_frame_1 = 0;
+
+// clang-format off
+// 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!)
+
+// To save space and allow the shooting stars to be seen, only draw the tree on every frame.
+// Tree is only 14bytes wide so we save 108 bytes on just the first row. Second row, the
+// first 18 bytes is always the same piece of land, so only store that once, which saves 90 bytes
+static const char PROGMEM islandRightTop[6][14] = {
+ {0x84, 0xEC, 0x6C, 0x3C, 0xF8, 0xFE, 0x3F, 0x6B, 0xDB, 0xB9, 0x30, 0x40, 0x00, 0x00,},
+ {0x80, 0xC3, 0xEE, 0x7C, 0xB8, 0xFC, 0xFE, 0x6F, 0xDB, 0x9B, 0xB2, 0x30, 0x00, 0x00,},
+ {0x00, 0xC0, 0xEE, 0x7F, 0x3D, 0xF8, 0xFC, 0x7E, 0x57, 0xDB, 0xDB, 0x8A, 0x00, 0x00,},
+ {0x00, 0xC0, 0xE6, 0x7F, 0x3B, 0xF9, 0xFC, 0xFC, 0xB6, 0xB3, 0x33, 0x61, 0x00, 0x00,},
+ {0x00, 0x00, 0x00, 0x00, 0x80, 0xEE, 0xFF, 0xFB, 0xF9, 0xFC, 0xDE, 0xB6, 0xB6, 0x24,},
+ {0x00, 0x00, 0x00, 0x00, 0xC0, 0xEE, 0xFE, 0xFF, 0xFB, 0xFD, 0xEE, 0xB6, 0xB6, 0x92,},
+};
+static const char PROGMEM islandRightBottom[6][14] = {
+ {0x41, 0x40, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x41, 0x43, 0x40, 0x40, 0x40, 0x80,},
+ {0x40, 0x41, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x40, 0x40, 0x41, 0x41, 0x40, 0x80,},
+ {0x40, 0x40, 0x61, 0x3D, 0x3F, 0x27, 0x21, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x80,},
+ {0x40, 0x43, 0x61, 0x3C, 0x3F, 0x27, 0x21, 0x60, 0x41, 0x43, 0x43, 0x42, 0x40, 0x80,},
+ {0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x44, 0x40, 0x41, 0x41, 0x41, 0x81,},
+ {0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x42, 0x42, 0x41, 0x41, 0x41, 0x80,},
+};
+static const char PROGMEM islandLeft[18] = {
+ 0x80, 0x40, 0x40, 0x40, 0x40, 0x60,
+ 0x20, 0x20, 0x20, 0x20, 0x20, 0x20,
+ 0x20, 0x20, 0x20, 0x60, 0x40, 0x40,
+};
+// clang-format on
+
+static void animate_island(void) {
+ if (animation_counter == 0) {
+ island_frame_1 = increment_counter(island_frame_1, 2);
+ }
+
+ void draw_island_parts(uint8_t frame) {
+ oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE);
+ oled_write_raw_P(islandRightTop[frame], 14);
+ oled_set_cursor(ISLAND_COLUMN + 0, ISLAND_LINE + 1);
+ oled_write_raw_P(islandLeft, 18);
+ oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE + 1);
+ oled_write_raw_P(islandRightBottom[frame], 14);
+ }
+
+ if (is_calm || current_wpm < ISLAND_CALM) {
+ draw_island_parts(0);
+ } else if (current_wpm >= ISLAND_CALM && current_wpm < ISLAND_HEAVY_STORM) {
+ draw_island_parts(island_frame_1 + 1);
+ } else if (current_wpm >= ISLAND_HEAVY_STORM && current_wpm < ISLAND_HURRICANE) {
+ draw_island_parts(island_frame_1 + 2);
+ } else {
+ draw_island_parts(island_frame_1 + 4);
+ }
+}
+#endif // endregion
+
+#ifdef ENABLE_STARS // region
+bool stars_setup = false; // only setup stars once, then we just twinkle them
+struct Coordinate {
+ int x;
+ int y;
+ bool exists;
+};
+
+struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates
+
+/**
+ * Setup all the initial stars on the screen
+ * This function divides the screen into regions based on STARS_PER_LINE and NUMBER_OF_STAR_LINES
+ * where each line is made up of 8x8 pixel groups, that are populated by a single star.
+ *
+ * Not sure how this function will work with larger or smaller screens.
+ * It should be fine, as long as the screen width is a multiple of 8
+ */
+static void setup_stars(void) {
+ // For every line, split the line into STARS_PER_LINE, find a random point in that region, and turn the pixel on
+ // 36% probability it will not be added
+ // (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)
+ for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
+ for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
+ uint8_t rand_column = rand() % 10;
+ uint8_t rand_row = rand() % 10;
+ if (rand_column < 8 && rand_row < 8) {
+ int column_adder = column_group * 8;
+ int line_adder = line * 8;
+ int x = rand_column + column_adder;
+ int y = rand_row + line_adder;
+ oled_write_pixel(x, y, true);
+ stars[column_group + (line * STARS_PER_LINE)].x = x;
+ stars[column_group + (line * STARS_PER_LINE)].y = y;
+ stars[column_group + (line * STARS_PER_LINE)].exists = true;
+ } else {
+ stars[column_group + (line * STARS_PER_LINE)].exists = false;
+ }
+ }
+ }
+ stars_setup = true;
+}
+
+/**
+ * Twinkle the stars (move them one pixel in any direction) with a probability of 50% to twinkle any given star
+ */
+static void twinkle_stars(void) {
+ for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
+ for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
+ struct Coordinate star = stars[column_group + (line * STARS_PER_LINE)];
+
+ // skip stars that were never added
+ if (!star.exists) {
+ continue;
+ }
+ 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();
+ }
+}