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-rw-r--r--users/snowe/ocean_dream.c123
1 files changed, 62 insertions, 61 deletions
diff --git a/users/snowe/ocean_dream.c b/users/snowe/ocean_dream.c
index 2f372628da..bd95ea16f8 100644
--- a/users/snowe/ocean_dream.c
+++ b/users/snowe/ocean_dream.c
@@ -20,13 +20,13 @@
#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
+#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.
+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;
@@ -52,10 +52,10 @@ static uint8_t decrement_counter(uint8_t counter, uint8_t max) {
}
#endif
-#ifdef ENABLE_MOON // region
+#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
+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
@@ -99,9 +99,9 @@ static void draw_moon(void) {
}
# endif
}
-#endif // endregion
+#endif // endregion
-#ifdef ENABLE_WAVE // region
+#ifdef ENABLE_WAVE // region
uint8_t starry_night_wave_frame_width_counter = 31;
uint8_t rough_waves_frame_counter = 0;
@@ -193,8 +193,8 @@ static const char PROGMEM ocean_bottom[8][32] = {
// 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
+ 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);
@@ -218,9 +218,9 @@ static void animate_waves(void) {
}
}
}
-#endif // endregion
+#endif // endregion
-#ifdef ENABLE_ISLAND // region
+#ifdef ENABLE_ISLAND // region
uint8_t island_frame_1 = 0;
// clang-format off
@@ -276,17 +276,17 @@ static void animate_island(void) {
draw_island_parts(island_frame_1 + 4);
}
}
-#endif // endregion
+#endif // endregion
-#ifdef ENABLE_STARS // region
-bool stars_setup = false; // only setup stars once, then we just twinkle them
+#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
+struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates
/**
* Setup all the initial stars on the screen
@@ -334,18 +334,18 @@ static void twinkle_stars(void) {
continue;
}
if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) {
- oled_write_pixel(star.x, star.y, false); // black out pixel
+ 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.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
+ 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
@@ -389,10 +389,10 @@ static void animate_stars(void) {
twinkle_stars();
}
}
-#endif // endregion
+#endif // endregion
-#ifdef ENABLE_SHOOTING_STARS // region
-bool shooting_stars_setup = false; // only setup shooting stars array once with defaults
+#ifdef ENABLE_SHOOTING_STARS // region
+bool shooting_stars_setup = false; // only setup shooting stars array once with defaults
struct ShootingStar {
int x_1;
@@ -404,11 +404,11 @@ struct ShootingStar {
int delay;
};
-struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS]; // tracks all the shooting stars
+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.
+ 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;
@@ -494,7 +494,7 @@ static void animate_shooting_stars(void) {
end_extra_stars(number_of_shooting_stars);
}
}
-#endif // endregion
+#endif // endregion
/**
* Main rendering function
@@ -502,52 +502,53 @@ static void animate_shooting_stars(void) {
* 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();
+ current_wpm = get_current_wpm();
+ void render_stars_anim(void) {
#ifdef ENABLE_ISLAND
- animate_island();
+ animate_island();
#endif
#ifdef ENABLE_SHOOTING_STARS
- if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) {
- animate_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();
- }
+ // 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();
- }
+ if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
+ animate_waves();
+ }
#endif
#ifdef ENABLE_MOON
- draw_moon();
+ draw_moon();
#endif
- animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
+ animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
}
- // this fixes the screen on and off bug
- if (current_wpm > 0) {
+
+ // Turn screen on/off based on typing and timeout
+ if (current_wpm > 0 && timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) {
+ starry_night_anim_timer = timer_read32();
oled_on();
+ render_stars_anim();
starry_night_anim_sleep = timer_read32();
} else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) {
oled_off();