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/*
* 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
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# 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
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uint8_t animation_counter = 0 ; // global animation counter.
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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
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# ifdef ENABLE_MOON // region
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# ifndef STATIC_MOON
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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
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# 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
}
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# endif // endregion
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# ifdef ENABLE_WAVE // region
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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 ) {
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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
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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 ) ;
}
}
}
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# endif // endregion
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# ifdef ENABLE_ISLAND // region
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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 ) ;
}
}
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# endif // endregion
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# ifdef ENABLE_STARS // region
bool stars_setup = false ; // only setup stars once, then we just twinkle them
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struct Coordinate {
int x ;
int y ;
bool exists ;
} ;
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struct Coordinate stars [ TOTAL_STARS ] ; // tracks all stars/coordinates
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/**
* 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 8 x8 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 ) {
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oled_write_pixel ( star . x , star . y , false ) ; // black out pixel
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// don't allow stars to leave their own region
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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
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}
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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
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}
// 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 ( ) ;
}
}
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# endif // endregion
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# ifdef ENABLE_SHOOTING_STARS // region
bool shooting_stars_setup = false ; // only setup shooting stars array once with defaults
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struct ShootingStar {
int x_1 ;
int y_1 ;
int x_2 ;
int y_2 ;
bool running ;
int frame ;
int delay ;
} ;
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struct ShootingStar shooting_stars [ MAX_NUMBER_OF_SHOOTING_STARS ] ; // tracks all the shooting stars
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static void setup_shooting_star ( struct ShootingStar * shooting_star ) {
int column_to_start = rand ( ) % ( WIDTH / 2 ) ;
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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.
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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 ) ;
}
}
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# endif // endregion
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/**
* Main rendering function
*
* Calls all different animations at different rates
*/
void render_stars ( void ) {
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current_wpm = get_current_wpm ( ) ;
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void render_stars_anim ( void ) {
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# ifdef ENABLE_ISLAND
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animate_island ( ) ;
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# endif
# ifdef ENABLE_SHOOTING_STARS
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if ( animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR = = 0 ) {
animate_shooting_stars ( ) ;
}
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# endif
# ifdef ENABLE_STARS
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// 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 ( ) ;
}
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# endif
# ifdef ENABLE_WAVE
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if ( animation_counter % OCEAN_ANIMATION_MODULATOR = = 0 ) {
animate_waves ( ) ;
}
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# endif
# ifdef ENABLE_MOON
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draw_moon ( ) ;
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# endif
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animation_counter = increment_counter ( animation_counter , NUMBER_OF_FRAMES ) ;
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}
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// 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 ( ) ;
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oled_on ( ) ;
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render_stars_anim ( ) ;
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starry_night_anim_sleep = timer_read32 ( ) ;
} else if ( timer_elapsed32 ( starry_night_anim_sleep ) > OLED_TIMEOUT ) {
oled_off ( ) ;
}
}