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PatternStatic_M_Bounce.h
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PatternStatic_M_Bounce.h
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/*
* 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 PatternStaticBounce_H
class PatternStaticBounce : public Drawable {
private:
static const int count = 64;
PVector gravity = PVector(0, 0.0125);
//PVector gravity = PVector(0, 0.125);
float startVelocityScale;
public:
PatternStaticBounce() {
name = (char *)"Bounce";
id = "B";
enabled = true;
}
// ------------------------ START ------------------------
void start(uint8_t _pattern) {
startVelocityScale = (float)random(10,20) / 1000.0;
unsigned int colorWidth = 256 / count;
for (int i = 0; i < count; i++) {
Boid boid = Boid(i, 0);
boid.velocity.x = 0;
boid.velocity.y = i * -startVelocityScale; // was -0.01, now random betwee -0.01 and -0.02
boid.colorIndex = colorWidth * i;
boid.maxforce = 10;
boid.maxspeed = 10;
staticBoids[_pattern][i] = boid;
}
}
// -------------------------- DRAW FRAME -------------------
unsigned int drawFrame(uint8_t _pattern, uint8_t _total) {
// dim all pixels on the display
//effects.DimAll(250);
//effects.DimAll(170); effects.ShowFrame();
for (int i = 0; i < count; i++) {
Boid boid = staticBoids[_pattern][i];
boid.applyForce(gravity);
boid.update();
//if (!serialData.noAudio)
effects.drawBackgroundFastLEDPixelCRGB(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
if (boid.location.y >= MATRIX_HEIGHT - 1) {
boid.location.y = MATRIX_HEIGHT - 1;
boid.velocity.y *= -1.0;
}
staticBoids[_pattern][i] = boid;
}
return 0; // 15
}
};
#endif