diff --git a/users/snowe/ocean_dream.c b/users/snowe/ocean_dream.c index 2f372628da49..bd95ea16f889 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();