diff options
| author | Kosso <kosso1@gmail.com> | 2020-09-13 15:56:29 +0100 |
|---|---|---|
| committer | Kosso <kosso1@gmail.com> | 2020-09-13 15:56:29 +0100 |
| commit | 0e4e9738b6ecbffa260cc8e5e8e4c4d9f1bf6499 (patch) | |
| tree | ff2a812bd892cef0ec792b583df3fbab07d67f2b /examples/ChainedPanelsAuroraDemo/PatternMaze.h | |
| parent | a3aedaefb1326c5781646a8a51c5d83e61dc0a57 (diff) | |
Kosso: Updated Aurora demo for chained virtual displays. Added a better Fire demo. Removed some old Aurora demos which just didn't work and saves some memory.
Diffstat (limited to 'examples/ChainedPanelsAuroraDemo/PatternMaze.h')
| -rw-r--r-- | examples/ChainedPanelsAuroraDemo/PatternMaze.h | 264 |
1 files changed, 264 insertions, 0 deletions
diff --git a/examples/ChainedPanelsAuroraDemo/PatternMaze.h b/examples/ChainedPanelsAuroraDemo/PatternMaze.h new file mode 100644 index 0000000..8a94d26 --- /dev/null +++ b/examples/ChainedPanelsAuroraDemo/PatternMaze.h @@ -0,0 +1,264 @@ +/* + * Aurora: https://github.com/pixelmatix/aurora + * Copyright (c) 2014 Jason Coon + * + * Many thanks to Jamis Buck for the documentation of the Growing Tree maze generation algorithm: http://weblog.jamisbuck.org/2011/1/27/maze-generation-growing-tree-algorithm + * + * 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 PatternMaze_H +#define PatternMaze_H + +class PatternMaze : public Drawable { +private: + enum Directions { + None = 0, + Up = 1, + Down = 2, + Left = 4, + Right = 8, + }; + + struct Point{ + int x; + int y; + + static Point New(int x, int y) { + Point point; + point.x = x; + point.y = y; + return point; + } + + Point Move(Directions direction) { + switch (direction) + { + case Up: + return New(x, y - 1); + + case Down: + return New(x, y + 1); + + case Left: + return New(x - 1, y); + + case Right: + default: + return New(x + 1, y); + } + } + + static Directions Opposite(Directions direction) { + switch (direction) { + case Up: + return Down; + + case Down: + return Up; + + case Left: + return Right; + + case Right: + default: + return Left; + } + } + }; + +// int width = 16; +// int height = 16; + + static const int width = VPANEL_W / 2; + static const int height = VPANEL_H / 2; + + + Directions grid[width][height]; + + Point point; + + Point cells[256]; + int cellCount = 0; + + int algorithm = 0; + int algorithmCount = 1; + + byte hue = 0; + byte hueOffset = 0; + + Directions directions[4] = { Up, Down, Left, Right }; + + void removeCell(int index) {// shift cells after index down one + for (int i = index; i < cellCount - 1; i++) { + cells[i] = cells[i + 1]; + } + + cellCount--; + } + + void shuffleDirections() { + for (int a = 0; a < 4; a++) + { + int r = random(a, 4); + Directions temp = directions[a]; + directions[a] = directions[r]; + directions[r] = temp; + } + } + + Point createPoint(int x, int y) { + Point point; + point.x = x; + point.y = y; + return point; + } + + CRGB chooseColor(int index) { + byte h = index + hueOffset; + + switch (algorithm) { + case 0: + default: + return effects.ColorFromCurrentPalette(h); + + case 1: + return effects.ColorFromCurrentPalette(hue++); + } + } + + int chooseIndex(int max) { + switch (algorithm) { + case 0: + default: + // choose newest (recursive backtracker) + return max - 1; + + case 1: + // choose random(Prim's) + return random(max); + + // case 2: + // // choose oldest (not good, so disabling) + // return 0; + } + } + + void generateMaze() { + while (cellCount > 1) { + drawNextCell(); + } + } + + void drawNextCell() { + int index = chooseIndex(cellCount); + + if (index < 0) + return; + + point = cells[index]; + + Point imagePoint = createPoint(point.x * 2, point.y * 2); + + //effects.drawBackgroundFastLEDPixelCRGB(imagePoint.x, imagePoint.y, CRGB(CRGB::Gray)); + + shuffleDirections(); + + CRGB color = chooseColor(index); + + for (int i = 0; i < 4; i++) { + Directions direction = directions[i]; + + Point newPoint = point.Move(direction); + if (newPoint.x >= 0 && newPoint.y >= 0 && newPoint.x < width && newPoint.y < height && grid[newPoint.y][newPoint.x] == None) { + grid[point.y][point.x] = (Directions) ((int) grid[point.y][point.x] | (int) direction); + grid[newPoint.y][newPoint.x] = (Directions) ((int) grid[newPoint.y][newPoint.x] | (int) point.Opposite(direction)); + + Point newImagePoint = imagePoint.Move(direction); + + effects.drawBackgroundFastLEDPixelCRGB(newImagePoint.x, newImagePoint.y, color); + + cellCount++; + cells[cellCount - 1] = newPoint; + + index = -1; + break; + } + } + + if (index > -1) { + Point finishedPoint = cells[index]; + imagePoint = createPoint(finishedPoint.x * 2, finishedPoint.y * 2); + effects.drawBackgroundFastLEDPixelCRGB(imagePoint.x, imagePoint.y, color); + + removeCell(index); + } + } + +public: + PatternMaze() { + name = (char *)"Maze"; + } + + unsigned int drawFrame() { + if (cellCount < 1) { + + effects.ClearFrame(); + + // reset the maze grid + for (int y = 0; y < height; y++) { + for (int x = 0; x < width; x++) { + grid[y][x] = None; + } + } + + int x = random(width); + int y = random(height); + + cells[0] = createPoint(x, y); + + cellCount = 1; + + hue = 0; + hueOffset = random(0, 256); + + } + + drawNextCell(); + + if (cellCount < 1) { + algorithm++; + if (algorithm >= algorithmCount) + algorithm = 0; + + return 1000; + } + + effects.ShowFrame(); + + return 0; + } + + void start() { + matrix.fillScreen(0); + cellCount = 0; + hue = 0; + } +}; + +#endif |
