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authorKosso <kosso1@gmail.com>2020-09-13 15:56:29 +0100
committerKosso <kosso1@gmail.com>2020-09-13 15:56:29 +0100
commit0e4e9738b6ecbffa260cc8e5e8e4c4d9f1bf6499 (patch)
treeff2a812bd892cef0ec792b583df3fbab07d67f2b /examples/ChainedPanelsAuroraDemo/PatternMaze.h
parenta3aedaefb1326c5781646a8a51c5d83e61dc0a57 (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.
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+/*
+ * 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