🌠 create a vector so we can spawn new drops dynamically :3
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@ -1,6 +1,7 @@
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#include "rain.h"
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#include "rain.h"
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#include "constants.h"
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#include "constants.h"
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#include "overlay.h"
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#include "overlay.h"
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#include <vector>
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#define COLOR_HIGHLIGHT_R 128
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#define COLOR_HIGHLIGHT_R 128
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#define COLOR_HIGHLIGHT_G 255
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#define COLOR_HIGHLIGHT_G 255
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@ -10,19 +11,21 @@
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#define COLOR_DEFAULT_G 255
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#define COLOR_DEFAULT_G 255
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#define COLOR_DEFAULT_B 0
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#define COLOR_DEFAULT_B 0
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typedef struct {
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//typedef struct {
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bool reached_bottom = false;
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struct Raindrop {
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//bool reached_bottom = false;
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bool reached_bottom;
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int x;
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int y;
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int y;
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int length;
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int length;
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int speed;
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int speed;
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unsigned long last_moved;
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unsigned long last_moved;
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} Raindrop;
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} ;
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// TODO: Use a dynamic vector instead
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Raindrop raindrops[PANEL_WIDTH];
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bool rain_initialized = false;
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bool rain_initialized = false;
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uint16_t color_highlight;
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uint16_t color_highlight;
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uint16_t color_default;
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uint16_t color_default;
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std::vector<Raindrop> raindrops;
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void setup_rain(MatrixPanel_I2S_DMA *matrix) {
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void setup_rain(MatrixPanel_I2S_DMA *matrix) {
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color_highlight = matrix->color565(
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color_highlight = matrix->color565(
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@ -35,11 +38,15 @@ void setup_rain(MatrixPanel_I2S_DMA *matrix) {
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COLOR_DEFAULT_B,
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COLOR_DEFAULT_B,
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COLOR_DEFAULT_G
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COLOR_DEFAULT_G
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);
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);
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for (int i = 0; i<PANEL_WIDTH; i++) {
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for (int x = 0; x<PANEL_WIDTH; x++) {
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raindrops[i].y = 0 - random(24);
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raindrops.push_back({
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raindrops[i].length = random(20, 28);
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false,
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raindrops[i].speed = random(25, 100);
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x,
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raindrops[i].last_moved = millis();
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0 - random(24),
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random(20, 28),
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random(25, 100),
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millis()
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});
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}
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}
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}
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}
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@ -50,19 +57,28 @@ void draw_rain(MatrixPanel_I2S_DMA *matrix, Mode mode) {
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rain_initialized = true;
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rain_initialized = true;
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}
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}
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unsigned long timestamp = millis();
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unsigned long timestamp = millis();
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for (int x = 0; x < PANEL_WIDTH; x++) {
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int x = 0;
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while(x < raindrops.size()) {
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if ((timestamp - raindrops[x].last_moved) > raindrops[x].speed) {
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if ((timestamp - raindrops[x].last_moved) > raindrops[x].speed) {
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// step down a pixel
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// step down a pixel
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raindrops[x].y++;
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raindrops[x].y++;
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raindrops[x].last_moved = timestamp;
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raindrops[x].last_moved = timestamp;
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}
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}
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if (raindrops[x].y > PANEL_HEIGHT) {
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if (raindrops[x].y > PANEL_HEIGHT + raindrops[x].length) {
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raindrops[x].y = 0;
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raindrops.push_back({
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raindrops[x].reached_bottom = true;
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false,
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}
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raindrops[x].x,
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0 - random(8),
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random(20, 28),
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random(0, 76),
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millis()
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});
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raindrops.erase(raindrops.begin() + x);
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continue;
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}
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if (raindrops[x].y >= 0) {
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if (raindrops[x].y >= 0) {
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//draw our pixel
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//draw our pixel
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matrix->drawPixel(x, raindrops[x].y, matrix->color565(128, 255, 128));
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matrix->drawPixel(raindrops[x].x, raindrops[x].y, matrix->color565(128, 255, 128));
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// draw our trail
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// draw our trail
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for (int trail_offset = 1; trail_offset < raindrops[x].length; trail_offset++) {
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for (int trail_offset = 1; trail_offset < raindrops[x].length; trail_offset++) {
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int trail_y = raindrops[x].y - trail_offset;
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int trail_y = raindrops[x].y - trail_offset;
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@ -74,28 +90,25 @@ void draw_rain(MatrixPanel_I2S_DMA *matrix, Mode mode) {
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);
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);
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if (trail_y < 0) {
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if (trail_y < 0) {
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if (not raindrops[x].reached_bottom) {
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break;
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break;
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}
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// we need to count from the bottom up
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trail_y = PANEL_HEIGHT + trail_y;
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}
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}
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int pixel_num = (trail_y * PANEL_WIDTH) + x;
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int pixel_num = (trail_y * PANEL_WIDTH) + raindrops[x].x;
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if (overlay[pixel_num / 8] & (1 << (7 - (pixel_num % 8))) and mode != Stealth) {
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if (overlay[pixel_num / 8] & (1 << (7 - (pixel_num % 8))) and mode != Stealth) {
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if (mode == HighVis) {
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if (mode == HighVis) {
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matrix->drawPixel(x, trail_y, color_highlight);
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matrix->drawPixel(raindrops[x].x, trail_y, color_highlight);
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} else {
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} else {
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matrix->drawPixel(x, trail_y, matrix->color565(
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matrix->drawPixel(raindrops[x].x, trail_y, matrix->color565(
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COLOR_HIGHLIGHT_R * brightness,
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COLOR_HIGHLIGHT_R * brightness,
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COLOR_HIGHLIGHT_G * brightness,
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COLOR_HIGHLIGHT_G * brightness,
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COLOR_HIGHLIGHT_B * brightness
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COLOR_HIGHLIGHT_B * brightness
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));
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));
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}
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}
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} else {
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} else {
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matrix->drawPixel(x, trail_y, fade_color);
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matrix->drawPixel(raindrops[x].x, trail_y, fade_color);
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}
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}
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}
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}
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}
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}
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x++;
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}
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}
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}
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}
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