diff options
Diffstat (limited to 'cube_pc_test1/effect.c')
-rw-r--r-- | cube_pc_test1/effect.c | 1478 |
1 files changed, 1478 insertions, 0 deletions
diff --git a/cube_pc_test1/effect.c b/cube_pc_test1/effect.c new file mode 100644 index 0000000..e6ed54a --- /dev/null +++ b/cube_pc_test1/effect.c @@ -0,0 +1,1478 @@ +#include "effect.h" +#include "draw.h" +#include "font.h" +#include <math.h> + +void effect_test (void) +{ + + int x,y,i; + + for (i=0;i<1000;i++) + { + x = sin(i/8)*2+3.5; + y = cos(i/8)*2+3.5; + + setvoxel(x,y,1); + setvoxel(x,y,1); + delay_ms(1000); + fill(0x00); + } + +} + + +//void effext_stringfly2 (char *str, char axis, char mirror, char direction, int delay, int space) +void effect_stringfly2(char * str) +{ + int x,y,i,ii; + int state; + + unsigned char chr[5]; + + while (*str) + { + font_getchar(*str++, chr); + + for (x = 0; x < 5; x++) + { + for (y = 0; y < 8; y++) + { + if ((chr[x] & (0x80>>y))) + { + setvoxel(7,x+2,y); + } + } + } + + for (ii = 0; ii<6; ii++) + { + delay_ms(1500); + for (i = 0; i < 7; i++) + { + for (x = 0; x < 8; x++) + { + for (y = 0; y < 8; y++) + { + state = getvoxel(i+1,x,y); + altervoxel(i,x,y,state); + } + } + } + for (x = 0; x < 8; x++) + { + for (y = 0; y < 8; y++) + { + clrvoxel(7,x,y); + } + } + } + } + for (ii = 0; ii<8; ii++) + { + delay_ms(1500); + for (i = 0; i < 7; i++) + { + for (x = 0; x < 8; x++) + { + for (y = 0; y < 8; y++) + { + state = getvoxel(i+1,x,y); + altervoxel(i,x,y,state); + } + } + } + for (x = 0; x < 8; x++) + { + for (y = 0; y < 8; y++) + { + clrvoxel(7,x,y); + } + } + } + +} + +void effect_planboing (int plane, int speed) +{ + int i; + for (i=0;i<8;i++) + { + fill(0x00); + if (plane == AXIS_Z) + setplane_z(i); + + if (plane == AXIS_X) + setplane_x(i); + + if (plane == AXIS_Y) + setplane_y(i); + + delay_ms(speed); + } + + for (i=7;i>=0;i--) + { + fill(0x00); + if (plane == AXIS_Z) + setplane_z(i); + + if (plane == AXIS_X) + setplane_x(i); + + if (plane == AXIS_Y) + setplane_y(i); + + delay_ms(speed); + } +} + +void effect_blinky2() +{ + int i,r; + fill(0x00); + + for (r=0;r<2;r++) + { + i = 750; + while (i>0) + { + fill(0x00); + delay_ms(i); + + fill(0xff); + delay_ms(100); + + i = i - (15+(1000/(i/10))); + } + + delay_ms(1000); + + i = 750; + while (i>0) + { + fill(0x00); + delay_ms(751-i); + + fill(0xff); + delay_ms(100); + + i = i - (15+(1000/(i/10))); + } + } + +} + +void effect_box_shrink_grow (int iterations, int mode, int direction, uint16_t delay) +{ + int x; + int i; + + int x1 = 0; + int y1 = 0; + int z1 = 0; + int x2 = 0; + int y2 = 0; + int z2 = 0; + + + for (x=0;x<iterations;x++) + { + for (i=7;i>=0;i--) + { + if(direction == 0) + { + // Dette funker også.. + // memcpy(test, (int[]){1, 2, 3, 4, 5, 6}, 6 * sizeof(int)); + x1=0; y1=0; z1=0; x2=i; y2=i; z2=i; + } + + if(direction == 1) // fail + { + x1=0; y1=0; z1=7-i; x2=i; y2=i; z2=7; + } + + if(direction == 2) + { + x1=0; y1=7; z1=0; x2=i; y2=7-i; z2=i; + } + + if(direction == 3) //fail + { + x1=0; y1=7; z1=7; x2=i; y2=7-i; z2=7-i; + } + + if(direction == 4) //fail + { + x1=7; y1=0; z1=0; x2=7-i; y2=i; z2=i; + } + + if(direction == 5) + { + x1=7; y1=0; z1=7; x2=7-i; y2=i; z2=7-i; + } + + if(direction == 6) //fail + { + x1=7; y1=7; z1=0; x2=7-i; y2=7-i; z2=i; + } + + if(direction == 7) + { + x1=7; y1=7; z1=7; x2=7-i; y2=7-i; z2=7-i; + } + + if (mode == 3) + { + box_filled(x1,y1,z1,x2,y2,z2); + } + else if (mode == 2) + { + box_walls(x1,y1,z1,x2,y2,z2); + } + else + { + box_wireframe(x1,y1,z1,x2,y2,z2); + } + + delay_ms(delay); + fill(0x00); + } + for (i=0;i<8;i++) + { + if(direction == 0) + { + x1=0; y1=0; z1=0; x2=i; y2=i; z2=i; + } + + if(direction == 1) // fail + { + x1=0; y1=0; z1=7-i; x2=i; y2=i; z2=7; + } + + if(direction == 2) + { + x1=0; y1=7; z1=0; x2=i; y2=7-i; z2=i; + } + + if(direction == 3) //fail + { + x1=0; y1=7; z1=7; x2=i; y2=7-i; z2=7-i; + } + + if(direction == 4) //fail + { + x1=7; y1=0; z1=0; x2=7-i; y2=i; z2=i; + } + + if(direction == 5) + { + x1=7; y1=0; z1=7; x2=7-i; y2=i; z2=7-i; + } + + if(direction == 6) //fail + { + x1=7; y1=7; z1=0; x2=7-i; y2=7-i; z2=i; + } + + if(direction == 7) + { + x1=7; y1=7; z1=7; x2=7-i; y2=7-i; z2=7-i; + } + + if (mode == 3) + { + box_filled(x1,y1,z1,x2,y2,z2); + } + else if (mode == 2) + { + box_walls(x1,y1,z1,x2,y2,z2); + } + else + { + box_wireframe(x1,y1,z1,x2,y2,z2); + } + + delay_ms(delay); + fill(0x00); + } + } +} + + +void effect_box_woopwoop (int delay, int grow) +{ + int i; + + fill(0x00); + if (grow == 1) + { + for (i=0;i<4;i++) + { + box_wireframe(4+i,4+i,4+i,3-i,3-i,3-i); + delay_ms(delay); + fill(0x00); + } + } else + { + for (i=3;i>=0;i--) + { + box_wireframe(4+i,4+i,4+i,3-i,3-i,3-i); + delay_ms(delay); + fill(0x00); + } + } +} + + +// Send a voxel flying from one side of the cube to the other +// It its at the bottom, send it to the top.. +void sendvoxel_z (unsigned char x, unsigned char y, unsigned char z, int delay) +{ + int i, ii; + for (i=0; i<8; i++) + { + if (z == 7) + { + ii = 7-i; + clrvoxel(x,y,ii+1); + } else + { + ii = i; + clrvoxel(x,y,ii-1); + } + setvoxel(x,y,ii); + delay_ms(delay); + } +} + +// Send all the voxels from one side of the cube to the other +// Start at z and send to the opposite side. +// Sends in random order. +void sendplane_rand_z (unsigned char z, int delay, int wait) +{ + unsigned char loop = 16; + unsigned char x, y; + + fill(0x00); + + setplane_z(z); + + // Send voxels at random untill all 16 have crossed the cube. + while(loop) + { + x = rand()%4; + y = rand()%4; + if (getvoxel(x,y,z)) + { + // Send the voxel flying + sendvoxel_z(x,y,z,delay); + delay_ms(wait); + loop--; // one down, loop-- to go. when this hits 0, the loop exits. + } + } +} + +// For each coordinate along X and Y, a voxel is set either at level 0 or at level 7 +// for n iterations, a random voxel is sent to the opposite side of where it was. +void sendvoxels_rand_z (int iterations, int delay, int wait) +{ + unsigned char x, y, last_x, last_y, i; + + last_x = 0; + last_y = 0; + + fill(0x00); + + //srand(123); + + // Loop through all the X and Y coordinates + for (x=0;x<8;x++) + { + for (y=0;y<8;y++) + { + // Then set a voxel either at the top or at the bottom + if (rand()%2 == 0) + { + + setvoxel(x,y,0); + } else + { + setvoxel(x,y,7); + } + + + } + } + + for (i=0;i<iterations;i++) + { + // Pick a random x,y position + x = rand()%8; + y = rand()%8; + // but not the sameone twice in a row + if (y != last_y && x != last_x) + { + // If the voxel at this x,y is at the bottom + if (getvoxel(x,y,0)) + { + // send it to the top + sendvoxel_z(x,y,0,delay); + } else + { + // if its at the top, send it to the bottom + sendvoxel_z(x,y,7,delay); + } + delay_ms(wait); + + // Remember the last move + last_y = y; + last_x = x; + } + } + +} + + +// Big ugly function :p but it looks pretty +void boingboing(uint16_t iterations, int delay, unsigned char mode, unsigned char drawmode) +{ + fill(0x00); // Blank the cube + + int x, y, z; // Current coordinates for the point + int dx, dy, dz; // Direction of movement + int lol, i; // lol? + unsigned char crash_x, crash_y, crash_z; + + // Coordinate array for the snake. + int snake[8][3]; + for (i=0;i<8;i++) + { + snake[i][0] = 4; + snake[i][1] = 4; + snake[i][2] = 4; + } + + y = rand()%8; + x = rand()%8; + z = rand()%8; + + dx = 1; + dy = 1; + dz = 1; + + while(iterations) + { + crash_x = 0; + crash_y = 0; + crash_z = 0; + + + // Let's mix things up a little: + if (rand()%3 == 0) + { + // Pick a random axis, and set the speed to a random number. + lol = rand()%3; + if (lol == 0) + dx = rand()%3 - 1; + + if (lol == 1) + dy = rand()%3 - 1; + + if (lol == 2) + dz = rand()%3 - 1; + } + + + if (dx == -1 && x == 0) + { + crash_x = 0x01; + if (rand()%3 == 1) + { + dx = 1; + } else + { + dx = 0; + } + } + + if (dy == -1 && y == 0) + { + crash_y = 0x01; + if (rand()%3 == 1) + { + dy = 1; + } else + { + dy = 0; + } + } + + if (dz == -1 && z == 0) + { + crash_z = 0x01; + if (rand()%3 == 1) + { + dz = 1; + } else + { + dz = 0; + } + } + + if (dx == 1 && x == 7) + { + crash_x = 0x01; + if (rand()%3 == 1) + { + dx = -1; + } else + { + dx = 0; + } + } + + if (dy == 1 && y == 7) + { + crash_y = 0x01; + if (rand()%3 == 1) + { + dy = -1; + } else + { + dy = 0; + } + } + + if (dz == 1 && z == 7) + { + crash_z = 0x01; + if (rand()%3 == 1) + { + dz = -1; + } else + { + dz = 0; + } + } + + // mode bit 0 sets crash action enable + if (mode | 0x01) + { + if (crash_x) + { + if (dy == 0) + { + if (y == 7) + { + dy = -1; + } else if (y == 0) + { + dy = +1; + } else + { + if (rand()%2 == 0) + { + dy = -1; + } else + { + dy = 1; + } + } + } + if (dz == 0) + { + if (z == 7) + { + dz = -1; + } else if (z == 0) + { + dz = 1; + } else + { + if (rand()%2 == 0) + { + dz = -1; + } else + { + dz = 1; + } + } + } + } + + if (crash_y) + { + if (dx == 0) + { + if (x == 7) + { + dx = -1; + } else if (x == 0) + { + dx = 1; + } else + { + if (rand()%2 == 0) + { + dx = -1; + } else + { + dx = 1; + } + } + } + if (dz == 0) + { + if (z == 3) + { + dz = -1; + } else if (z == 0) + { + dz = 1; + } else + { + if (rand()%2 == 0) + { + dz = -1; + } else + { + dz = 1; + } + } + } + } + + if (crash_z) + { + if (dy == 0) + { + if (y == 7) + { + dy = -1; + } else if (y == 0) + { + dy = 1; + } else + { + if (rand()%2 == 0) + { + dy = -1; + } else + { + dy = 1; + } + } + } + if (dx == 0) + { + if (x == 7) + { + dx = -1; + } else if (x == 0) + { + dx = 1; + } else + { + if (rand()%2 == 0) + { + dx = -1; + } else + { + dx = 1; + } + } + } + } + } + + // mode bit 1 sets corner avoid enable + if (mode | 0x02) + { + if ( // We are in one of 8 corner positions + (x == 0 && y == 0 && z == 0) || + (x == 0 && y == 0 && z == 7) || + (x == 0 && y == 7 && z == 0) || + (x == 0 && y == 7 && z == 7) || + (x == 7 && y == 0 && z == 0) || + (x == 7 && y == 0 && z == 7) || + (x == 7 && y == 7 && z == 0) || + (x == 7 && y == 7 && z == 7) + ) + { + // At this point, the voxel would bounce + // back and forth between this corner, + // and the exact opposite corner + // We don't want that! + + // So we alter the trajectory a bit, + // to avoid corner stickyness + lol = rand()%3; + if (lol == 0) + dx = 0; + + if (lol == 1) + dy = 0; + + if (lol == 2) + dz = 0; + } + } + + // Finally, move the voxel. + x = x + dx; + y = y + dy; + z = z + dz; + + if (drawmode == 0x01) // show one voxel at time + { + setvoxel(x,y,z); + delay_ms(delay); + clrvoxel(x,y,z); + } else if (drawmode == 0x02) // flip the voxel in question + { + flpvoxel(x,y,z); + delay_ms(delay); + } if (drawmode == 0x03) + { + for (i=7;i>=0;i--) + { + snake[i][0] = snake[i-1][0]; + snake[i][1] = snake[i-1][1]; + snake[i][2] = snake[i-1][2]; + } + snake[0][0] = x; + snake[0][1] = y; + snake[0][2] = z; + + for (i=0;i<8;i++) + { + setvoxel(snake[i][0],snake[i][1],snake[i][2]); + } + delay_ms(delay); + for (i=0;i<8;i++) + { + clrvoxel(snake[i][0],snake[i][1],snake[i][2]); + } + } + + + iterations--; + } +} + +// Set or clear exactly 512 voxels in a random order. +void effect_random_filler (int delay, int state) +{ + int x,y,z; + int loop = 0; + + + if (state == 1) + { + fill(0x00); + } else + { + fill(0xff); + } + + while (loop<511) + { + x = rand()%8; + y = rand()%8; + z = rand()%8; + + if ((state == 0 && getvoxel(x,y,z) == 0x01) || (state == 1 && getvoxel(x,y,z) == 0x00)) + { + altervoxel(x,y,z,state); + delay_ms(delay); + loop++; + } + } +} + + +void effect_rain (int iterations) +{ + int i, ii; + int rnd_x; + int rnd_y; + int rnd_num; + + for (ii=0;ii<iterations;ii++) + { + rnd_num = rand()%4; + + for (i=0; i < rnd_num;i++) + { + rnd_x = rand()%8; + rnd_y = rand()%8; + setvoxel(rnd_x,rnd_y,7); + } + + delay_ms(1000); + shift(AXIS_Z,-1); + } +} + +void effect_z_updown (int iterations, int delay) +{ + unsigned char positions[64]; + unsigned char destinations[64]; + + int i,y,move,px; + + for (i=0; i<64; i++) + { + positions[i] = 4; + destinations[i] = rand()%8; + } + + for (i=0; i<8; i++) + { + effect_z_updown_move(positions, destinations, AXIS_Z); + delay_ms(delay); + } + + for (i=0;i<iterations;i++) + { + for (move=0;move<8;move++) + { + effect_z_updown_move(positions, destinations, AXIS_Z); + delay_ms(delay); + } + + delay_ms(delay*4); + + + for (y=0;y<10;y++) + { + destinations[rand()%64] = rand()%8; + } + + } + +} + +void effect_z_updown_move (unsigned char positions[64], unsigned char destinations[64], char axis) +{ + int px; + for (px=0; px<64; px++) + { + if (positions[px]<destinations[px]) + { + positions[px]++; + } + if (positions[px]>destinations[px]) + { + positions[px]--; + } + } + + draw_positions_axis (AXIS_Z, positions,0); +} + +void effect_axis_updown_randsuspend (char axis, int delay, int sleep, int invert) +{ + unsigned char positions[64]; + unsigned char destinations[64]; + + int i,px; + + for (i=0; i<64; i++) + { + positions[i] = 0; + destinations[i] = rand()%8; + } + + for (i=0; i<8; i++) + { + for (px=0; px<64; px++) + { + if (positions[px]<destinations[px]) + { + positions[px]++; + } + if (positions[px]>destinations[px]) + { + positions[px]--; + } + } + draw_positions_axis (axis, positions,invert); + delay_ms(delay); + } + + for (i=0; i<64; i++) + { + destinations[i] = 7; + } + + delay_ms(sleep); + + for (i=0; i<8; i++) + { + for (px=0; px<64; px++) + { + if (positions[px]<destinations[px]) + { + positions[px]++; + } + if (positions[px]>destinations[px]) + { + positions[px]--; + } + } + draw_positions_axis (axis, positions,invert); + delay_ms(delay); + } + + + +} + +void draw_positions_axis (char axis, unsigned char positions[64], int invert) +{ + int x, y, p; + + fill(0x00); + + for (x=0; x<8; x++) + { + for (y=0; y<8; y++) + { + if (invert) + { + p = (7-positions[(x*8)+y]); + } else + { + p = positions[(x*8)+y]; + } + + if (axis == AXIS_Z) + setvoxel(x,y,p); + + if (axis == AXIS_Y) + setvoxel(x,p,y); + + if (axis == AXIS_X) + setvoxel(p,y,x); + } + } + +} + + +void effect_boxside_randsend_parallel (char axis, int origin, int delay, int mode) +{ + int i; + int done; + unsigned char cubepos[64]; + unsigned char pos[64]; + int notdone = 1; + int notdone2 = 1; + int sent = 0; + + for (i=0;i<64;i++) + { + pos[i] = 0; + } + + while (notdone) + { + if (mode == 1) + { + notdone2 = 1; + while (notdone2 && sent<64) + { + i = rand()%64; + if (pos[i] == 0) + { + sent++; + pos[i] += 1; + notdone2 = 0; + } + } + } else if (mode == 2) + { + if (sent<64) + { + pos[sent] += 1; + sent++; + } + } + + done = 0; + for (i=0;i<64;i++) + { + if (pos[i] > 0 && pos[i] <7) + { + pos[i] += 1; + } + + if (pos[i] == 7) + done++; + } + + if (done == 64) + notdone = 0; + + for (i=0;i<64;i++) + { + if (origin == 0) + { + cubepos[i] = pos[i]; + } else + { + cubepos[i] = (7-pos[i]); + } + } + + + delay_ms(delay); + draw_positions_axis(axis,cubepos,0); + LED_PORT ^= LED_RED; + } + +} + + + + +// Light all leds layer by layer, +// then unset layer by layer +void effect_loadbar(int delay) +{ + fill(0x00); + + int z,y; + + for (z=0;z<8;z++) + { + for (y=0;y<8;y++) + cube[z][y] = 0xff; + + delay_ms(delay); + } + + delay_ms(delay*3); + + for (z=0;z<8;z++) + { + for (y=0;y<8;y++) + cube[z][y] = 0x00; + + delay_ms(delay); + } +} + + +// Set n number of voxels at random positions +void effect_random_sparkle_flash (int iterations, int voxels, int delay) +{ + int i; + int v; + for (i = 0; i < iterations; i++) + { + for (v=0;v<=voxels;v++) + setvoxel(rand()%8,rand()%8,rand()%8); + + delay_ms(delay); + fill(0x00); + } +} + +// blink 1 random voxel, blink 2 random voxels..... blink 20 random voxels +// and back to 1 again. +void effect_random_sparkle (void) +{ + int i; + + for (i=1;i<20;i++) + { + effect_random_sparkle_flash(5,i,200); + } + + for (i=20;i>=1;i--) + { + effect_random_sparkle_flash(5,i,200); + } + +} + +int effect_telcstairs_do(int x, int val, int delay) +{ + int y,z; + + for(y = 0, z = x; y <= z; y++, x--) + { + if(x < CUBE_SIZE && y < CUBE_SIZE) + { + cube[x][y] = val; + } + } + delay_ms(delay); + return z; +} + +void effect_telcstairs (int invert, int delay, int val) +{ + int x; + + if(invert) + { + for(x = CUBE_SIZE*2; x >= 0; x--) + { + x = effect_telcstairs_do(x,val,delay); + } + } + else + { + for(x = 0; x < CUBE_SIZE*2; x++) + { + x = effect_telcstairs_do(x,val,delay); + } + } +} + +void effect_wormsqueeze (int size, int axis, int direction, int iterations, int delay) +{ + int x, y, i,j,k, dx, dy; + int cube_size; + int origin = 0; + + if (direction == -1) + origin = 7; + + cube_size = 8-(size-1); + + x = rand()%cube_size; + y = rand()%cube_size; + + for (i=0; i<iterations; i++) + { + dx = ((rand()%3)-1); + dy = ((rand()%3)-1); + + if ((x+dx) > 0 && (x+dx) < cube_size) + x += dx; + + if ((y+dy) > 0 && (y+dy) < cube_size) + y += dy; + + shift(axis, direction); + + + for (j=0; j<size;j++) + { + for (k=0; k<size;k++) + { + if (axis == AXIS_Z) + setvoxel(x+j,y+k,origin); + + if (axis == AXIS_Y) + setvoxel(x+j,origin,y+k); + + if (axis == AXIS_X) + setvoxel(origin,y+j,x+k); + } + } + + delay_ms(delay); + } +} + +void effect_smileyspin (int count, int delay, char bitmap) +{ + unsigned char dybde[] = {0,1,2,3,4,5,6,7,1,1,2,3,4,5,6,6,2,2,3,3,4,4,5,5,3,3,3,3,4,4,4,4}; + int d = 0; + int flip = 0; + int x, y, off; + int i, s; + for (i = 0; i<count; i++) + { + flip = 0; + d = 0; + off = 0; + // front: + for (s=0;s<7;s++){ + if(!flip){ + off++; + if (off == 4){ + flip = 1; + off = 0; + } + } else { + off++; + } + for (x=0; x<8; x++) + { + d = 0; + for (y=0; y<8; y++) + { + if (font_getbitmappixel ( bitmap, 7-x, y)){ + if (!flip) + setvoxel(y,dybde[8 * off + d++],x); + else + setvoxel(y,dybde[31 - 8 * off - d++],x); + } else { + d++; + } + } + } + delay_ms(delay); + fill(0x00); + } + + // side: + off = 0; + flip = 0; + d = 0; + int s; + for (s=0;s<7;s++){ + if(!flip){ + off++; + if (off == 4){ + flip = 1; + off = 0; + } + } else { + off++; + } + for (x=0; x<8; x++) + { + d = 0; + for (y=0; y<8; y++) + { + if (font_getbitmappixel ( bitmap, 7-x, y)){ + if (!flip) + setvoxel(dybde[8 * off + d++], 7 - y,x); + else + setvoxel(dybde[31 - 8 * off - d++],7 - y,x); + } else { + d++; + } + } + } + delay_ms(delay); + fill(0x00); + } + + + flip = 0; + d = 0; + off = 0; + // back: + for (s=0;s<7;s++){ + if(!flip){ + off++; + if (off == 4){ + flip = 1; + off = 0; + } + } else { + off++; + } + for (x=0; x<8; x++) + { + d = 0; + for (y=0; y<8; y++) + { + if (font_getbitmappixel ( bitmap, 7-x, 7-y)){ + if (!flip) + setvoxel(y,dybde[8 * off + d++],x); + else + setvoxel(y,dybde[31 - 8 * off - d++],x); + } else { + d++; + } + } + } + delay_ms(delay); + fill(0x00); + } + + // other side: + off = 0; + flip = 0; + d = 0; + for (s=0;s<7;s++){ + if(!flip){ + off++; + if (off == 4){ + flip = 1; + off = 0; + } + } else { + off++; + } + for (x=0; x<8; x++) + { + d = 0; + for (y=0; y<8; y++) + { + if (font_getbitmappixel ( bitmap, 7-x, 7-y)){ + if (!flip) + setvoxel(dybde[8 * off + d++], 7 - y,x); + else + setvoxel(dybde[31 - 8 * off - d++],7 - y,x); + } else { + d++; + } + } + } + delay_ms(delay); + fill(0x00); + } + + } +} + + +void effect_pathmove (unsigned char *path, int length) +{ + int i,z; + unsigned char state; + + for (i=(length-1);i>=1;i--) + { + for (z=0;z<8;z++) + { + + state = getvoxel(((path[(i-1)]>>4) & 0x0f), (path[(i-1)] & 0x0f), z); + altervoxel(((path[i]>>4) & 0x0f), (path[i] & 0x0f), z, state); + } + } + for (i=0;i<8;i++) + clrvoxel(((path[0]>>4) & 0x0f), (path[0] & 0x0f),i); +} + +void effect_rand_patharound (int iterations, int delay) +{ + int z, dz, i; + z = 4; + unsigned char path[28]; + + font_getpath(0,path,28); + + for (i = 0; i < iterations; i++) + { + dz = ((rand()%3)-1); + z += dz; + + if (z>7) + z = 7; + + if (z<0) + z = 0; + + effect_pathmove(path, 28); + setvoxel(0,7,z); + delay_ms(delay); + } +} + +void effect_pathspiral (int iterations, int delay) +{ + int z, i; + z = 4; + unsigned char path[16]; + + font_getpath(1,path,16); + + for (i = 0; i < iterations; i++) + { + setvoxel(4,0,i%8); + delay_ms(delay); + effect_pathmove(path, 28); + + } +} + +void effect_path_text (int delay, char *str) +{ + int z, i,ii; + z = 4; + unsigned char path[28]; + font_getpath(0,path,28); + + unsigned char chr[5]; + unsigned char stripe; + + while (*str) + { + //charfly(*str++, direction, axis, mode, delay); + + + font_getchar(*str++, chr); + + for (ii=0;ii<5;ii++) + { + //stripe = pgm_read_byte(&font[(chr*5)+ii]); + stripe = chr[ii]; + + for (z=0;z<8;z++) + { + if ((stripe>>(7-z)) & 0x01) + { + setvoxel(0,7,z); + } else + { + clrvoxel(0,7,z); + } + + } + effect_pathmove(path, 28); + delay_ms(delay); + } + + effect_pathmove(path, 28); + delay_ms(delay); + } + for (i=0;i<28;i++) + { + effect_pathmove(path, 28); + delay_ms(delay); + } +} + +void effect_path_bitmap (int delay, char bitmap, int iterations) +{ + int z, i, ii; + z = 4; + unsigned char path[28]; + font_getpath(0,path,28); + + for (i=0; i < iterations; i++) + { + for (ii=0;ii<8;ii++) + { + for (z=0;z<8;z++) + { + if (font_getbitmappixel(bitmap,(7-z),ii)) + { + setvoxel(0,7,z); + } else + { + clrvoxel(0,7,z); + } + + } + delay_ms(delay); + effect_pathmove(path, 28); + } + + for (ii=0;ii<20;ii++) + { + delay_ms(delay); + effect_pathmove(path, 28); + } + } + for (ii=0;ii<10;ii++) + { + delay_ms(delay); + effect_pathmove(path, 28); + } +} + + + |