#include "launch_effect.h" #include "effect.h" #include "draw.h" #include "gameoflife.h" void launch_effect (int effect) { int i; unsigned char ii; fill(0x00); switch (effect) { case 0x00: //effect_rain(100); break; case 1: //sendvoxels_rand_z(20,220,2000); break; case 2: //effect_random_filler(5,1); //effect_random_filler(5,0); //effect_random_filler(5,1); //effect_random_filler(5,0); break; case 3: //effect_z_updown(20,1000); break; case 4: effect_wormsqueeze (2, AXIS_Z, -1, 100, 1000); break; case 5: //effect_blinky2(); break; case 6: for (ii=0;ii<8;ii++) { effect_box_shrink_grow (1, ii%4, ii & 0x04, 450); } effect_box_woopwoop(800,0); effect_box_woopwoop(800,1); effect_box_woopwoop(800,0); effect_box_woopwoop(800,1); break; case 7: //effect_planboing (AXIS_Z, 400); //effect_planboing (AXIS_X, 400); //effect_planboing (AXIS_Y, 400); //effect_planboing (AXIS_Z, 400); //effect_planboing (AXIS_X, 400); //effect_planboing (AXIS_Y, 400); //fill(0x00); break; case 8: fill(0x00); effect_telcstairs(0,800,0xff); effect_telcstairs(0,800,0x00); effect_telcstairs(1,800,0xff); effect_telcstairs(1,800,0xff); break; case 9: //effect_axis_updown_randsuspend(AXIS_Z, 550,5000,0); //effect_axis_updown_randsuspend(AXIS_Z, 550,5000,1); //effect_axis_updown_randsuspend(AXIS_Z, 550,5000,0); //effect_axis_updown_randsuspend(AXIS_Z, 550,5000,1); //effect_axis_updown_randsuspend(AXIS_X, 550,5000,0); //effect_axis_updown_randsuspend(AXIS_X, 550,5000,1); //effect_axis_updown_randsuspend(AXIS_Y, 550,5000,0); //effect_axis_updown_randsuspend(AXIS_Y, 550,5000,1); break; case 10: //effect_loadbar(700); break; case 11: //effect_wormsqueeze (1, AXIS_Z, 1, 100, 1000); break; case 12: effect_stringfly2("INSTRUCTABLES"); break; case 13: //fill(0x00); //// Create a random starting point for the Game of Life effect. //for (i = 0; i < 20;i++) //{ // setvoxel(rand()%4,rand()%4,rand()%4); //} //gol_play(20, 400); break; case 14: //effect_boxside_randsend_parallel (AXIS_Z, 0 , 200,1); //delay_ms(1500); //effect_boxside_randsend_parallel (AXIS_Z, 1 , 200,1); //delay_ms(1500); //effect_boxside_randsend_parallel (AXIS_Z, 0 , 200,2); //delay_ms(1500); //effect_boxside_randsend_parallel (AXIS_Z, 1 , 200,2); //delay_ms(1500); //effect_boxside_randsend_parallel (AXIS_Y, 0 , 200,1); //delay_ms(1500); //effect_boxside_randsend_parallel (AXIS_Y, 1 , 200,1); //delay_ms(1500); break; case 15: boingboing(250, 600, 0x01, 0x02); break; case 16: //effect_smileyspin(2,1000,0); break; case 17: //effect_pathspiral(100,500); break; case 18: //effect_path_bitmap(700,2,3); break; case 19: //effect_smileyspin(2,1000,1); break; case 20: effect_path_text(1000,"TG"); break; case 21: effect_rand_patharound(200,500); break; case 22: effect_wormsqueeze (1, AXIS_Z, -1, 100, 1000); break; case 23: effect_smileyspin(2,1000,2); break; case 24: effect_random_sparkle(); break; case 25: effect_wormsqueeze (1, AXIS_Z, -1, 100, 1000); break; case 26: boingboing(250, 600, 0x01, 0x03); break; // In case the effect number is out of range: default: effect_stringfly2("FAIL"); break; } }