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path: root/instructables/cube_pc/launch_effect.c
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#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("Boo !!!!");
			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;



	}
}