Add boing example
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examples/screensavers/boing/boing.ino
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examples/screensavers/boing/boing.ino
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// "Boing" ball example for PicoDVI library, If just starting out,
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// see the 8bit_double_buffer which explains the PicoDVI groundwork.
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// Comments in THIS file are mostly distinct & new concepts.
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// Adapted from PyPortal example in Adafruit_ILI9341 library.
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#include <PicoDVI.h>
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#include "graphics.h" // Graphics data
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// 4:3 aspect for that Amiga flavour:
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DVIGFX8 display(DVI_RES_320x240p60, true, adafruit_feather_dvi_cfg);
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#define YBOTTOM 123 // Ball Y coord at bottom
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#define YBOUNCE -3.5 // Upward velocity on ball bounce
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// Ball coordinates are stored floating-point because screen refresh
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// is so quick, whole-pixel movements are just too fast!
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float ballx = 20.0, bally = YBOTTOM, // Current ball position
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ballvx = 0.8, ballvy = YBOUNCE, // Ball velocity
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ballframe = 3; // Ball animation frame #
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int balloldx = ballx, balloldy = bally; // Prior ball position
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void setup() {
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if (!display.begin()) { // Blink LED if insufficient RAM
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pinMode(LED_BUILTIN, OUTPUT);
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for (;;) digitalWrite(LED_BUILTIN, (millis() / 500) & 1);
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}
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// Set up color palette
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display.setColor(0, 0xAD75); // #0 = Background color
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display.setColor(1, 0xA815); // #1 = Grid color
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display.setColor(2, 0x5285); // #2 = Background in shadow
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display.setColor(3, 0x600C); // #3 = Grid in shadow
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// Draw initial framebuffer contents (grid, no shadow):
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display.drawBitmap(0, 0, (uint8_t *)background, 320, 240, 1, 0);
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display.swap(true, true); // Duplicate same bg & palette into both buffers
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}
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void loop() {
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balloldx = (int16_t)ballx; // Save prior position
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balloldy = (int16_t)bally;
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ballx += ballvx; // Update position
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bally += ballvy;
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ballvy += 0.06; // Update Y velocity
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if((ballx <= 15) || (ballx >= display.width() - BALLWIDTH))
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ballvx *= -1; // Left/right bounce
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if(bally >= YBOTTOM) { // Hit ground?
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bally = YBOTTOM; // Clip and
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ballvy = YBOUNCE; // bounce up
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}
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// Determine screen area to update. This is the bounds of the ball's
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// prior and current positions, so the old ball is fully erased and new
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// ball is fully drawn.
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int16_t minx, miny, maxx, maxy, width, height;
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// Determine bounds of prior and new positions
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minx = ballx;
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if(balloldx < minx) minx = balloldx;
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miny = bally;
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if(balloldy < miny) miny = balloldy;
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maxx = ballx + BALLWIDTH - 1;
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if((balloldx + BALLWIDTH - 1) > maxx) maxx = balloldx + BALLWIDTH - 1;
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maxy = bally + BALLHEIGHT - 1;
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if((balloldy + BALLHEIGHT - 1) > maxy) maxy = balloldy + BALLHEIGHT - 1;
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width = maxx - minx + 1;
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height = maxy - miny + 1;
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// Ball animation frame # is incremented opposite the ball's X velocity
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ballframe -= ballvx * 0.5;
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if(ballframe < 0) ballframe += 14; // Constrain from 0 to 13
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else if(ballframe >= 14) ballframe -= 14;
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// Set 7 palette entries to white, 7 to red, based on frame number.
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// This makes the ball spin.
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for(uint8_t i=0; i<14; i++) {
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display.setColor(i + 4, ((((int)ballframe + i) % 14) < 7) ? 0xFFFF : 0xF800);
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}
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// Only the changed rectangle is drawn into the 'renderbuf' array...
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uint8_t c, *destPtr;
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int16_t bx = minx - (int)ballx, // X relative to ball bitmap (can be negative)
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by = miny - (int)bally, // Y relative to ball bitmap (can be negative)
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bgx = minx, // X relative to background bitmap (>= 0)
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bgy = miny, // Y relative to background bitmap (>= 0)
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x, y, bx1, bgx1; // Loop counters and working vars
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uint8_t p; // 'packed' value of 2 ball pixels
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int8_t bufIdx = 0;
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uint8_t *buf = display.getBuffer(); // -> back buffer
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for(y=0; y<height; y++) { // For each row...
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destPtr = &buf[display.width() * (miny + y) + minx];
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bx1 = bx; // Need to keep the original bx and bgx values,
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bgx1 = bgx; // so copies of them are made here (and changed in loop below)
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for(x=0; x<width; x++) {
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if((bx1 >= 0) && (bx1 < BALLWIDTH) && // Is current pixel row/column
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(by >= 0) && (by < BALLHEIGHT)) { // inside the ball bitmap area?
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// Yes, do ball compositing math...
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p = ball[by][bx1 / 2]; // Get packed value (2 pixels)
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c = (bx1 & 1) ? (p & 0xF) : (p >> 4); // Unpack high or low nybble
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if(c == 0) { // Outside ball - just draw grid
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c = background[bgy][bgx1 / 8] & (0x80 >> (bgx1 & 7)) ? 1 : 0;
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} else if(c > 1) { // In ball area...
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c += 2; // Convert to color index >= 4
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} else { // In shadow area, draw shaded grid...
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c = background[bgy][bgx1 / 8] & (0x80 >> (bgx1 & 7)) ? 3 : 2;
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}
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} else { // Outside ball bitmap, just draw background bitmap...
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c = background[bgy][bgx1 / 8] & (0x80 >> (bgx1 & 7)) ? 1 : 0;
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}
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*destPtr++ = c; // Store pixel color
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bx1++; // Increment bitmap position counters (X axis)
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bgx1++;
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}
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by++; // Increment bitmap position counters (Y axis)
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bgy++;
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}
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display.swap(true, false); // Show & copy current background buffer to next
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}
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examples/screensavers/boing/graphics.h
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examples/screensavers/boing/graphics.h
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name=PicoDVI - Adafruit Fork
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version=1.0.3
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version=1.0.4
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author=Luke Wren (Wren6991)
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maintainer=Adafruit <info@adafruit.com>
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sentence=Arduino library for RP2040 DVI output, based on PicoDVI
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