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#include "../config.h"
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#include "../compat/pgmspace.h"
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#include "../random/prng.h"
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#include "../pixel.h"
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#include "../util.h"
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#define RANDOM8() (random8())
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#ifdef ANIMATION_TESTS
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void test_level(unsigned char level){
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for (unsigned char y=NUM_ROWS;y--;){
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for (unsigned char x=NUM_COLS;x--;){
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setpixel((pixel){x,y}, level);
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wait(5);
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}
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}
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wait(2000);
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}
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void test_palette(){
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for (unsigned char y=NUM_ROWS;y--;){
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for (unsigned char x=NUM_COLS;x--;){
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setpixel((pixel){x,y}, y%4);
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// wait(1);
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}
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}
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wait(2000);
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}
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void test_palette2(){
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for (unsigned char x=NUM_COLS;x--;){
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for (unsigned char y=NUM_ROWS;y--;){
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setpixel((pixel){x,y}, x%4);
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// wait(1);
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}
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}
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wait(1000);
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for (unsigned char x=NUM_COLS;x--;){
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// shift image right
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shift_pixmap_l();
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wait(30);
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}
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}
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#endif
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#ifdef ANIMATION_SPIRALE
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static void walk(cursor_t* cur, unsigned char steps, unsigned int delay){
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unsigned char x;
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for(x=steps;x--;){
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set_cursor(cur, next_pixel(cur->pos, cur->dir));
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wait(delay);
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}
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}
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void spirale(unsigned int delay){
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clear_screen(0);
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cursor_t cur;
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cur.dir = right;
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cur.mode = set;
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set_cursor (&cur, (pixel){NUM_COLS-1,0});
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unsigned char clearbit=0;
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while(clearbit == 0){
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clearbit = 1;
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while (!get_next_pixel(cur.pos, cur.dir)){
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clearbit = 0;
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walk(&cur, 1, delay);
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}
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cur.dir = direction_r(cur.dir);
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}
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cur.mode = clear;
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set_cursor(&cur, (pixel){(NUM_COLS/2)-1,(NUM_ROWS/2)-1});
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for(clearbit=0;clearbit==0;){
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if( get_next_pixel(cur.pos, direction_r(cur.dir)) ){
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cur.dir = direction_r(cur.dir);
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}
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if( get_next_pixel(cur.pos, cur.dir) == 1 ){
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walk(&cur , 1, delay);
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}else{
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clearbit = 1;
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}
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}
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}
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#endif
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#ifdef ANIMATION_JOERN1
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void joern1(){
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unsigned char i, j, x;
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unsigned char rolr=0x01 , rol;
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clear_screen(3);
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for(i = 0; i< 80;i++){
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rol = rolr;
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for(j = 0 ;j < NUM_ROWS; j++){
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for(x=0;x<LINEBYTES;x++)
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pixmap[2][j][x] = rol;
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if((rol<<=1)==0)rol = 0x01;
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}
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if((rolr<<=1) == 0) rolr = 1;
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wait(100);
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}
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}
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#endif
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#ifdef ANIMATION_SCHACHBRETT
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void schachbrett(unsigned char times){
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while (times--) {
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for (unsigned char row = 0; row < NUM_ROWS; ++row) {
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for (unsigned char col = 0; col < NUM_COLS; ++col) {
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setpixel((pixel){col, row}, (times ^ row ^ col) & 0x01 ? 0 : 3);
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}
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}
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wait(200);
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}
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}
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#endif
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#ifdef ANIMATION_FEUER
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#define FEUER_Y (NUM_ROWS + 3)
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void feuer()
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{
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unsigned char y, x;
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unsigned int t;
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unsigned char world[NUM_COLS][FEUER_Y]; // double buffer
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for(t=0; t<800; t++) {
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// diffuse
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for(y=1; y<FEUER_Y; y++) {
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for(x=1; x<NUM_COLS-1; x++) {
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world[x][y-1] = (FEUER_N*world[x-1][y] + FEUER_S*world[x][y] + FEUER_N*world[x+1][y]) / FEUER_DIV;
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};
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world[0][y-1] = (FEUER_N*world[NUM_COLS-1][y] + FEUER_S*world[0][y] + FEUER_N*world[1][y]) / FEUER_DIV;
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world[NUM_COLS-1][y-1] = (FEUER_N*world[0][y] + FEUER_S*world[NUM_COLS-1][y] + FEUER_N*world[NUM_COLS-2][y]) / FEUER_DIV;
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};
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// update lowest line
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for(x=0; x<NUM_COLS; x++) {
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world[x][FEUER_Y-1] = RANDOM8();
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};
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// copy to screen
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for(y=0; y<NUM_ROWS; y++) {
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for(x=0; x<NUM_COLS; x++) {
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setpixel( (pixel){x,y}, (world[x][y] >> 5) );
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}
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};
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wait(FEUER_DELAY);
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}
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}
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#endif
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#ifdef ANIMATION_RANDOM_BRIGHT
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/**
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* void random_bright(void)
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* by Daniel Otte
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*/
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void random_bright(unsigned cycles){
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uint8_t t,x,y;
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while(cycles--){
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for(y=0; y<NUM_ROWS; ++y)
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for(x=0; x<NUM_COLS/4; ++x){
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t=random8();
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setpixel((pixel){x*4+0, y}, 0x3&(t>>0));
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setpixel((pixel){x*4+1, y}, 0x3&(t>>2));
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setpixel((pixel){x*4+2, y}, 0x3&(t>>4));
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setpixel((pixel){x*4+3, y}, 0x3&(t>>6));
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}
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wait(200);
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}
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}
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#endif
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