new fluorescent algorithm
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@ -3,6 +3,8 @@
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//curl -X PUT http://homie.config/config -d @config.json --header "Content-Type: application/json"
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//curl -X PUT http://homie.config/config -d @config.json --header "Content-Type: application/json"
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// homie/ledstoffroehre/lamp/fluorescent0/set
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#define PIN_LAMP0_EDGE D5
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#define PIN_LAMP0_EDGE D5
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#define PIN_LAMP0 D6
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#define PIN_LAMP0 D6
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#define PIN_LAMP1_EDGE D7
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#define PIN_LAMP1_EDGE D7
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@ -33,13 +35,29 @@ int setbrightness0 = 0;
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int setbrightness1 = 0;
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int setbrightness1 = 0;
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bool fluorescent0Active=false;
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bool fluorescent0Active=false;
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bool fluorescent1Active=false;
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bool fluorescent1Active=false;
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int fluorescent0Age=10;
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int fluorescent0Quality=50; // 0 to 100
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int fluorescent1Age=10;
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int fluorescent1Quality=50;
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#define FLUORESCENTAGEMAX 20
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#define FLUORESCENQUALITYMAX 100
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#define FLUORESCENTTEMPMAX 1000
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#define FLUORESCENTTEMPMAX 1000
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int fluorescent0Temp=0;
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int fluorescent0Temp=0;
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int fluorescent1Temp=0;
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int fluorescent1Temp=0;
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#define GLOWBRIGHTNESS 5
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#define GLOWBRIGHTNESS 10
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int flashprobability0=300; //the higher the lesser
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int flashprobabilitymin0=100; //the higher the lesser (at peak)
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int tempincreasemax0=10; //the higher the faster lightup
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int flashprobability1=300; //the higher the lesser
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int flashprobabilitymin1=100; //the higher the lesser (at peak)
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int tempincreasemax1=10; //the higher the faster lightup
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#define FLASHPROBABILITY_MIN 100
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#define FLASHPROBABILITY_MAX 600
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#define FLASHPROBABILITYMIN_MIN 50
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#define FLASHPROBABILITYMIN_MAX 100 //should not be more than FLASHPROBABILITY_MIN
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#define TEMPINCREASEMAX_MIN 5
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#define TEMPINCREASEMAX_MAX FLUORESCENTTEMPMAX/10
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bool lastSensorValue = false;
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bool lastSensorValue = false;
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@ -59,14 +77,8 @@ bool fluorescentHandler(const HomieRange& range, const String& value) {
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fluorescent1Temp=0;
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fluorescent1Temp=0;
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if (setbrightness0 == 0 || setbrightness1 == 0) { // turned off
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if (setbrightness0 == 0 || setbrightness1 == 0) { // turned off
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fluorescent0Active = false; //set effect off
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resetLamp0();
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fluorescent1Active = false; //set effect off
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resetLamp1();
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fluorescent0LastActivated = millis();
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fluorescent1LastActivated = millis();
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lamp0e=0;
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lamp0=0;
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lamp1e=0;
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lamp1=0;
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} else { //turned on
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} else { //turned on
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//Initialization
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//Initialization
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fluorescent0Active = true; //start effect
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fluorescent0Active = true; //start effect
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@ -82,10 +94,7 @@ bool fluorescent0Handler(const HomieRange& range, const String& value) {
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fluorescent0Temp=0;
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fluorescent0Temp=0;
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if (setbrightness0 == 0) { // turned off
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if (setbrightness0 == 0) { // turned off
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fluorescent0Active = false; //set effect off
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resetLamp0();
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fluorescent0LastActivated = millis();
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lamp0e=0;
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lamp0 = 0;
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} else { //turned on
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} else { //turned on
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//Initialization
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//Initialization
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fluorescent0Active = true; //start effect
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fluorescent0Active = true; //start effect
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@ -100,10 +109,7 @@ bool fluorescent1Handler(const HomieRange& range, const String& value) {
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fluorescent1Temp=0;
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fluorescent1Temp=0;
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if (setbrightness1 == 0) { // turned off
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if (setbrightness1 == 0) { // turned off
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fluorescent1Active = false; //set effect off
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resetLamp1();
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fluorescent1LastActivated = millis();
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lamp1e=0;
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lamp1 = 0;
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} else { //turned on
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} else { //turned on
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//Initialization
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//Initialization
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fluorescent1Active = true; //start effect
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fluorescent1Active = true; //start effect
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@ -112,20 +118,42 @@ bool fluorescent1Handler(const HomieRange& range, const String& value) {
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return true;
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return true;
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}
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}
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void resetLamp0(){
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fluorescent0Active = false; //set effect off
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fluorescent0LastActivated = millis();
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lamp0e=0;
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lamp0=0;
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float speedpercent=fluorescent0Quality*1.0/FLUORESCENQUALITYMAX;
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flashprobability0=random(FLASHPROBABILITY_MIN,FLASHPROBABILITY_MAX);
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flashprobabilitymin0=random(FLASHPROBABILITYMIN_MIN,FLASHPROBABILITYMIN_MAX);
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tempincreasemax0=TEMPINCREASEMAX_MIN+speedpercent*(TEMPINCREASEMAX_MAX-TEMPINCREASEMAX_MIN);//random(TEMPINCREASEMAX_MIN,TEMPINCREASEMAX_MAX);
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}
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void resetLamp1(){
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fluorescent1Active = false; //set effect off
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fluorescent1LastActivated = millis();
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lamp1e=0;
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lamp1=0;
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float speedpercent=fluorescent1Quality*1.0/FLUORESCENQUALITYMAX;
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flashprobability1=random(FLASHPROBABILITY_MIN,FLASHPROBABILITY_MAX);
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flashprobabilitymin1=random(FLASHPROBABILITYMIN_MIN,FLASHPROBABILITYMIN_MAX);
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tempincreasemax0=TEMPINCREASEMAX_MIN+speedpercent*(TEMPINCREASEMAX_MAX-TEMPINCREASEMAX_MIN);
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}
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bool fluorescentAgeHandler(const HomieRange& range, const String& value) {
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bool fluorescentAgeHandler(const HomieRange& range, const String& value) {
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Homie.getLogger() << "fluorescentAge " << ": " << value << endl;
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Homie.getLogger() << "fluorescentAge " << ": " << value << endl;
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fluorescent0Age = constrain(value.toInt(),0,FLUORESCENTAGEMAX);
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fluorescent0Quality = constrain(value.toInt(),0,FLUORESCENQUALITYMAX);
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fluorescent1Age = constrain(value.toInt(),0,FLUORESCENTAGEMAX);
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fluorescent1Quality = constrain(value.toInt(),0,FLUORESCENQUALITYMAX);
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return true;
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return true;
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}
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}
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bool fluorescent0AgeHandler(const HomieRange& range, const String& value) {
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bool fluorescent0QualityHandler(const HomieRange& range, const String& value) {
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Homie.getLogger() << "fluorescent0Age " << ": " << value << endl;
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Homie.getLogger() << "fluorescent0Quality " << ": " << value << endl;
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fluorescent0Age = constrain(value.toInt(),0,FLUORESCENTAGEMAX);
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fluorescent0Quality = constrain(value.toInt(),0,FLUORESCENQUALITYMAX);
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return true;
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return true;
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}
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}
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bool fluorescent1AgeHandler(const HomieRange& range, const String& value) {
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bool fluorescent1QualityHandler(const HomieRange& range, const String& value) {
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Homie.getLogger() << "fluorescent1Age " << ": " << value << endl;
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Homie.getLogger() << "fluorescent1Quality " << ": " << value << endl;
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fluorescent1Age = constrain(value.toInt(),0,FLUORESCENTAGEMAX);
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fluorescent1Quality = constrain(value.toInt(),0,FLUORESCENQUALITYMAX);
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return true;
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return true;
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}
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}
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@ -175,7 +203,7 @@ void output() {
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void loopHandler()
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void loopHandler()
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{
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{
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//mosquitto_pub -h raum.ctdo.de -t "homie/esp-deckenlicht/strip/fluorescent/set" -m "255"
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//mosquitto_pub -h raum.ctdo.de -t "homie/ledstoffroehre/lamp/fluorescent0/set" -m "255"
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if (millis() > fluorescentLastUpdated + FLUORESCENTUPDATEINTERVAL) { //Update values
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if (millis() > fluorescentLastUpdated + FLUORESCENTUPDATEINTERVAL) { //Update values
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@ -184,27 +212,20 @@ void loopHandler()
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if (fluorescent0Active) {
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if (fluorescent0Active) {
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//long _time = millis() - fluorescent0LastActivated; //time since activated
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//long _time = millis() - fluorescent0LastActivated; //time since activated
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int fluorescentTempIncreaseMax=61-(fluorescent0Age*3);
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fluorescent0Temp+=random(1,tempincreasemax0);
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fluorescent0Temp +=1+ random(0,fluorescentTempIncreaseMax *fluorescent0Temp/FLUORESCENTTEMPMAX);
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if (random(0,flashprobability0-constrain(fluorescent0Temp*flashprobability0/FLUORESCENTTEMPMAX,0,flashprobability0-flashprobabilitymin0))==0)
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{
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if (random(0,80 )==0){ //ignite
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lamp0=setbrightness0*random(30,100)/10;
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lamp0=setbrightness0*random(50,100)/100;
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lamp0e=lamp0; //flash everything
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}
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}
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lamp0-=40;
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if (fluorescent0Temp>200){ //warm enough to glow
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if (random(0,100)>95){
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if (lamp0<20){ //if under glow brightness
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lamp0e+=constrain(random(0,fluorescent0Temp*10/FLUORESCENTTEMPMAX) , 0, 10); //start glowing slowly
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lamp0+=5; //start glowing
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}else if (lamp0>50){ //too bright for glow
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lamp0-=random(0,30); //reduce intensity (flashing effect)
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}
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}else{ //not warm enough to glow
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if (lamp0>0){ //too bright for glow
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lamp0-=random(20,50); //reduce intensity (flashing effect)
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}
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}
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}
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if(lamp0>GLOWBRIGHTNESS){
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if (lamp0e>GLOWBRIGHTNESS)
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lamp0e=lamp0;
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{
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lamp0e-=constrain(lamp0e-GLOWBRIGHTNESS,0,20); //make sides darker until glowbrightness
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}
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}
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if (fluorescent0Temp>=FLUORESCENTTEMPMAX){
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if (fluorescent0Temp>=FLUORESCENTTEMPMAX){
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@ -219,32 +240,24 @@ void loopHandler()
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output();
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output();
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}
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}
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if (fluorescent1Active) {
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if (fluorescent1Active) {
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//long _time = millis() - fluorescent0LastActivated; //time since activated
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//long _time = millis() - fluorescent0LastActivated; //time since activated
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int fluorescentTempIncreaseMax=61-(fluorescent1Age*3);
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fluorescent1Temp+=random(1,tempincreasemax1);
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fluorescent1Temp +=1+ random(0,fluorescentTempIncreaseMax *fluorescent1Temp/FLUORESCENTTEMPMAX); //+= 1+ random(0,20* fluorescent0Temp/FLUORESCENTTEMPMAX);
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if (random(0,flashprobability1-constrain(fluorescent1Temp*flashprobability1/FLUORESCENTTEMPMAX,0,flashprobability1-flashprobabilitymin1))==0)
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{
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if (random(0,80 )==0){ //ignite
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lamp1=setbrightness1*random(30,100)/10;
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lamp1=setbrightness1*random(50,100)/100;
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lamp1e=lamp1; //flash everything
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}
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}
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lamp1-=40;
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if (fluorescent1Temp>200){ //warm enough to glow
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if (random(0,100)>95){
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if (lamp1<20){ //if under glow brightness
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lamp1e+=constrain(random(0,fluorescent1Temp*10/FLUORESCENTTEMPMAX) , 0, 10); //start glowing slowly
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lamp1+=5; //start glowing
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}else if (lamp1>50){ //too bright for glow
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lamp1-=random(0,30); //reduce intensity (flashing effect)
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}
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}else{ //not warm enough to glow
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if (lamp1>0){ //too bright for glow
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lamp1-=random(20,50); //reduce intensity (flashing effect)
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}
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}
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}
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if(lamp1>GLOWBRIGHTNESS){
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if (lamp1e>GLOWBRIGHTNESS)
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lamp1e=lamp1;
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{
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lamp1e-=constrain(lamp1e-GLOWBRIGHTNESS,0,20); //make sides darker until glowbrightness
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}
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}
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if (fluorescent1Temp>=FLUORESCENTTEMPMAX){
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if (fluorescent1Temp>=FLUORESCENTTEMPMAX){
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@ -253,12 +266,12 @@ void loopHandler()
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lamp1e=setbrightness1;
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lamp1e=setbrightness1;
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}
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}
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lamp1=constrain(lamp1, 0,255);
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lamp1=constrain(lamp1, 0,255);
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lamp1e=constrain(lamp1e, 0,255);
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lamp1e=constrain(lamp1e, 0,255);
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output();
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output();
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}
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}
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}
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}
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@ -295,9 +308,9 @@ void setup() {
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lightNode.advertise("fluorescent").settable(fluorescentHandler);
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lightNode.advertise("fluorescent").settable(fluorescentHandler);
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lightNode.advertise("fluorescentage").settable(fluorescentAgeHandler);
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lightNode.advertise("fluorescentage").settable(fluorescentAgeHandler);
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lightNode.advertise("fluorescent0").settable(fluorescent0Handler);
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lightNode.advertise("fluorescent0").settable(fluorescent0Handler);
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lightNode.advertise("fluorescent0age").settable(fluorescent0AgeHandler);
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lightNode.advertise("fluorescent0Quality").settable(fluorescent0QualityHandler);
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lightNode.advertise("fluorescent1").settable(fluorescent1Handler);
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lightNode.advertise("fluorescent1").settable(fluorescent1Handler);
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lightNode.advertise("fluorescent1age").settable(fluorescent1AgeHandler);
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lightNode.advertise("fluorescent1Quality").settable(fluorescent1QualityHandler);
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sensorNode.advertise("motion");
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sensorNode.advertise("motion");
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@ -17,15 +17,48 @@ clock = pygame.time.Clock()
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import time
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import time
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FLUORESCENTTEMPMAX=400
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lamp0e=0
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lamp0=0
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fluorescentCurrentBrightness=0
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lamp1e=0
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fluorescentTemp=0
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lamp1=0
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fluorescentActive=True
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fluorescentSet=255
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setbrightness0 = 0
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#setbrightness1 = 0;
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fluorescent0Active=False
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#fluorescent1Active=False;
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fluorescent0Age=10
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#fluorescent1Age=10;
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FLUORESCENTAGEMAX= 20
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FLUORESCENTTEMPMAX= 1000
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fluorescent0Temp=0
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#fluorescent1Temp=0;
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GLOWBRIGHTNESS= 50
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flashprobability0=300 #the higher the lesser
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flashprobabilitymin0=100 #the higher the lesser (at peak)
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tempincreasemax0=10 #the higher the faster lightup
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FLASHPROBABILITY_MIN=200
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FLASHPROBABILITY_MAX=600
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FLASHPROBABILITYMIN_MIN=100
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FLASHPROBABILITYMIN_MAX=150
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TEMPINCREASEMAX_MIN=5
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TEMPINCREASEMAX_MAX=15
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flashprobability0=random.randint(FLASHPROBABILITY_MIN,FLASHPROBABILITY_MAX)
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flashprobabilitymin0=random.randint(FLASHPROBABILITYMIN_MIN,FLASHPROBABILITYMIN_MAX)
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tempincreasemax0=random.randint(TEMPINCREASEMAX_MIN,TEMPINCREASEMAX_MAX)
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fluorescent0Active=True #start
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setbrightness0=255
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def constrain(val, min_val, max_val):
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return min(max_val, max(min_val, val))
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# Loop as long as done == False
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# Loop as long as done == False
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while not done:
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while not done:
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@ -35,73 +68,35 @@ while not done:
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if event.type == pygame.QUIT: # If user clicked close
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if event.type == pygame.QUIT: # If user clicked close
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done = True # Flag that we are done so we exit this loop
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done = True # Flag that we are done so we exit this loop
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if (fluorescent0Active):
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fluorescent0Temp+=random.randint(1,tempincreasemax0)
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if (random.randint(0,flashprobability0-constrain(fluorescent0Temp*flashprobability0/FLUORESCENTTEMPMAX,0,flashprobability0-flashprobabilitymin0))==0):
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lamp0=setbrightness0*random.randint(30,100)/10
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lamp0e=lamp0 #flash everything
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lamp0-=20
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lamp0e+=constrain(random.randint(-10,fluorescent0Temp*10/FLUORESCENTTEMPMAX) , 0, 10) #start glowing slowly
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if (lamp0e>GLOWBRIGHTNESS):
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lamp0e-=constrain(lamp0e-GLOWBRIGHTNESS,0,20) #make sides darker until glowbrightness
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if fluorescent0Temp>=FLUORESCENTTEMPMAX:
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fluorescent0Active=False
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fluorescent0Temp=0
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lamp0=setbrightness0
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lamp0e=setbrightness0
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print("finished")
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'''
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lamp0=constrain(int(lamp0),0,255)
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if (fluorescentActive):
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lamp0e=constrain(int(lamp0e),0,255)
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fluorescentTemp+=random.randint(0,3 +1)
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clamp0 = (lamp0,lamp0,lamp0)
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clamp0e = (lamp0e,lamp0e,lamp0e)
|
||||||
if (random.randint(0, 256+1) < fluorescentTemp*1.0/FLUORESCENTTEMPMAX*256):
|
|
||||||
if (random.randint(0, 40+1) ==0): #ignite
|
|
||||||
fluorescentCurrentBrightness=fluorescentSet*random.randint(50,100)/100
|
|
||||||
|
|
||||||
if (random.randint(0, 256+1) > fluorescentTemp*1.0/FLUORESCENTTEMPMAX*256):
|
|
||||||
if (fluorescentCurrentBrightness<5):
|
|
||||||
if (random.randint(0,50 +1)==0): #ignite
|
|
||||||
fluorescentCurrentBrightness=fluorescentSet*random.randint(50,100)/100
|
|
||||||
if (fluorescentCurrentBrightness>20):
|
|
||||||
fluorescentCurrentBrightness-=30
|
|
||||||
|
|
||||||
if (fluorescentTemp>=FLUORESCENTTEMPMAX):
|
|
||||||
fluorescentActive=False
|
|
||||||
fluorescentCurrentBrightness=fluorescentSet
|
|
||||||
|
|
||||||
|
|
||||||
if (fluorescentCurrentBrightness>255):
|
screen.fill(clamp0) #center
|
||||||
fluorescentCurrentBrightness=255
|
pygame.draw.rect(screen,clamp0e,(0,0,20,size[1])) #left edge
|
||||||
if (fluorescentCurrentBrightness<0):
|
pygame.draw.rect(screen,clamp0e,(size[0]-20,0,20,size[1]))#right edge
|
||||||
fluorescentCurrentBrightness=0
|
|
||||||
|
|
||||||
COLOR = (fluorescentCurrentBrightness,fluorescentCurrentBrightness,fluorescentCurrentBrightness)
|
|
||||||
else:
|
|
||||||
COLOR = (fluorescentSet,fluorescentSet,fluorescentSet)
|
|
||||||
'''
|
|
||||||
|
|
||||||
|
|
||||||
if (fluorescentActive):
|
|
||||||
fluorescentTemp+=1+ random.randint(0,20* fluorescentTemp/FLUORESCENTTEMPMAX)
|
|
||||||
#fluorescentTemp+=3
|
|
||||||
|
|
||||||
|
|
||||||
if (random.randint(0,80 +1)==0): #ignite
|
|
||||||
fluorescentCurrentBrightness=fluorescentSet*random.randint(50,100)/100
|
|
||||||
|
|
||||||
if (fluorescentTemp>200): #warm enough to glow
|
|
||||||
if (fluorescentCurrentBrightness<20): #if under glow brightness
|
|
||||||
fluorescentCurrentBrightness+=5 #start glowing
|
|
||||||
elif (fluorescentCurrentBrightness>50): #too bright for glow
|
|
||||||
fluorescentCurrentBrightness-=random.randint(0,30) #reduce intencity (flashing effect)
|
|
||||||
else: #not warm enough to glow
|
|
||||||
if (fluorescentCurrentBrightness>0): #too bright for glow
|
|
||||||
fluorescentCurrentBrightness-=random.randint(20,50) #reduce intencity (flashing effect)
|
|
||||||
|
|
||||||
if (fluorescentTemp>=FLUORESCENTTEMPMAX):
|
|
||||||
fluorescentActive=False
|
|
||||||
fluorescentCurrentBrightness=fluorescentSet
|
|
||||||
print("Finished")
|
|
||||||
|
|
||||||
if (fluorescentCurrentBrightness>255):
|
|
||||||
fluorescentCurrentBrightness=255
|
|
||||||
if (fluorescentCurrentBrightness<0):
|
|
||||||
fluorescentCurrentBrightness=0
|
|
||||||
|
|
||||||
COLOR = (fluorescentCurrentBrightness,fluorescentCurrentBrightness,fluorescentCurrentBrightness)
|
|
||||||
else:
|
|
||||||
COLOR = (fluorescentSet,fluorescentSet,fluorescentSet)
|
|
||||||
|
|
||||||
|
|
||||||
screen.fill(COLOR)
|
|
||||||
|
|
||||||
pygame.display.flip()
|
pygame.display.flip()
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue