start adding shootingstar effect
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@ -7,8 +7,26 @@ FX_ShootingStar::FX_ShootingStar(int numpixels,Adafruit_NeoPixel *strip,uint8_t
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_strip=strip;
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_starttime=millis();
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_brightness=0;
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_flashtime=random(200,3000);
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_duration=random(200,3000);
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_height=height;
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//find a random pixel
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_vel=0;
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while (_vel==0)
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{
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_pos=random(10,numpixels-10); //start with random position
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int _postest=0;
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while(_vel<=0 && _postest<10) {
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_postest++;
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_vel = _height[_pos] - _height[_pos+_postest]; //height difference
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}
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_postest=0;
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while(_vel<=0 && _postest>-10) {
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_postest--;
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_vel = _height[_pos] - _height[_pos+_postest]; //height difference
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}
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}
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}
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FX_ShootingStar::FX_ShootingStar()
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@ -17,13 +35,7 @@ FX_ShootingStar::FX_ShootingStar()
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void FX_ShootingStar::updateRoutine(float updatedelayms)
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{
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float negativelikelihood=pow(( (millis()-_starttime)*1.0/_flashtime ),2); // 0=most likely, 1=unlikely
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_brightness*=0.2;
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if (random(0,negativelikelihood*20)==0){
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_brightness=random(100,255);
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}
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//_brightness=(1.0-pow((255-_brightness)/255.0,4))*255.0;
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}
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void FX_ShootingStar::updateGraphics()
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@ -66,9 +78,10 @@ void FX_ShootingStar::updateGraphics()
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bool FX_ShootingStar::active()
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{
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/*
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if (millis()-_starttime>_flashtime){
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return false;
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}
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}*/
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return true;
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}
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@ -18,8 +18,10 @@ class FX_ShootingStar : public Effect
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Adafruit_NeoPixel *_strip;
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long _starttime;
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uint8_t _brightness;
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long _flashtime;
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long _duration;
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uint8_t *_height;
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int _pos;
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float _vel;
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};
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#endif
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28
src/main.cpp
28
src/main.cpp
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@ -15,7 +15,7 @@
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#include "effect.h"
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#include "fx_scanner.h"
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#include "fx_flash.h"
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#include "fx_stars.h"
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//#include "fx_shootingstar.h"
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void resetHeightmap();
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@ -46,17 +46,18 @@ long lastRoutineUpdate=0;
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#define ROUTINEUPDATETIME 20
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long lastCheckspawn=0;
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#define CHECKSPAWNDELAY 2000 //delay in ms to check random spawn
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#define SPAWNCHANCE 40 //1 out of x times wagon will spawn
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#define SPAWNCHANCE 20 //1 out of x times wagon will spawn
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#define SPAWNCHANCEDOUBLE 5 //change of spawning a two trains simultaneously
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long lastCheckspawnEffect=0;
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#define CHECKSPAWNDELAY_EFFECT 10000 //delay in ms to check random effect
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#define CHECKSPAWNDELAY_EFFECT 5000 //delay in ms to check random effect
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#define SPAWNCHANCE_EFFECT_SCANNER 1000 //1 out of x times spawn effect
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#define SPAWNCHANCE_EFFECT_FLASH 4000 //1 out of x times spawn effect
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#define SPAWNCHANCE_EFFECT_STARS 100 //1 out of x times spawn effect
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#define SPAWNCHANCE_EFFECT_FLASH 1000 //1 out of x times spawn effect
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#define SPAWNCHANCE_EFFECT_SHOOTINGSTAR 100 //1 out of x times spawn effect
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#define BRIGHTNESS_RUN 200 //max brightness
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#define BRIGHTNESS_RUN_MIN 20
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//#define BRIGHTNESS_RUN_MIN 20
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#define BRIGHTNESS_RUN_MIN 200
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#define BRIGHTNESS_DEBUG 150
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#define LDR_MIN 700
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@ -103,6 +104,7 @@ void setup() {
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#endif
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EEPROM.begin(4096); //set eeprom size, between 4 and 4096 bytes.
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strip.begin();
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strip.setBrightness(BRIGHTNESS_RUN); //150
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@ -275,7 +277,7 @@ void spawnWagon(){
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side_startpos=NUMPIXELS+_randomlength;
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side_multi=-1;
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Wagon tmpr = Wagon(maxid++,NUMPIXELS,&strip, height, side_startpos, _randomlength, side_multi*random(map(_randomlength,3,20,5,10), map(_randomlength,3,20, 5,40))/10.0 , 0 , 5.0 , Wheel((uint8_t)random(0,255))); //spawn new wagon
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Wagon tmpr = Wagon(maxid++,NUMPIXELS,&strip, height, side_startpos, _randomlength, side_multi*random(map(_randomlength,3,20,0,10)/10.0, map(_randomlength,3,20, 5,40))/10.0 , 0 , random(3.0,7.0) , Wheel((uint8_t)random(0,255))); //spawn new wagon
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@ -462,10 +464,10 @@ void checkSerial(){
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}else if (serialstring.equals("fx_flash")){
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Serial.println("Effect Flash");
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effect=new FX_Flash(NUMPIXELS,&strip,height,strip.Color(200,200,200));
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}else if (serialstring.equals("fx_stars")){
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Serial.println("Effect Stars");
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effect=new FX_Stars(NUMPIXELS,&strip,height);
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}
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}/*else if (serialstring.equals("fx_shootingstar")){
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Serial.println("Effect Shooting Star");
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effect=new FX_ShootingStar(NUMPIXELS,&strip,height);
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}*/
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}
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}
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@ -621,8 +623,8 @@ void loop_achterbahn(){
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effect=new FX_Scanner(NUMPIXELS,&strip,height,255,-200,strip.Color(100,0,0));
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}else if (random(0,SPAWNCHANCE_EFFECT_FLASH)==0){
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effect=new FX_Flash(NUMPIXELS,&strip,height,strip.Color(200,200,200));
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}/*else if (random(0,SPAWNCHANCE_EFFECT_STARS)==0){
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effect=new FX_Stars(NUMPIXELS,&strip,height);
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}/*else if (random(0,SPAWNCHANCE_EFFECT_SHOOTINGSTAR)==0){
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effect=new FX_ShootingStar(NUMPIXELS,&strip,height);
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}*/
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}
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@ -81,7 +81,8 @@ void Wagon::updatePhysics(float updatedelayms)
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#define CONST_G 9.81
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#define PIXELDISTANCE 1.6666667 // 1/60.0 * 100
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#define C_ROLL 0.001 // = Croll https://de.wikipedia.org/wiki/Rollwiderstand 0.001 (zug)
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#define AIRRESFIRST 0.018 //C_w*A*0.5*rho Air resistance: C_w * A * 0.5 * rho (.... *v^2) 0.18
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//#define AIRRESFIRST 0.018 //C_w*A*0.5*rho Air resistance: C_w * A * 0.5 * rho (.... *v^2) 0.18
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#define AIRRESFIRST 0.05 //C_w*A*0.5*rho Air resistance: C_w * A * 0.5 * rho (.... *v^2) 0.18 test
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#define AIRRES 0.001 //for slipstream at second wagon
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#define AIRRESMUL 0.2 //how much of air resistance the next wagon has
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//http://www.kfz-tech.de/Biblio/Formelsammlung/Luftwiderstand.htm C_w 0.6
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