borgware-2d/animations/programm.c

224 lines
3.9 KiB
C

#include "../config.h"
#include "../random/prng.h"
#include "../pixel.h"
#include "../util.h"
#define RANDOM8() (random8())
#ifdef ANIMATION_TESTS
void test1(){
unsigned char x,y;
for (y=0;y<NUM_ROWS;y++){
for (x=0;x<NUM_COLS;x++){
setpixel((pixel){x,y}, 3);
wait(100);
}
}
}
void test_level1(){
unsigned char x,y;
for (y=0;y<NUM_ROWS;y++){
for (x=0;x<NUM_COLS;x++){
setpixel((pixel){x,y}, 1);
wait(5);
}
}
for(;;) wait(100);
}
void test_level2(){
unsigned char x,y;
for (y=0;y<NUM_ROWS;y++){
for (x=0;x<NUM_COLS;x++){
setpixel((pixel){x,y}, 2);
wait(5);
}
}
for(;;) wait(100);
}
void test_level3(){
unsigned char x,y;
for (y=0;y<NUM_ROWS;y++){
for (x=0;x<NUM_COLS;x++){
setpixel((pixel){x,y}, 3);
wait(5);
}
}
for(;;) wait(100);
}
void test_levels(){
unsigned char x,y,b;
for(b=1;b<4;b++){
for (y=0;y<NUM_ROWS;y++){
for (x=0;x<NUM_COLS;x++){
setpixel((pixel){x,y}, b);
wait(5);
}
}
}
}
void test_palette(){
unsigned char x,y,b;
for (y=0;y<NUM_ROWS;y++){
b=y%4;
for (x=0;x<NUM_COLS;x++){
setpixel((pixel){x,y}, b);
wait(1);
}
}
for(;;) wait(100);
}
#endif
#ifdef ANIMATION_OFF
void off()
{
clear_screen(0);
while(1)
wait(100);
}
#endif
#ifdef ANIMATION_SPIRALE
void spirale(unsigned int delay){
clear_screen(0);
cursor cur;
cur.dir = right;
cur.mode = set;
set_cursor (&cur, (pixel){NUM_COLS-1,0});
unsigned char clearbit=0;
while(clearbit == 0){
clearbit = 1;
while (!get_next_pixel(cur.pos, cur.dir)){
clearbit = 0;
walk(&cur, 1, delay);
}
cur.dir = direction_r(cur.dir);
}
cur.mode = clear;
set_cursor(&cur, (pixel){(NUM_COLS/2)-1,(NUM_ROWS/2)-1});
for(clearbit=0;clearbit==0;){
if( get_next_pixel(cur.pos, direction_r(cur.dir)) ){
cur.dir = direction_r(cur.dir);
}
if( get_next_pixel(cur.pos, cur.dir) == 1 ){
walk(&cur , 1, delay);
}else{
clearbit = 1;
}
}
}
#endif
#ifdef ANIMATION_JOERN1
void joern1(){
unsigned char i, j, x;
unsigned char rolr=0x01 , rol;
clear_screen(3);
for(i = 0; i< 80;i++){
rol = rolr;
for(j = 0 ;j < NUM_ROWS; j++){
for(x=0;x<LINEBYTES;x++)
pixmap[2][j][x] = rol;
if((rol<<=1)==0)rol = 0x01;
}
if((rolr<<=1) == 0) rolr = 1;
wait(100);
}
}
#endif
#ifdef ANIMATION_SCHACHBRETT
void schachbrett(unsigned char times){
clear_screen(0);
unsigned char j;
for(j=0;j<times;j++){
unsigned char i, x;
for(i = 0; i<NUM_ROWS; i++){
for(x=0;x<LINEBYTES;x++)
pixmap[2][i][x] = 0x55<<(i&0x01);
}
wait(200);
for(i = 0; i<NUM_ROWS; i++){
for(x=0;x<LINEBYTES;x++)
pixmap[2][i][x] = 0xAA>>(i&0x01);
}
wait(200);
}
}
#endif
#ifdef ANIMATION_FEUER
#define FEUER_Y (NUM_ROWS + 3)
void feuer()
{
unsigned char y, x;
unsigned int t;
unsigned char world[NUM_COLS][FEUER_Y]; // double buffer
for(t=0; t<800; t++) {
// diffuse
for(y=1; y<FEUER_Y; y++) {
for(x=1; x<NUM_COLS-1; x++) {
world[x][y-1] = (FEUER_N*world[x-1][y] + FEUER_S*world[x][y] + FEUER_N*world[x+1][y]) / FEUER_DIV;
};
world[0][y-1] = (FEUER_N*world[NUM_COLS-1][y] + FEUER_S*world[0][y] + FEUER_N*world[1][y]) / FEUER_DIV;
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;
};
// update lowest line
for(x=0; x<NUM_COLS; x++) {
world[x][FEUER_Y-1] = RANDOM8();
};
// copy to screen
for(y=0; y<NUM_ROWS; y++) {
for(x=0; x<NUM_COLS; x++) {
setpixel( (pixel){x,y}, (world[x][y] >> 5) );
}
};
wait(FEUER_DELAY);
}
}
#endif
#ifdef ANIMATION_RANDOM_BRIGHT
/**
* void random_bright(void)
* by Daniel Otte
*
*
*/
void random_bright(unsigned cycles){
uint8_t t,x,y;
while(cycles--){
for(y=0; y<NUM_ROWS; ++y)
for(x=0; x<NUM_COLS/4; ++x){
t=random8();
setpixel((pixel){x*4+0, y}, 0x3&(t>>0));
setpixel((pixel){x*4+1, y}, 0x3&(t>>2));
setpixel((pixel){x*4+2, y}, 0x3&(t>>4));
setpixel((pixel){x*4+3, y}, 0x3&(t>>6));
}
wait(200);
}
}
#endif