|
@ -8,6 +8,13 @@ |
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
|
//------------------------------------------------------------------------------ |
|
|
class AnimAssemble : public Anim { |
|
|
class AnimAssemble : public Anim { |
|
|
|
|
|
enum class Phases { |
|
|
|
|
|
Assemmble, |
|
|
|
|
|
Glow, |
|
|
|
|
|
Fade |
|
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
|
|
Phases phase = Phases::Assemmble; |
|
|
public: |
|
|
public: |
|
|
AnimAssemble() : Anim("Assemble") { |
|
|
AnimAssemble() : Anim("Assemble") { |
|
|
cycleFactor = 2; |
|
|
cycleFactor = 2; |
|
@ -33,20 +40,41 @@ class AnimAssemble : public Anim { |
|
|
} |
|
|
} |
|
|
initSeq(); |
|
|
initSeq(); |
|
|
shuffleSeq(); |
|
|
shuffleSeq(); |
|
|
|
|
|
glowSetUp(); |
|
|
pos = 0; |
|
|
pos = 0; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void Run() override { |
|
|
void Run() override { |
|
|
if (pos < numLeds) { |
|
|
|
|
|
byte cur_point = seq[pos]; |
|
|
|
|
|
leds[cur_point] = ledstmp[cur_point]; |
|
|
|
|
|
++pos; |
|
|
|
|
|
|
|
|
if (phase == Phases::Assemmble) { |
|
|
|
|
|
if (pos < numLeds) { |
|
|
|
|
|
byte cur_point = seq[pos]; |
|
|
|
|
|
leds[cur_point] = ledstmp[cur_point]; |
|
|
|
|
|
++pos; |
|
|
|
|
|
} else { |
|
|
|
|
|
pos = 0; |
|
|
|
|
|
phase = Phases::Glow; |
|
|
|
|
|
} |
|
|
|
|
|
} else if (phase == Phases::Glow) { |
|
|
|
|
|
if (pos < numLeds/2) { |
|
|
|
|
|
for (int i = 0; i < numLeds; ++i) { |
|
|
|
|
|
leds[i] = ledstmp[i]; |
|
|
|
|
|
glowForEachLed(i); |
|
|
|
|
|
} |
|
|
|
|
|
glowRun(); |
|
|
|
|
|
++pos; |
|
|
|
|
|
} else { |
|
|
|
|
|
pos = 0; |
|
|
|
|
|
phase = Phases::Fade; |
|
|
|
|
|
} |
|
|
} else { |
|
|
} else { |
|
|
int del_pos = pos - numLeds; |
|
|
|
|
|
byte cur_point = seq[del_pos]; |
|
|
|
|
|
leds[cur_point] = 0; |
|
|
|
|
|
if (++pos >= numLeds * 2) |
|
|
|
|
|
|
|
|
if (pos < numLeds) { |
|
|
|
|
|
byte cur_point = seq[pos]; |
|
|
|
|
|
leds[cur_point] = 0; |
|
|
|
|
|
++pos; |
|
|
|
|
|
} else { |
|
|
pos = 0; |
|
|
pos = 0; |
|
|
|
|
|
phase = Phases::Assemmble; |
|
|
|
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
}; |
|
|
}; |
|
|