Commit Graph

607 Commits

Author SHA1 Message Date
Troy
4c8d500215 Seems someone improved drawline() - fixed for this 2024-07-12 22:12:59 -04:00
Troy
52130e176c Merge branch 'mdev' into 3DGEQ 2024-07-12 22:10:39 -04:00
Troy
ce8f01bf90 Bugfixed GEQ 3D
Bug fixes after lots of testing, better settings, etc.

Big thanks to @netmindz  for restructuring the code.

Add rough distance stop to Segment::drawLine()
2024-07-12 22:03:33 -04:00
Will Tatam
aed861d063 GEQ Laser use SEGMENT.data 2024-07-10 23:58:35 +01:00
Will Tatam
8f4380b075 Rename 3D GEQ to GEQ Laser 2024-07-10 23:51:53 +01:00
Will Tatam
bda4bbeeec 3D GEQ - fade speed 2024-07-10 23:00:42 +01:00
Will Tatam
3fd8078722 3D GEQ - customisable number of bands 2024-07-10 09:40:40 +01:00
Will Tatam
cb3d06bc89 3D GEQ - variable front brightness 2024-07-10 09:24:26 +01:00
Will Tatam
f6cd28cea2 3D GEQ - customisable number of bands 2024-07-10 09:20:58 +01:00
Will Tatam
45f288a2f2 3D GEQ - make front brightness a control 2024-07-10 08:59:05 +01:00
Will Tatam
2d7e416879 ; 2024-07-10 08:33:42 +01:00
Will Tatam
e452d4d316 Add @TroyHacks 3D GEQ 2024-07-10 08:26:07 +01:00
Will Tatam
e2f23542f5 Add @TroyHacks 3D GEQ 2024-07-10 08:25:40 +01:00
Blaz Kristan
2aad3f5356 Antialiased line & circle 2024-06-26 22:40:59 +02:00
Troy
93ec9b9151 Stop double first pixel on waterfall effect 2024-06-25 23:28:33 -04:00
Brandon502
9ef8ff6a16 GoL - Redraw loop changes
Merged generation == 1 checks into standard checks.
2024-06-20 01:07:52 -04:00
Brandon502
086b0e3e0e GoL - Game start transition
Starting alive cells are randomly colored in and bg fades on game start.
2024-06-19 23:09:31 -04:00
Brandon502
4aee7eb6c6 GoL - Small fix
Remove redundant check
2024-06-19 19:00:14 -04:00
Brandon502
e8e784ddcd GoL CRGB changed to uint32 & color_blend()
Other small changes.
2024-06-19 15:25:51 -04:00
Brandon502
015260c5ad GoL - Small color fix and glider detection change.
Wrap is disabled if only 5 remaining alive cells (Glider).
2024-06-09 15:50:07 -04:00
Brandon502
5a6d80f30b GoL - Correct data allocation
Fixed overlooked data allocation after switching gliderLength to uint16.
2024-06-05 12:41:36 -04:00
Brandon502
c655db3864 GoL - gliderLength switched to uint16_t 2024-06-05 11:46:23 -04:00
Brandon502
f528aef6ba GoL - Allows default overlay mode.
Flicker fixed by always redrawing dead cells if overlay unchecked. Can swap between overlay types by checking/unchecking overlayBG.
2024-06-05 01:07:27 -04:00
Brandon502
8c3e2cefab GoL - Rework
Blur now fades while game is paused.
New blur mode when blur slider is >220
Added variables to make code easier to follow instead of check1 custom1 etc. (not needed)
Removed % with random8 calls.
Misc changes
2024-06-04 16:18:54 -04:00
Brandon502
7657c90c75 GoL - Uses cIndex more consistently 2024-05-24 14:38:35 -04:00
Brandon502
aea68df813 Merge branch 'mdev' of https://github.com/Brandon502/WLED into mdev 2024-05-24 14:12:33 -04:00
Brandon502
b673748e61 Merge branch 'MoonModules:mdev' into mdev 2024-05-24 14:11:35 -04:00
Brandon502
84128eef8b GoL - Changed speed slider to updates/sec
Every 4 ticks of speed adds 1 update per second. 1 - 64.
2024-05-24 14:10:16 -04:00
Brandon502
886ea5f88c GoL - Palette Switching
Recolors all live cells on palette/color change. Before you needed a game restart or mutation over time.
2024-05-24 13:41:49 -04:00
Brandon502
631aa35718 GoL - Change default values.
General cleanup.
2024-05-24 13:20:29 -04:00
Brandon502
8491cf18f7 GoL - Removed pauseFrames
Uses .step now to pause.
2024-05-24 13:00:10 -04:00
Brandon502
09dad1d796 GoL - Added blur slider
Blurs dead cells instead of immediately turning off depending on slider value. Blur is disabled when using overlay.
2024-05-24 12:45:13 -04:00
Brandon502
eb3406e200 GoL Memory Leak fix
Removed gameoflife struct.
2024-05-24 11:35:34 -04:00
Frank
6f6ba307c8 drip effect bugfixing
* bring back lost parameter "Fall ratio" (MM specific)
* stabilize the math, avoid rounding errors and unsigned overflows
* speed limit for long strips added
* gravity reduced slightly
2024-05-24 17:28:19 +02:00
Frank
21e6b4d62f optimization
replacing MIN / MAX (arduino macros) by more efficient min/max (libc templates)
2024-05-24 11:26:28 +02:00
Frank
a50e77db26 2D Crazy Bees bugfixes
* solve int8 overflow on "error2" (large fixtures) - based on 2c87f7e752
* use fast int types where possible
2024-05-24 11:12:50 +02:00
Frank
14efccecea minor 2024-05-24 10:46:58 +02:00
Frank
0c6c707c6b robustness improvements for game of life
* fixed: dataSize could be too small if size is not a multiple of 8
* use size_t for memory size
* clear LEDS on first run - just to make sure that buffer optimizations in segment class work as expected
2024-05-16 17:31:46 +02:00
Ewoud
83d3f27c8c Merge remote-tracking branch 'Brandon502/mdev' into mdev 2024-05-16 15:21:57 +02:00
Blaz Kristan
64b1d76893 Palette loading optimisation
- fixes #3978
- FX: Firenoise can use selected palette
2024-05-16 00:07:18 +02:00
Brandon502
6d2fc5040c Game of Life Change
Removed sizeof(byte)
2024-05-11 17:03:58 -04:00
Brandon502
86a18ce6c2 Game of Life changes
Helper functions are now static and the arraySize parameter was removed. Added failsafe for repeat patterns.
2024-05-07 17:26:48 -04:00
Brandon502
9b3f644737 Game of Life changes
Uses struct to store values. Changed glider check method.
2024-05-07 15:57:30 -04:00
Blaž Kristan
1d5f029b34 Merge pull request #3942 from gaaat98/audioreactive-analog
Enabled some audioreactive effects for single pixel strips/segments
2024-05-07 12:47:10 +02:00
Frank
ccff478507 make sure that segment buffer is initially aligned with LEDs (MM specific)
The Segment LEDs buffer is used to optimize out "writing the same color". SEGMENT.fill(BLACK) ensures that all LEDs start clean, consistent with the Segment LEDs buffer.
2024-05-02 16:10:07 +02:00
Frank
bf5c95646c small fix for Fireworks 1D (MM specific)
effect did not clean up its canvas initially, leading to sporadic "lost pixels".
2024-04-30 19:09:05 +02:00
Frank
6e2bd77808 bugfix for Ripple effect (1D mode) - solves #130
bounds check on "w" was not working.
2024-04-22 18:20:18 +02:00
Frank
34f4905e0b bugfix for 2D Sun Radiation
size of the sun was very small on larger fixtures
2024-04-18 23:23:52 +02:00
Frank
a5b07bc06d bugfix for 2D Polar Lights
on large setups (bigger than 32x32) the effect would only show a small horizontal line.
2024-04-18 22:36:50 +02:00
Frank
93b8c63e2b post PR3904 fixes and improvements
* fix compiler warnings (uninitialized vars, ambiguous  functions calls)
* restore some lost function prototypes
* avoid negative pixel indices
* only use "fast" color_add when there is no risk of  "overshooting" results
* minor optimizations
2024-04-18 21:09:14 +02:00