245 lines
6.6 KiB
C++
245 lines
6.6 KiB
C++
#pragma once
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#include "wled.h"
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/*
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* Usermods allow you to add own functionality to WLED more easily
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* See: https://github.com/Aircoookie/WLED/wiki/Add-own-functionality
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*
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* This is an example for a v2 usermod.
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* v2 usermods are class inheritance based and can (but don't have to) implement more functions, each of them is shown in this example.
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* Multiple v2 usermods can be added to one compilation easily.
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*
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* Creating a usermod:
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* This file serves as an example. If you want to create a usermod, it is recommended to use usermod_v2_empty.h from the usermods folder as a template.
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* Please remember to rename the class and file to a descriptive name.
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* You may also use multiple .h and .cpp files.
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*
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* Using a usermod:
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* 1. Copy the usermod into the sketch folder (same folder as wled00.ino)
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* 2. Register the usermod by adding #include "usermod_filename.h" in the top and registerUsermod(new MyUsermodClass()) in the bottom of usermods_list.cpp
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*/
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//inspired by https://noobtuts.com/cpp/2d-pong-game
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typedef struct PongBall {
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float x;// = SEGMENT.virtualWidth() / 2;
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float y;// = SEGMENT.virtualHeight() / 2;
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float dir_x;// = -1;
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float dir_y;// = 0;
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uint8_t width;// = 8;
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uint8_t height;// = 8;
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float speed;// = 1;
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uint8_t scoreLeft, scoreRight;
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uint32_t color;
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void move() {
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x += dir_x * speed;
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y += dir_y * speed;
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}
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void vec2_norm() {
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// sets a vectors length to 1 (which means that x + y == 1)
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float length = sqrt((dir_x * dir_x) + (dir_y * dir_y));
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if (length != 0.0f) {
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length = 1.0f / length;
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dir_x *= length;
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dir_x *= length;
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}
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}
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void hit() {
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// hit left wall?
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if (x <= 0) {
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dir_x = fabs(dir_x); // force it to be positive
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// scoreLeft++;
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// if (scoreLeft>9) scoreLeft = 0;
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}
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// hit right wall?
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if (x + width-1 >= SEGMENT.virtualWidth()-1) {
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dir_x = -fabs(dir_x); // force it to be negative
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// scoreRight++;
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// if (scoreRight>9) scoreRight = 0;
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}
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// hit top wall?
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if (y <= 0) {
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dir_y = fabs(dir_y); // force it to be positive
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}
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// hit bottom wall?
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if (y + height-1 >= SEGMENT.virtualHeight()-1) {
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dir_y = -fabs(dir_y); // force it to be negative
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}
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}
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bool hit(PongBall *other) {
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if (x < other->x + other->width &&
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x >= other->x &&
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y < other->y + other->height &&
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y >= other->y) {
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// set fly direction depending on where it hit the racket
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// (t is 0.5 if hit at top, 0 at center, -0.5 at bottom)
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float t = ((y - other->y) / other->height) - 0.5f;
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dir_x = fabs(dir_x); // force it to be positive
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dir_y = t;
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return true;
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}
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else
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return false;
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}
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} pongBall;
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//effect function
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uint16_t mode_pongGame(void) {
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uint16_t dataSize = 3 * sizeof(pongBall);
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if (!SEGENV.allocateData(dataSize)) {SEGMENT.fill(SEGCOLOR(0)); return 350;} //mode_static(); //allocation failed
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PongBall* ball = reinterpret_cast<PongBall*>(SEGENV.data);
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PongBall* racket_left = reinterpret_cast<PongBall*>(SEGENV.data + sizeof(pongBall));
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PongBall* racket_right = reinterpret_cast<PongBall*>(SEGENV.data + 2* sizeof(pongBall));
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// static uint16_t previousX, previousY;
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uint16_t vW = SEGMENT.virtualWidth();
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uint16_t vH = SEGMENT.virtualHeight();
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if (SEGENV.call == 0) {
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ball->width = 1;
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ball->height = 1;
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ball->x = vW/2;
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ball->y = vH/2;
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ball->dir_x = -0.1;
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ball->dir_y = 0.18;
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ball->color = BLUE;
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// ball->speed = 1;//SEGMENT.speed/30.0;
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racket_left->width = 1;
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racket_left->height = vH/4;
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racket_left->x = 0;
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racket_left->y = vH/2 - racket_left->height/2;
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racket_left->dir_y = 0.18;
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racket_left->speed = 1;
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racket_left->color = BLUE;
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racket_right->width = 1;
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racket_right->height = vH/4;
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racket_right->x = vW - 1;
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racket_right->y = vH/2 - racket_right->height/2;
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racket_right->dir_y = -0.18;
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racket_right->speed = 1;
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racket_right->color = BLUE;
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}
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ball->speed = SEGMENT.speed/30.0;
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SEGMENT.fill(BLACK);
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ball->move();
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racket_left->move();
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racket_right->move();
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if (ball->hit(racket_left)) {
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ball->scoreLeft++;
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if (ball->scoreLeft>9) ball->scoreLeft = 0;
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racket_left->color = RED;
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} else {
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racket_left->color = BLUE;
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}
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if (ball->hit(racket_right)) {
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ball->scoreRight++;
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if (ball->scoreRight>9) ball->scoreRight = 0;
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racket_right->color = RED;
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} else {
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racket_right->color = BLUE;
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}
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ball->hit();
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racket_left->hit();
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racket_right->hit();
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ball->vec2_norm();
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racket_left->vec2_norm();
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racket_right->vec2_norm();
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SEGMENT.setPixelColorXY((uint16_t)ball->x, (uint16_t)ball->y, ball->color);
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SEGMENT.drawLine(0, racket_left->y, 0, racket_left->y + racket_left->height-1, racket_left->color);
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SEGMENT.drawLine(vW-1, racket_right->y, vW-1, racket_right->y + racket_right->height-1, racket_right->color);
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for (int i=0; i<vH; i+=2) {
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SEGMENT.setPixelColorXY(vW/2, i, BLUE);
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}
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char tempString[2] = "";
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sprintf(tempString, "%1d%1d", ball->scoreRight, ball->scoreLeft);
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SEGMENT.drawCharacter(tempString[0], vW/2-5, -2, 5, 8, BLUE);
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SEGMENT.drawCharacter(tempString[1], vW/2+2, -2, 5, 8, BLUE);
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return FRAMETIME;
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}
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static const char _data_FX_MODE_PONGGAME[] PROGMEM = "🎮 Pong@!;!;!;2d";
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//class name. Use something descriptive and leave the ": public Usermod" part :)
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class GamesUsermod : public Usermod {
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private:
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//Private class members. You can declare variables and functions only accessible to your usermod here
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public:
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//Functions called by WLED
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/*
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* setup() is called once at boot. WiFi is not yet connected at this point.
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* You can use it to initialize variables, sensors or similar.
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*/
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void setup() {
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strip.addEffect(255, &mode_pongGame, _data_FX_MODE_PONGGAME);
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}
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/*
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* connected() is called every time the WiFi is (re)connected
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* Use it to initialize network interfaces
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*/
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void connected() {
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//Serial.println("Connected to WiFi!");
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}
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void loop() {
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}
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void addToJsonState(JsonObject& root)
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{
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//root["user0"] = userVar0;
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}
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void readFromJsonState(JsonObject& root)
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{
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userVar0 = root["user0"] | userVar0; //if "user0" key exists in JSON, update, else keep old value
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}
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void addToConfig(JsonObject& root)
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{
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JsonObject top = root.createNestedObject("gamesUsermod");
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}
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bool readFromConfig(JsonObject& root)
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{
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JsonObject top = root["exampleUsermod"];
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bool configComplete = !top.isNull();
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return configComplete;
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}
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void handleOverlayDraw()
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{
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}
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uint16_t getId()
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{
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return USERMOD_ID_EXAMPLE;
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}
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}; |