![](/media/cache/img/default_profile.jpg.50x50_q85.jpg)
LED screen snake as an example of 48x48 panelspace working.
main.cpp
- Committer:
- rsavitski
- Date:
- 2012-03-22
- Revision:
- 0:b38330b559d4
File content as of revision 0:b38330b559d4:
#include "mbed.h" #include "ledScreen.h" // screen instance ledScreen screen; // controller AnalogIn xJoy(p20); AnalogIn yJoy(p19); DigitalIn Abutton(p22); DigitalIn Bbutton(p21); //snake struct snakeBitPos { signed char x; signed char y; }; // sin lookup table and related functions unsigned char sinlut[256]; void initSinLut() { for (int i=0; i<256; i++) sinlut[i] = cos((float)i / 256.0 * (3.14159265 * 2))*127 + 128; } inline unsigned char lut_sin(int x) { return (x>0)?sinlut[x%256]:sinlut[(-x)%256]; } // Example frame makes: //rainbow void makeFrame1(unsigned char* data) { static int time=0; time++; // override data with a intensity gradient test pattern for (int x=0; x<3*16; x++) { for (int y=0; y<48; y++) { int i = (x + y*(16*3)) * 3; // figure out the memory location data[i] = lut_sin((x+y)*255/48+(time/2)%256); //(sin((float)(x+time)/15.0)+1.0)*128 ; // red data[i+1] = lut_sin(((x+y)*255/48+(time/2)+ 85)%256); //(sin((float)(x+time)/15.0)+1.0)*128 ; // red data[i+2] = lut_sin(((x+y)*255/48+(time/2)+170)%256); //(sin((float)(x+time)/15.0)+1.0)*128 ; // red } } } //cool lines void makeFrame2(unsigned char* data) { static int time=0; time++; // override data with a intensity gradient test pattern for (int x=0; x<3*16; x++) { for (int y=0; y<16; y++) { int i = (x + y*(16*3)) * 3; // figure out the memory location data[i] = lut_sin(x*255/48+(time)%256 + y*16); //(sin((float)(x+time)/15.0)+1.0)*128 ; // red data[i+1] = lut_sin(x*255/48+(time)%256 + y*16 + 85); //(sin((float)(x+time)/15.0)+1.0)*128 ; // red data[i+2] = lut_sin(x*255/48+(time)%256 + y*16 + 170); //(sin((float)(x+time)/15.0)+1.0)*128 ; // red } } } // static gradients void makeFrame3(unsigned char* data) { static int time=0; time++; // override data with a intensity gradient test pattern for (int x=0; x<3*16; x++) { for (int y=0; y<16; y++) { int i = (x + y*(16*3)) * 3; // figure out the memory location data[i] = x*256/48; //(sin((float)(x+time)/15.0)+1.0)*128 ; // red data[i+1] = 0; // green data[i+2] = y*256/16; //(i/3)%256 ; // blue } } } void makeEmptyFrame(unsigned char* data) { for (int x=0; x<3*16; x++) { for (int y=0; y<3*16; y++) { int i = (x + y*(16*3)) * 3; // figure out the memory location data[i] = 0; data[i+1] = 0; data[i+2] = 0; } } } void stepSnake(unsigned char* data) { static snakeBitPos dotLoc; // going to be the dot static unsigned short length=2; static unsigned char dir; static snakeBitPos snakeArr[100]; static bool firstCall=true; if (firstCall) { snakeArr[0].x=20; snakeArr[0].y=20; firstCall=false; dotLoc.x=rand()%48; dotLoc.y=rand()%48; } static bool gameover=false; static short speed_n = 50; if (!gameover) { static unsigned short time=0; time++; time = time%(speed_n/2); // smaller constant = higher speed // updating direction on every invocation float xReading = xJoy.read(); float yReading = yJoy.read(); if (xReading > 0.9 && dir != 1) {dir = 0; } else if(xReading < 0.3 && dir != 0) {dir = 1; } else if(yReading > 0.9 && dir != 3) {dir = 2; } else if(yReading < 0.3 && dir != 2) {dir = 3; } // moving the snake forward if (time == 0) { for (int j=length; j>0; j--) { snakeArr[j]=snakeArr[j-1]; } switch(dir) { case(0): (snakeArr[0]).x++; break; case(1): (snakeArr[0]).x--; break; case(2): (snakeArr[0]).y++; break; case(3): (snakeArr[0]).y--; break; } // wrapping if (snakeArr[0].x==-1) snakeArr[0].x=47; if (snakeArr[0].x==48) snakeArr[0].x=0; if (snakeArr[0].y==48) snakeArr[0].y=0; if (snakeArr[0].y==-1) snakeArr[0].y=47; if (snakeArr[0].y==dotLoc.y && snakeArr[0].x==dotLoc.x) { dotLoc.x = rand()%48; dotLoc.y = rand()%48; length++; speed_n--; if (speed_n<2) speed_n=2; } // outputting int i=0; // killing own tail (no need to zero whole screen) i = (snakeArr[length].x+(snakeArr[length].y)*48)*3; data[i] = 0; data[i+2] = 0; // new head alone (no need for looping) i = (snakeArr[0].x+(snakeArr[0].y)*48)*3; // if hitting self, game over if (data[i]==255) {data[i+1] = 255; gameover=true;} data[i] = 255; data[i+2] = 127; data[(dotLoc.x+dotLoc.y*48)*3 +2] = 255; } } } void makeFrame33(unsigned char* data) { static int time=0; time++; for (int x=0; x<3*16; x++) { for (int y=0; y<48; y++) { int i = (x + y*(16*3)) * 3; // figure out the memory location data[i] = x*256/48; //(sin((float)(x+time)/15.0)+1.0)*128 ; // red data[i+1] = 0; // green data[i+2] = y*256/48; //(i/3)%256 ; // blue } } } int main() { // framebuffer on client side unsigned char imageSource[256*3*3*3] = { 0 }; // prepare sin lookup table (optional) initSinLut(); // start the screen output, which will keep outputting the frames that are in its internal buffer (updated via .transformFrame) screen.start(); makeEmptyFrame(imageSource); while (1) { stepSnake(imageSource); // prepare framebuffer with current frame screen.transformFrame(imageSource); // write framebuffer to output framebuffer wait_ms(0.5); // slow down the framerate (optional) } }