forked from forks/qmk_firmware
Merge remote-tracking branch 'origin/master' into develop
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commit
d2bc11ca67
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@ -20,13 +20,13 @@
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#include "print.h"
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// Calculated Parameters
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#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch
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#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch
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#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch
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#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
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#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
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#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch
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#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch
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#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch
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#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
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#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
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uint8_t animation_counter = 0; // global animation counter.
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uint8_t animation_counter = 0; // global animation counter.
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bool is_calm = false;
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uint32_t starry_night_anim_timer = 0;
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uint32_t starry_night_anim_sleep = 0;
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@ -52,10 +52,10 @@ static uint8_t decrement_counter(uint8_t counter, uint8_t max) {
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}
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#endif
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#ifdef ENABLE_MOON // region
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#ifdef ENABLE_MOON // region
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# ifndef STATIC_MOON
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uint8_t moon_animation_frame = 0; // keeps track of current moon frame
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uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame
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uint8_t moon_animation_frame = 0; // keeps track of current moon frame
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uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame
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# endif
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# ifdef STATIC_MOON
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@ -99,9 +99,9 @@ static void draw_moon(void) {
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}
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# endif
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}
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#endif // endregion
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#endif // endregion
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#ifdef ENABLE_WAVE // region
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#ifdef ENABLE_WAVE // region
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uint8_t starry_night_wave_frame_width_counter = 31;
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uint8_t rough_waves_frame_counter = 0;
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@ -193,8 +193,8 @@ static const char PROGMEM ocean_bottom[8][32] = {
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// clang-format on
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static void animate_waves(void) {
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starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type
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rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type
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starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type
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rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type
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void draw_ocean(uint8_t frame, uint16_t offset, uint8_t byte_index) {
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oled_write_raw_byte(pgm_read_byte(ocean_top[frame] + byte_index), offset);
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@ -218,9 +218,9 @@ static void animate_waves(void) {
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}
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}
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}
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#endif // endregion
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#endif // endregion
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#ifdef ENABLE_ISLAND // region
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#ifdef ENABLE_ISLAND // region
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uint8_t island_frame_1 = 0;
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// clang-format off
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@ -276,17 +276,17 @@ static void animate_island(void) {
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draw_island_parts(island_frame_1 + 4);
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}
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}
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#endif // endregion
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#endif // endregion
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#ifdef ENABLE_STARS // region
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bool stars_setup = false; // only setup stars once, then we just twinkle them
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#ifdef ENABLE_STARS // region
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bool stars_setup = false; // only setup stars once, then we just twinkle them
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struct Coordinate {
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int x;
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int y;
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bool exists;
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};
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struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates
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struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates
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/**
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* Setup all the initial stars on the screen
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@ -334,18 +334,18 @@ static void twinkle_stars(void) {
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continue;
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}
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if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) {
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oled_write_pixel(star.x, star.y, false); // black out pixel
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oled_write_pixel(star.x, star.y, false); // black out pixel
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// don't allow stars to leave their own region
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if (star.x == (column_group * 8)) { // star is the farthest left it can go in its region
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star.x++; // move it right immediately
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} else if (star.x == (((column_group + 1) * 8) - 1)) { // star is farthest right it can go in its region
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star.x--; // move it left immediately
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if (star.x == (column_group * 8)) { // star is the farthest left it can go in its region
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star.x++; // move it right immediately
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} else if (star.x == (((column_group + 1) * 8) - 1)) { // star is farthest right it can go in its region
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star.x--; // move it left immediately
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}
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if (star.y == (line * 8)) { // star is the farthest up it can go in its region
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star.y++; // move it down immediately
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} else if (star.y == (((line + 1) * 8) - 1)) { // star is farthest down it can go in its region
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star.y--; // move it up immediately
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if (star.y == (line * 8)) { // star is the farthest up it can go in its region
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star.y++; // move it down immediately
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} else if (star.y == (((line + 1) * 8) - 1)) { // star is farthest down it can go in its region
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star.y--; // move it up immediately
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}
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// now decide direction
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@ -389,10 +389,10 @@ static void animate_stars(void) {
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twinkle_stars();
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}
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}
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#endif // endregion
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#endif // endregion
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#ifdef ENABLE_SHOOTING_STARS // region
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bool shooting_stars_setup = false; // only setup shooting stars array once with defaults
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#ifdef ENABLE_SHOOTING_STARS // region
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bool shooting_stars_setup = false; // only setup shooting stars array once with defaults
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struct ShootingStar {
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int x_1;
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@ -404,11 +404,11 @@ struct ShootingStar {
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int delay;
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};
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struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS]; // tracks all the shooting stars
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struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS]; // tracks all the shooting stars
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static void setup_shooting_star(struct ShootingStar *shooting_star) {
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int column_to_start = rand() % (WIDTH / 2);
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int row_to_start = rand() % (HEIGHT - 48); // shooting_stars travel diagonally 1 down, 1 across. So the lowest a shooting_star can start and not 'hit' the ocean is 32 above the ocean.
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int row_to_start = rand() % (HEIGHT - 48); // shooting_stars travel diagonally 1 down, 1 across. So the lowest a shooting_star can start and not 'hit' the ocean is 32 above the ocean.
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shooting_star->x_1 = column_to_start;
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shooting_star->y_1 = row_to_start;
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@ -494,7 +494,7 @@ static void animate_shooting_stars(void) {
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end_extra_stars(number_of_shooting_stars);
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}
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}
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#endif // endregion
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#endif // endregion
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/**
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* Main rendering function
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@ -502,52 +502,53 @@ static void animate_shooting_stars(void) {
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* Calls all different animations at different rates
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*/
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void render_stars(void) {
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// // animation timer
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if (timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) {
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starry_night_anim_timer = timer_read32();
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current_wpm = get_current_wpm();
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current_wpm = get_current_wpm();
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void render_stars_anim(void) {
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#ifdef ENABLE_ISLAND
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animate_island();
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animate_island();
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#endif
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#ifdef ENABLE_SHOOTING_STARS
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if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) {
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animate_shooting_stars();
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}
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if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) {
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animate_shooting_stars();
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}
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#endif
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#ifdef ENABLE_STARS
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// TODO offsetting the star animation from the wave animation would look better,
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// but if I do that, then the stars appear in the water because
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// the ocean animation has to wait a bunch of frames to overwrite it.
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// Possible solutions:
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// 1. Only draw stars to the top of the island/ocean.
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// 2. Draw ocean every frame, only move ocean on frames matching modulus
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// Problems:
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// 1. What if someone wants to move the island up a bit, or they want to have the stars reflect in the water?
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// 2. More cpu intensive. And I'm already running out of cpu as it is...
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if (animation_counter % STAR_ANIMATION_MODULATOR == 0) {
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animate_stars();
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}
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// TODO offsetting the star animation from the wave animation would look better,
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// but if I do that, then the stars appear in the water because
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// the ocean animation has to wait a bunch of frames to overwrite it.
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// Possible solutions:
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// 1. Only draw stars to the top of the island/ocean.
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// 2. Draw ocean every frame, only move ocean on frames matching modulus
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// Problems:
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// 1. What if someone wants to move the island up a bit, or they want to have the stars reflect in the water?
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// 2. More cpu intensive. And I'm already running out of cpu as it is...
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if (animation_counter % STAR_ANIMATION_MODULATOR == 0) {
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animate_stars();
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}
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#endif
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#ifdef ENABLE_WAVE
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if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
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animate_waves();
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}
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if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
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animate_waves();
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}
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#endif
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#ifdef ENABLE_MOON
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draw_moon();
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draw_moon();
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#endif
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animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
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animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
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}
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// this fixes the screen on and off bug
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if (current_wpm > 0) {
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// Turn screen on/off based on typing and timeout
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if (current_wpm > 0 && timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) {
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starry_night_anim_timer = timer_read32();
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oled_on();
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render_stars_anim();
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starry_night_anim_sleep = timer_read32();
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} else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) {
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oled_off();
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