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DJ Light optimisation.
GoL mutations. cleanup.
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@ -4902,6 +4902,8 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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if (colorsCount[i].count > dominantColorCount.count) dominantColorCount = colorsCount[i];
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if (colorsCount[i].count > dominantColorCount.count) dominantColorCount = colorsCount[i];
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// assign the dominant color w/ a bit of randomness to avoid "gliders"
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// assign the dominant color w/ a bit of randomness to avoid "gliders"
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if (dominantColorCount.count > 0 && random8(128)) SEGMENT.setPixelColorXY(x,y, dominantColorCount.color);
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if (dominantColorCount.count > 0 && random8(128)) SEGMENT.setPixelColorXY(x,y, dominantColorCount.color);
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} else if ((col == bgc) && (neighbors == 2) && !random8(128)) { // Mutation
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SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 255));
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}
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}
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// else do nothing!
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// else do nothing!
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} //x,y
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} //x,y
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@ -6702,9 +6704,8 @@ uint16_t mode_DJLight(void) { // Written by ??? Adapted by Wil
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if (SEGENV.aux0 != secondHand) { // Triggered millis timing.
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if (SEGENV.aux0 != secondHand) { // Triggered millis timing.
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SEGENV.aux0 = secondHand;
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SEGENV.aux0 = secondHand;
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SEGMENT.setPixelColor(mid, CRGB(fftResult[15]/2, fftResult[5]/2, fftResult[0]/2)); // 16-> 15 as 16 is out of bounds
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CRGB color = CRGB(fftResult[15]/2, fftResult[5]/2, fftResult[0]/2); // 16-> 15 as 16 is out of bounds
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CRGB color = SEGMENT.getPixelColor(mid);
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SEGMENT.setPixelColor(mid, color.fadeToBlackBy(map(fftResult[4], 0, 255, 255, 4))); // TODO - Update
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SEGMENT.setPixelColor(mid, color.fadeToBlackBy(map(fftResult[1*4], 0, 255, 255, 10))); // TODO - Update
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for (int i = SEGLEN - 1; i > mid; i--) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i-1)); // move to the left
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for (int i = SEGLEN - 1; i > mid; i--) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i-1)); // move to the left
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for (int i = 0; i < mid; i++) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1)); // move to the right
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for (int i = 0; i < mid; i++) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1)); // move to the right
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@ -6930,10 +6931,10 @@ uint16_t mode_gravfreq(void) { // Gravfreq. By Andrew Tuline.
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SEGMENT.fade_out(250);
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SEGMENT.fade_out(250);
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float segmentSampleAvg = volumeSmth * (float)SEGMENT.intensity / 255.0;
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float segmentSampleAvg = volumeSmth * (float)SEGMENT.intensity / 255.0f;
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segmentSampleAvg *= 0.125; // divide by 8, to compensate for later "sensitivty" upscaling
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segmentSampleAvg *= 0.125; // divide by 8, to compensate for later "sensitivty" upscaling
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float mySampleAvg = mapf(segmentSampleAvg*2.0, 0,32, 0, (float)SEGLEN/2.0); // map to pixels availeable in current segment
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float mySampleAvg = mapf(segmentSampleAvg*2.0f, 0,32, 0, (float)SEGLEN/2.0); // map to pixels availeable in current segment
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int tempsamp = constrain(mySampleAvg,0,SEGLEN/2); // Keep the sample from overflowing.
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int tempsamp = constrain(mySampleAvg,0,SEGLEN/2); // Keep the sample from overflowing.
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uint8_t gravity = 8 - SEGMENT.speed/32;
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uint8_t gravity = 8 - SEGMENT.speed/32;
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