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Snake.cpp
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Snake.cpp
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/*
* Effect implementation for the GauntletII project.
*/
#include "Effect.h"
class Snake : public Effect {
private:
static const byte SNAKE_LENGTH = 16;
enum Direction {
UP, DOWN, LEFT, RIGHT
};
struct Pixel {
uint8_t x;
uint8_t y;
};
CRGB colours[SNAKE_LENGTH];
uint8_t initialHue;
Pixel pixels[SNAKE_LENGTH];
Direction direction;
void newDirection() {
switch (direction) {
case UP:
case DOWN:
direction = random(0, 2) == 1 ? RIGHT : LEFT;
break;
case LEFT:
case RIGHT:
direction = random(0, 2) == 1 ? DOWN : UP;
default:
break;
}
}
void shuffleDown() {
for (byte i = SNAKE_LENGTH - 1; i > 0; i--) {
pixels[i] = pixels[i - 1];
}
}
public:
Snake(CRGB *leds, int width, int height) : Effect(leds, width, height), initialHue(0) {
direction = UP;
for (int i = 0; i < SNAKE_LENGTH; i++) {
pixels[i].x = 0;
pixels[i].y = 0;
}
}
void start() {
clearLeds();
for (int frameNo = 0; frameNo < 1000; frameNo++) {
shuffleDown();
if (random(10) > 6) {
newDirection();
}
switch (direction) {
case UP:
pixels[0].y = (pixels[0].y + 1) % height;
break;
case LEFT:
pixels[0].x = (pixels[0].x + 1) % width;
break;
case DOWN:
pixels[0].y = pixels[0].y == 0 ? height - 1 : pixels[0].y - 1;
break;
case RIGHT:
pixels[0].x = pixels[0].x == 0 ? width - 1 : pixels[0].x - 1;
break;
}
fill_rainbow(colours, SNAKE_LENGTH, initialHue++);
for (byte i = 0; i < SNAKE_LENGTH; i++) {
pixel(pixels[i].x, pixels[i].y) = colours[i] %= (255 - i * (255 / SNAKE_LENGTH));
}
LEDS.show();
delay(30);
clearLeds();
}
}
};