First Commit
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/*
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MIT License
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Copyright (c) 2018, Alexey Dynda
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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/**
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* Attiny85 PINS
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* ____
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* RESET -|_| |- 3V
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* SCL (3) -| |- (2)
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* SDA (4) -| |- (1)
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* GND -|____|- (0)
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*
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* Atmega328 PINS: connect LCD to A4/A5
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*/
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#include "ssd1306.h"
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#include "nano_engine.h"
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/*
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* Heart image below is defined directly in flash memory.
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* This reduces SRAM consumption.
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* The image is define from bottom to top (bits), from left to
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* right (bytes).
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*/
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const PROGMEM uint8_t heartImage[8] =
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{
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0B00001110,
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0B00011111,
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0B00111111,
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0B01111110,
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0B01111110,
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0B00111101,
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0B00011001,
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0B00001110
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};
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/*
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* Define sprite width. The width can be of any size.
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* But sprite height is always assumed to be 8 pixels
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* (number of bits in single byte).
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*/
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const int spriteWidth = sizeof(heartImage);
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/* Lets show 4 hearts on the display */
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const int spritesCount = 4;
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/* Declare variable that represents our 4 objects */
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struct
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{
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NanoPoint pos;
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NanoPoint speed;
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} objects[ spritesCount ];
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/*
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* Each pixel in rgb8 mode needs 8 bit of the memory. So, full resolution
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* of 128x128 LCD display will require 128*128 = 16384 bytes of SRAM for the buffer.
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* To let this example to run on Atmega328p devices (they have 2048 byte SRAM), we
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* will use small canvas buffer: 32x32 (requires 1024 bytes of SRAM).
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*/
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const int canvasWidth = 32; // Width
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const int canvasHeight = 32; // Height
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uint8_t canvasData[canvasWidth*canvasHeight];
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/* Create canvas object */
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NanoCanvas8 canvas(canvasWidth, canvasHeight, canvasData);
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void setup()
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{
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/* Initialize and clear display: 3 RST, 4 CES, 5 DS */
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il9163_128x128_spi_init(3, 4, 5);
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// ssd1331_96x64_spi_init(3, 4, 5);
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// ssd1351_128x128_spi_init(3, 4, 5);
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// st7735_128x160_spi_init(3, 4, 5);
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// -- ssd1306_128x64_i2c_init(); // RGB canvas does not support monochrome displays
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// -- pcd8544_84x48_spi_init(3, 4, 5);
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/* The library should be switched to normal mode for RGB displays */
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ssd1306_setMode(LCD_MODE_NORMAL);
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ssd1306_fillScreen(0x00);
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/* Create 4 "hearts", and place them at different positions and give different movement direction */
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for(uint8_t i = 0; i < spritesCount; i++)
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{
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objects[i].speed = { .x = (i & 2) ? -1: 1, .y = (i & 1) ? -1: 1 };
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objects[i].pos = { .x = i*4, .y = i*4 + 2 };
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}
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canvas.setMode( CANVAS_MODE_TRANSPARENT );
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}
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static uint8_t s_colors[spritesCount] =
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{
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RGB_COLOR8(255,0,0),
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RGB_COLOR8(0,255,0),
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RGB_COLOR8(0,0,255),
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RGB_COLOR8(255,255,0),
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};
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void loop()
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{
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delay(40);
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/* Recalculate position and movement direction of all 4 "hearts" */
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for (uint8_t i = 0; i < spritesCount; i++)
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{
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objects[i].pos += objects[i].speed;
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/* If left or right boundary is reached, reverse X direction */
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if ((objects[i].pos.x == (canvasWidth - 8)) || (objects[i].pos.x == 0))
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objects[i].speed.x = -objects[i].speed.x;
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/* Sprite height is always 8 pixels. Reverse Y direction if bottom or top boundary is reached. */
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if ((objects[i].pos.y == (canvasHeight - 8)) || (objects[i].pos.y == 0))
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objects[i].speed.y = -objects[i].speed.y;
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}
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/* Clear canvas surface */
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canvas.clear();
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/* Draw line */
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canvas.setColor( RGB_COLOR8(128,128,128) );
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canvas.drawLine( 0, 0, canvasWidth*2 - 1, canvasHeight-1);
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/* Draw rectangle around our canvas. It will show the range of the canvas on the display */
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canvas.setColor( RGB_COLOR8(0,255,255) );
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canvas.drawRect(0, 0, canvasWidth-1, canvasHeight-1);
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/* Draw all 4 sprites on the canvas */
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for (uint8_t i = 0; i < spritesCount; i++)
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{
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canvas.setColor( s_colors[i] );
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canvas.drawBitmap1( objects[i].pos.x, objects[i].pos.y, 8, 8, heartImage );
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}
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/* Now, draw canvas on the display */
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canvas.blt(48, 0);
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}
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