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launch_effect.c
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launch_effect.c
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#include "launch_effect.h"
#include "effect.h"
#include "draw.h"
#include "gameoflife.h"
void launch_effect (int effect)
{
int i;
unsigned char ii;
fill(0x00);
switch (effect)
{
case 0x00:
effect_planboing (AXIS_Z, 400);
effect_planboing (AXIS_X, 400);
effect_planboing (AXIS_Y, 400);
effect_planboing (AXIS_Z, 400);
effect_planboing (AXIS_X, 400);
effect_planboing (AXIS_Y, 400);
fill(0x00);
break;
case 1:
effect_stringfly2("HACKLAB KIKA");
break;
case 2:
effect_random_filler(5,1);
effect_random_filler(5,0);
effect_random_filler(5,1);
effect_random_filler(5,0);
break;
case 3:
effect_z_updown(20,1000);
break;
case 4:
effect_wormsqueeze (2, AXIS_Z, -1, 100, 1000);
break;
case 5:
effect_blinky2();
break;
case 6:
for (ii=0;ii<8;ii++)
{
effect_box_shrink_grow (1, ii%4, ii & 0x04, 450);
}
effect_box_woopwoop(800,0);
effect_box_woopwoop(800,1);
effect_box_woopwoop(800,0);
effect_box_woopwoop(800,1);
break;
case 7:
effect_rain(100);
break;
case 8:
fill(0x00);
effect_telcstairs(0,800,0xff);
effect_telcstairs(0,800,0x00);
effect_telcstairs(1,800,0xff);
effect_telcstairs(1,800,0xff);
break;
case 9:
effect_axis_updown_randsuspend(AXIS_Z, 550,5000,0);
effect_axis_updown_randsuspend(AXIS_Z, 550,5000,1);
effect_axis_updown_randsuspend(AXIS_Z, 550,5000,0);
effect_axis_updown_randsuspend(AXIS_Z, 550,5000,1);
effect_axis_updown_randsuspend(AXIS_X, 550,5000,0);
effect_axis_updown_randsuspend(AXIS_X, 550,5000,1);
effect_axis_updown_randsuspend(AXIS_Y, 550,5000,0);
effect_axis_updown_randsuspend(AXIS_Y, 550,5000,1);
break;
case 10:
effect_loadbar(700);
break;
case 11:
effect_wormsqueeze (1, AXIS_Z, 1, 100, 1000);
break;
case 12:
sendvoxels_rand_z(20,220,2000);
break;
case 13:
fill(0x00);
// Create a random starting point for the Game of Life effect.
for (i = 0; i < 20;i++)
{
setvoxel(rand()%4,rand()%4,rand()%4);
}
gol_play(20, 400);
break;
case 14:
effect_boxside_randsend_parallel (AXIS_Z, 0 , 200,1);
delay_ms(1500);
effect_boxside_randsend_parallel (AXIS_Z, 1 , 200,1);
delay_ms(1500);
effect_boxside_randsend_parallel (AXIS_Z, 0 , 200,2);
delay_ms(1500);
effect_boxside_randsend_parallel (AXIS_Z, 1 , 200,2);
delay_ms(1500);
effect_boxside_randsend_parallel (AXIS_Y, 0 , 200,1);
delay_ms(1500);
effect_boxside_randsend_parallel (AXIS_Y, 1 , 200,1);
delay_ms(1500);
break;
case 15:
boingboing(250, 600, 0x01, 0x02);
break;
case 16:
effect_smileyspin(2,1000,0);
break;
case 17:
effect_pathspiral(100,500);
break;
case 18:
effect_path_bitmap(700,2,3);
break;
case 19:
effect_smileyspin(2,1000,1);
break;
case 20:
effect_path_text(1000,"TG");
break;
case 21:
effect_rand_patharound(200,500);
break;
case 22:
effect_wormsqueeze (1, AXIS_Z, -1, 100, 1000);
break;
case 23:
effect_smileyspin(2,1000,2);
break;
case 24:
effect_random_sparkle();
break;
case 25:
effect_wormsqueeze (1, AXIS_Z, -1, 100, 1000);
break;
case 26:
boingboing(250, 600, 0x01, 0x03);
break;
// In case the effect number is out of range:
default:
effect_stringfly2("FAIL");
break;
}
}