Various playdate optimizations, increasing unused CPU to hopefully drive audio or something. Moved the Lua project into playdate/matrix_lua

This commit is contained in:
Rezmason
2022-06-05 00:23:07 -07:00
parent ceb5b03458
commit 551ce132c4
3 changed files with 40 additions and 17 deletions

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After

Width:  |  Height:  |  Size: 17 KiB

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@@ -1,14 +1,16 @@
local gfx <const> = playdate.graphics
local floor <const> = math.floor
local random <const> = math.random
local screenWidth <const> = playdate.display.getWidth()
local screenHeight <const> = playdate.display.getHeight()
local glyphWidth <const> = 20
local numColumns <const> = math.floor(screenWidth / glyphWidth)
local numRows <const> = math.floor(screenHeight / glyphWidth)
local numColumns <const> = floor(screenWidth / glyphWidth)
local numRows <const> = floor(screenHeight / glyphWidth)
local numCells <const> = numColumns * numRows
local numGlyphs <const> = 133
local numFades <const> = 15
local numFades <const> = 16
local blackImage = gfx.image.new(glyphWidth, glyphWidth, gfx.kColorBlack)
local glyphTable = gfx.imagetable.new('images/matrix')
local ditherType = gfx.image.kDitherTypeAtkinson
@@ -26,31 +28,45 @@ local maxSpeed <const> = 1
local time = 0
local speed = maxSpeed
local sqrt2 <const> = math.sqrt(2)
local sqrt5 <const> = math.sqrt(5)
function wobble(x)
return x + 0.3 * math.sin(sqrt2 * x) + 0.2 * math.sin(sqrt5 * x)
local sineTable = {}
for i = 1,360 do
sineTable[i] = math.sin(math.pi / 180 * i)
end
-- function fastSin(x)
-- x = x / 360 % 1
-- local sign
-- if x < 0.5 then
-- sign = -1
-- else
-- sign = 1
-- end
-- x = (x % 0.5) * 2 - 0.5
-- return sign * x * x * 4 - 1
-- end
local wobbleA <const> = math.sqrt(2) / 50
local wobbleB <const> = math.sqrt(5) / 50
local cells = {}
for x = 1, numColumns do
local columnTimeOffset = math.random() * 1000
local columnSpeedOffset = math.random() * 0.5 + 0.5
local columnTimeOffset = random() * 1000
local columnSpeedOffset = random() * 0.5 + 0.5
for y = 1, numRows do
local cell = {}
cell.x = x
cell.y = y
cell.glyphCycle = math.random()
cell.glyphCycle = random()
cell.columnTimeOffset = columnTimeOffset
cell.columnSpeedOffset = columnSpeedOffset
cell.glyphIndex = math.floor(math.random() * numGlyphs) + 1
cell.glyphIndex = floor(random() * numGlyphs) + 1
cell.fadeIndex = -1
cells[#cells + 1] = cell
end
end
playdate.display.setRefreshRate(0)
playdate.display.setRefreshRate(24)
playdate.resetElapsedTime()
function playdate.update()
@@ -68,10 +84,18 @@ function playdate.update()
for i = 1, numCells do
local mustDraw = false
local cell = cells[i]
local cellTime = cell.y * -0.03 + cell.columnTimeOffset + time * cell.columnSpeedOffset
local brightness = math.log((1 - wobble(cellTime) % 1) * 1.25) * 6
local fadeIndex = math.max(1, math.min(numFades, math.floor(numFades * (1 - brightness))))
local cellTime = cell.y * -0.03 + cell.columnTimeOffset + time * cell.columnSpeedOffset
local brightness = 4 * (
(
cellTime
+ 0.3 * sineTable[floor((wobbleA * cellTime) % 360) + 1]
+ 0.2 * sineTable[floor((wobbleB * cellTime) % 360) + 1]
) % 1
)
local fadeIndex = floor(brightness * numFades)
if fadeIndex < 1 then fadeIndex = 1 end
if fadeIndex > numFades then fadeIndex = numFades end
if cell.fadeIndex ~= fadeIndex then
cell.fadeIndex = fadeIndex
mustDraw = true
@@ -80,7 +104,7 @@ function playdate.update()
cell.glyphCycle = cell.glyphCycle + delta * 2
if cell.glyphCycle > 1 then
cell.glyphCycle = cell.glyphCycle % 1
local glyphIndex = (cell.glyphIndex + math.random(20)) % numGlyphs + 1
local glyphIndex = (cell.glyphIndex + random(20)) % numGlyphs + 1
if cell.glyphIndex ~= glyphIndex then
cell.glyphIndex = glyphIndex
if fadeIndex < numFades then
@@ -93,5 +117,4 @@ function playdate.update()
glyphs[cell.glyphIndex][cell.fadeIndex]:draw((cell.x - 1) * glyphWidth, (cell.y - 1) * glyphWidth)
end
end
end