mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
132 lines
3.7 KiB
Lua
132 lines
3.7 KiB
Lua
local gfx <const> = playdate.graphics
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local floor <const> = math.floor
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local random <const> = math.random
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local screenWidth <const> = playdate.display.getWidth()
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local screenHeight <const> = playdate.display.getHeight()
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local glyphWidth <const> = 20
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local numColumns <const> = floor(screenWidth / glyphWidth)
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local numRows <const> = floor(screenHeight / glyphWidth)
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local numCells <const> = numColumns * numRows
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local numStandardGlyphs <const> = 133
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local numPDGlyphs <const> = 10
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local numTotalGlyphs <const> = numStandardGlyphs + numPDGlyphs
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local numFades <const> = 32
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local glyphs = {}
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do
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local glyphSpritesheet = gfx.image.new('images/matrix-glyphs')
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local spritesheetColumns = floor(glyphSpritesheet.width / glyphWidth)
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local fadeGradient = gfx.image.new('images/fade-gradient')
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local glyph = gfx.image.new(glyphWidth, glyphWidth, gfx.kColorBlack)
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gfx.pushContext(glyph)
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for i = 1, numTotalGlyphs do
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local column = (i - 1) % spritesheetColumns
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local row = floor((i - 1) / spritesheetColumns)
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glyphSpritesheet:draw(-column * glyphWidth, -row * glyphWidth)
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glyphs[i] = {}
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for j = 1, numFades do
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local fade = (j - 1) / (numFades - 1)
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local variant = glyph:copy()
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glyphs[i][j] = variant
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gfx.pushContext(variant)
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gfx.setImageDrawMode(gfx.kDrawModeWhiteTransparent);
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fadeGradient:draw(fade * (glyphWidth - fadeGradient.width), 0)
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gfx.popContext()
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end
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end
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gfx.popContext()
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end
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local minSpeed <const> = 0.15
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local maxSpeed <const> = 1
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local time = 0
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local speed = maxSpeed
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local sineTable = {}
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for i = 1,360 do
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sineTable[i] = math.sin(math.pi / 180 * i)
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end
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local wobbleA <const> = math.sqrt(2) / 50
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local wobbleB <const> = math.sqrt(5) / 50
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local cells = {}
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for x = 1, numColumns do
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local columnTimeOffset = random() * 1000
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local columnSpeedOffset = random() * 0.5 + 0.5
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for y = 1, numRows do
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local cell = {}
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cell.x = x
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cell.y = y
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cell.glyphCycle = random()
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cell.columnTimeOffset = columnTimeOffset
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cell.columnSpeedOffset = columnSpeedOffset
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cell.glyphIndex = random(numStandardGlyphs)
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cell.fadeIndex = -1
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cells[#cells + 1] = cell
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end
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end
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playdate.display.setRefreshRate(30)
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playdate.resetElapsedTime()
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function playdate.update()
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local delta
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if playdate.isCrankDocked() then
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speed = math.min(maxSpeed, speed + 0.07)
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delta = playdate.getElapsedTime() * speed
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else
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speed = math.max(minSpeed, speed - 0.07)
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delta = playdate.getElapsedTime() * speed + playdate.getCrankChange() * 2 / 360 -- TODO: tune
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end
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playdate.resetElapsedTime()
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time += delta
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local addPDGlyphs = playdate.buttonIsPressed(playdate.kButtonA) and playdate.buttonIsPressed(playdate.kButtonB)
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for i = 1, numCells do
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local mustDraw = false
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local cell = cells[i]
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local cellTime = cell.y * -0.03 + cell.columnTimeOffset + time * cell.columnSpeedOffset
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local brightness = 4 * (
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(
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cellTime
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+ 0.3 * sineTable[floor((wobbleA * cellTime) % 360) + 1]
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+ 0.2 * sineTable[floor((wobbleB * cellTime) % 360) + 1]
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) % 1
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)
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local fadeIndex = floor(brightness * numFades)
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if fadeIndex < 1 then fadeIndex = 1 end
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if fadeIndex > numFades then fadeIndex = numFades end
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if cell.fadeIndex ~= fadeIndex then
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cell.fadeIndex = fadeIndex
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mustDraw = true
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end
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cell.glyphCycle = cell.glyphCycle + delta * 2
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if cell.glyphCycle > 1 then
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cell.glyphCycle = cell.glyphCycle % 1
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local lastGlyphIndex = cell.glyphIndex
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while cell.glyphIndex == lastGlyphIndex do
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if addPDGlyphs and random(4) == 1 then
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cell.glyphIndex = random(numPDGlyphs) + numStandardGlyphs
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else
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cell.glyphIndex = random(numStandardGlyphs)
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end
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end
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if fadeIndex < numFades then
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mustDraw = true
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end
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end
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if mustDraw then
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glyphs[cell.glyphIndex][cell.fadeIndex]:draw((cell.x - 1) * glyphWidth, (cell.y - 1) * glyphWidth)
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end
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end
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end
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