change refresh time, display orientation and initial wait time
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parent
4ad8e72a11
commit
2494e91ea4
10
src/main.cpp
10
src/main.cpp
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@ -6,13 +6,13 @@
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#include <WiFi.h>
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#include <WiFi.h>
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// ===== Konstanten =====
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// ===== Konstanten =====
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#define VERSION "v14_ESP32"
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#define VERSION "v15_ESP32"
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#define WIDTH 96
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#define WIDTH 96
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#define HEIGHT 16
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#define HEIGHT 16
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#define FPS 30
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#define FPS 30
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#define FRAME_TIME_MS (1000 / FPS)
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#define FRAME_TIME_MS (1000 / FPS)
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#define DISPLAY_REFRESH_TIME 1700
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#define DISPLAY_REFRESH_TIME 1800
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// ===== Event Types =====
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// ===== Event Types =====
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enum GameEvent {
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enum GameEvent {
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@ -231,6 +231,9 @@ void setup() {
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Serial.println("ESP-NOW ready to receive");
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Serial.println("ESP-NOW ready to receive");
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//rotate the Canvas so it is displayed in the correct orientation on the FlipDotDisplay
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canvas.setRotation(2);
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Serial.println("Setup complete");
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Serial.println("Setup complete");
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xEventQueue = xQueueCreate( 10, sizeof(GameEvent) );
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xEventQueue = xQueueCreate( 10, sizeof(GameEvent) );
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@ -323,7 +326,8 @@ void gameTask(void *)
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displayText("Init " VERSION, true);
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displayText("Init " VERSION, true);
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Serial.println("Init " VERSION);
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Serial.println("Init " VERSION);
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delayedState = STATE_INIT1;
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delayedState = STATE_INIT1;
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delayTimestamp = currentTime + 3 * DISPLAY_REFRESH_TIME;
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//wait long enough so the FlipDot-Power-Initialization animation is over
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delayTimestamp = currentTime + 15 * DISPLAY_REFRESH_TIME;
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gameState = STATE_DELAY;
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gameState = STATE_DELAY;
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break;
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break;
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