Tasmota/lib/libesp32/berry_animation/anim_examples/compiled/ocean_waves.be
2025-08-01 19:34:23 +02:00

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# Generated Berry code from Animation DSL
# Source: ocean_waves.anim
# Generated automatically
#
# This file was automatically generated by compile_all_dsl_examples.sh
# Do not edit manually - changes will be overwritten
# Original DSL source:
# # Ocean Waves - Blue-green wave simulation
# # Flowing water colors with wave motion
#
# strip length 60
#
# # Define ocean color palette
# palette ocean_colors = [
# (0, 0x000080), # Deep blue
# (64, 0x0040C0), # Ocean blue
# (128, 0x0080FF), # Light blue
# (192, 0x40C0FF), # Cyan
# (255, 0x80FFFF) # Light cyan
# ]
#
# # Base ocean animation with slow color cycling
# animation ocean_base = rich_palette_animation(ocean_colors, 8s, smooth, 200)
#
# # Add wave motion with moving pulses
# pattern wave1_pattern = rich_palette_color_provider(ocean_colors, 6s, smooth, 255)
# animation wave1 = pulse_position_animation(
# wave1_pattern, # color source
# 0, # initial position
# 12, # wave width
# 6 # soft edges
# )
# wave1.priority = 10
# wave1.pos = sawtooth(0, 48, 5s) # 60-12 = 48
#
# pattern wave2_pattern = rich_palette_color_provider(ocean_colors, 4s, smooth, 180)
# animation wave2 = pulse_position_animation(
# wave2_pattern, # color source
# 52, # initial position
# 8, # smaller wave
# 4 # soft edges
# )
# wave2.priority = 8
# wave2.pos = sawtooth(52, 8, 7s) # Opposite direction
#
# # Add foam sparkles
# animation foam = twinkle_animation(
# 0xFFFFFF, # White foam
# 6, # density (sparkle count)
# 300ms # twinkle speed (quick sparkles)
# )
# foam.priority = 15
#
# # Start all animations
# run ocean_base
# run wave1
# run wave2
# run foam
import animation
# Ocean Waves - Blue-green wave simulation
# Flowing water colors with wave motion
var strip = global.Leds(60)
var engine = animation.create_engine(strip)
# Define ocean color palette
var ocean_colors_ = bytes("00000080" "400040C0" "800080FF" "C040C0FF" "FF80FFFF")
# Base ocean animation with slow color cycling
var ocean_base_ = animation.rich_palette_animation(animation.global('ocean_colors_', 'ocean_colors'), 8000, animation.global('smooth_', 'smooth'), 200)
# Add wave motion with moving pulses
var wave1_pattern_ = animation.rich_palette_color_provider(animation.global('ocean_colors_', 'ocean_colors'), 6000, animation.global('smooth_', 'smooth'), 255)
var wave1_ = animation.pulse_position_animation(animation.global('wave1_pattern_', 'wave1_pattern'), 0, 12, 6)
animation.global('wave1_').priority = 10
animation.global('wave1_').pos = animation.sawtooth(0, 48, 5000) # 60-12 = 48
var wave2_pattern_ = animation.rich_palette_color_provider(animation.global('ocean_colors_', 'ocean_colors'), 4000, animation.global('smooth_', 'smooth'), 180)
var wave2_ = animation.pulse_position_animation(animation.global('wave2_pattern_', 'wave2_pattern'), 52, 8, 4)
animation.global('wave2_').priority = 8
animation.global('wave2_').pos = animation.sawtooth(52, 8, 7000) # Opposite direction
# Add foam sparkles
var foam_ = animation.twinkle_animation(0xFFFFFFFF, 6, 300)
animation.global('foam_').priority = 15
# Start all animations
# Start all animations/sequences
if global.contains('sequence_ocean_base')
var seq_manager = global.sequence_ocean_base()
engine.add_sequence_manager(seq_manager)
else
engine.add_animation(animation.global('ocean_base_'))
end
if global.contains('sequence_wave1')
var seq_manager = global.sequence_wave1()
engine.add_sequence_manager(seq_manager)
else
engine.add_animation(animation.global('wave1_'))
end
if global.contains('sequence_wave2')
var seq_manager = global.sequence_wave2()
engine.add_sequence_manager(seq_manager)
else
engine.add_animation(animation.global('wave2_'))
end
if global.contains('sequence_foam')
var seq_manager = global.sequence_foam()
engine.add_sequence_manager(seq_manager)
else
engine.add_animation(animation.global('foam_'))
end
engine.start()