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mirror of synced 2024-09-23 18:48:24 +02:00

'bout that time to publicise this

This commit is contained in:
Will Toohey 2023-07-28 17:57:42 +10:00
commit 60e7eb9618
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# Spicetools DANCERUSH Pad Interface
![demo](img/demo.png)
This little blob of javascript communicates with the websocket API of Spicetools
to both display the pad LEDs of DANCERUSH, as well as control the foot inputs
(with multitouch support). It is best used on a separate touchscreen laptop or
phone, to maximise your finger-dancing vibes.
A great deal of effort has gone into making the LEDs look realistic, mainly
regarding colours saturating to white.
It uses PixiJS for rendering, and a standard WebSocket for comms.
## Setup
When you open the .html (no webserver needed), you'll see the default light
pattern:
![default pad state](img/default.png)
Setup spicetools to expose the API on a specific port. I used port 9001 (which
will expose the "real" API on 9001, and the websocket API on 9002). This can be done via the commandline with the `-api 9001` flag, or via spicecfg.exe:
![spicecfg](img/spicecfg.png)
Run the game, and the virtual pad should turn black as the connection is
established. From here, it should "just work". Click or touch the virtual pad to
send inputs to the game.
## Known bugs
Sometimes feet get stuck, which is much more common on devices with limited CPU
(such as phones). I never really investigated good ways to fix this. PRs
welcome.

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Neopixels</title>
<style>
body, html {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<script type="text/javascript" src="pixi.js"></script>
<script type="text/javascript" src="pixi-filters.js"></script>
<script type="text/javascript" src="viewport.js"></script>
<script type="text/javascript" src="neopixel.js"></script>
</body>
</html>

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let circle_cache = {};
let blur_cache = {};
function light_set(light, r,g,b) {
light.glow.tint = b | g<<8 | r<<16;
// make bright lights become white
const clamp = 30;
mult = 1.5;
const rgb = [r,g,b];
const diff_arr = [0,0,0];
for(let i = 0; i < 3; i++) {
if(rgb[i] > clamp) {
const diff = rgb[i] - clamp;
for(let j = 0; j < 3; j++) {
diff_arr[j] += diff * mult;
}
}
}
for(let i = 0; i < 3; i++) {
rgb[i] += diff_arr[i];
if(rgb[i] > 255) {
rgb[i] = 255;
}
rgb[i] &= 0xff;
}
r = rgb[0];
g = rgb[1];
b = rgb[2];
//light.led.tint = b | g<<8 | r<<16;
light.led.tint = b | g<<8 | r<<16;
}
function create_viewport(renderer, sceneContainer, gameWidth, gameHeight) {
const viewport = new Viewport.Viewport({
screenWidth: renderer.width,
screenHeight: renderer.height,
worldWidth: gameWidth,
worldHeight: gameHeight,
});
renderer.viewport = viewport;
scale_scene(renderer);
// add the viewport to the stage
sceneContainer.addChild(viewport);
return viewport;
}
function scale_scene(renderer) {
if(renderer.viewport) {
renderer.viewport.screenWidth = window.innerWidth;
renderer.viewport.screenHeight = window.innerHeight;
renderer.viewport.fitWorld();
renderer.viewport.moveCenter(renderer.viewport_width/2, renderer.viewport_height/2);
}
}
function render_circle(renderer, diameter) {
if(circle_cache[diameter]) {
return circle_cache[diameter];
}
const p = new PIXI.Graphics();
p.beginFill(0xffffff);
p.drawCircle(diameter/2, diameter/2, diameter/2);
p.endFill();
const t = PIXI.RenderTexture.create(diameter, diameter);
renderer.render(p, t);
p.destroy();
circle_cache[diameter] = t;
return t;
}
function render_blurred_circle(renderer, diameter, blur_diameter) {
const key = '' + diameter + '_' + blur_diameter;
if(blur_cache[key]) {
return blur_cache[key];
}
const work_size = blur_diameter * 4;
const sprite = new PIXI.Sprite(render_circle(renderer, diameter));
sprite.anchor.set(0.5);
sprite.x = work_size / 2;
sprite.y = work_size / 2;
const blur = new PIXI.filters.BlurFilter();
blur.blur = blur_diameter;
blur.quality = 7;
const adjust = new PIXI.filters.AdjustmentFilter();
adjust.brightness = 10;
sprite.filters = [
blur,
adjust
];
const t = PIXI.RenderTexture.create(work_size, work_size);
renderer.render(sprite, t);
sprite.destroy();
blur_cache[key] = t;
return t;
}
function create_pixel(renderer, diameter) {
const sprite = new PIXI.Sprite(render_circle(renderer, diameter));
const glow = new PIXI.Sprite(render_blurred_circle(renderer, diameter, diameter*2.3));
// center the sprite's anchor point
sprite.anchor.set(0.5);
glow.anchor.set(0.5);
// makes it render bloom nicer for some reason
//sprite.rotation = 1;
sprite.tint = 0x000000;
glow.tint = 0x000000;
// sprite.filters = [
// new PIXI.filters.AdvancedBloomFilter({
// bloomScale : 2,
// brightness : 1.5,
// threshold : 0
// })
// ];
return {
'led': sprite,
'glow': glow
};
}
function create_array(app, x_count, y_count, x_gap, y_gap, led_diameter) {
const total_width = (x_count+1) * x_gap;
const total_height = (y_count+1) * y_gap;
app.renderer.viewport_width = total_width;
app.renderer.viewport_height = total_height;
world_width = total_width;
world_height = total_height;
viewport = create_viewport(app.renderer, app.stage, total_width, total_height);
viewport.pivot.x = -x_gap;
viewport.pivot.y = -y_gap;
viewport.interactive = true;
viewport.on("touchstart", handleStart, false);
viewport.on("touchendoutside", handleEnd, false);
viewport.on("touchend", handleEnd, false);
viewport.on("touchcancel", handleEnd, false);
viewport.on("touchmove", handleMove, false);
viewport.on("mousedown", mouseDown, false);
viewport.on("mouseup", mouseUp, false);
viewport.on("mouseupoutside", mouseUp, false);
viewport.on("mousemove", mouseMove, false);
// viewport.filters = [
// new PIXI.filters.AdvancedBloomFilter({
// bloomScale : 50,
// brightness : 15,
// threshold : 0,
// quality : 6
// })
// ];
let leds = [];
for(let y = 0; y < y_count; y++) {
for(let x = 0; x < x_count; x++) {
const light = create_pixel(app.renderer, led_diameter);
// move the sprite to the center of the screen
light.led.x = x * x_gap;
light.glow.x = x * x_gap;
light.led.y = y * y_gap;
light.glow.y = y * y_gap;
leds.push(light);
let diff = 3;
light_set(light, 0xff,0,0);
if(x == 0 || x == x_count-1 || y == 0 || y == y_count-1) {
light_set(light, 0,0xff,0);
}
}
}
// add in sequence to batch sprite types
for(let i = 0; i < leds.length; i++) {
viewport.addChild(leds[i].led);
}
for(let i = 0; i < leds.length; i++) {
viewport.addChild(leds[i].glow);
}
return leds;
}
const app = new PIXI.Application({
backgroundColor: 0,
antialias: true,
//resizeTo: document.body
// width: window.innerWidth,
// height: window.innerHeight
});
document.body.appendChild(app.view);
window.addEventListener('resize', resize);
// Resize function window
function resize() {
// Resize the renderer
app.renderer.resize(window.innerWidth, window.innerHeight);
scale_scene(app.renderer);
}
resize();
let world_width = 0;
let world_height = 0;
const leds = create_array(app, 38, 49, 1/30*1000, 1/30*1000, 10);
let connected = false;
//console.log(leds);
app.ticker.add((delta) => {
if(connected && socket.bufferedAmount < 256) {
const payload = json_to_bin({
"id":0,
"module":"drs",
"function":"tapeled_get",
"params":[],
});
socket.send(payload);
}
});
function send_touch(type, evt) {
if(!connected)
return;
const world = app.renderer.viewport.toWorld(evt.data.global.x, evt.data.global.y);
const x = world.x/world_width + 1/38;
const y = world.y/world_height + 1/49;
const width = 0.15;
const height = 0.15;
const payload = json_to_bin({
"id":0,
"module":"drs",
"function":"touch_set",
"params":[
//[type,evt.data.identifier,evt.data.global.x,evt.data.global.y,1696,1312]
[type,evt.data.identifier,x,y,width,height]
],
});
socket.send(payload);
}
function handleStart(evt) {
// console.log(evt);
// console.log("touchstart:", evt.data.identifier, evt.data.global.x, evt.data.global.y);
send_touch(0, evt);
}
function handleMove(evt) {
// console.log(evt);
// console.log("touchmove:", evt.data.identifier, evt.data.global.x, evt.data.global.y);
send_touch(2, evt);
}
function handleEnd(evt) {
// console.log(evt);
// console.log("touchend:", evt.data.identifier, evt.data.global.x, evt.data.global.y);
send_touch(1, evt);
}
var mouseIsMoving = false;
function mouseDown(evt) {
mouseIsMoving = true;
handleStart(evt);
}
function mouseMove(evt) {
if(mouseIsMoving) {
handleMove(evt);
}
}
function mouseUp(evt) {
mouseIsMoving = false;
handleEnd(evt);
}
function json_to_bin(json_obj) {
const json_encoded = JSON.stringify(json_obj);
return new TextEncoder().encode(json_encoded);
}
function bin_to_json(bin) {
const decoded = new TextDecoder().decode(bin);
return JSON.parse(decoded.replace('\0', ''));
}
let socket = undefined;
function new_websocket() {
socket = new WebSocket("ws://localhost:9002");
socket.binaryType = "arraybuffer";
socket.onopen = function(e) {
console.log("[open] Connection established");
connected = true;
};
socket.onmessage = function(event) {
// console.log(`[message] Data received from server: ${event.data}`);
// console.log(`[message] Data received from server:`, bin_to_json(event.data));
const packet = bin_to_json(event.data);
if(packet.error) {
console.log("Bad response", packet);
return;
}
const data = packet.data[0];
if(!data)
return;
for(let i = 0; i < 38*49; i++) {
let r = data[i*3] & 0xfe;
let g = data[i*3+1] & 0xfe;
let b = data[i*3+2] & 0xfe;
light_set(leds[i], r,g,b);
}
};
socket.onclose = function(event) {
connected = false;
setTimeout(() => {new_websocket()}, 2000);
};
}
new_websocket();

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