jvsdisplayotron
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A lightweight but powerful module, that allows you to easily control a Display-O-Tron 3000 / HAT from Node.js
162 lines (134 loc) • 5.57 kB
JavaScript
//
// lcdanimatedcharacter.js
// JVSDisplayOTron
//
// Created by Joris Vervuurt on 20-08-15.
// Copyright (c) 2015 Joris Vervuurt Software. All rights reserved.
//
// The MIT License (MIT)
//
// Copyright (c) 2015 Joris Vervuurt Software
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
'use strict';
// Load dependencies
var util = require('util'),
events = require('events');
/**
* Creates a new `LCDAnimatedCharacter` object.
* Note: you should not instantiate this class directly. Instead, use the `createAnimatedCharacter` function of an initialized `LCD` object.
* @constructor
* @param {LCD} lcd The `LCD` instance.
* @param {Number} memoryPosition The Display-O-Tron memory position (should be between 0 and 7).
* @param {Array} frames An array containing at least two arrays, each containing eight 8-bit integers.
* @param {Number} frameRate The frame rate (frames per second).
* @param {Number} [repeatCount=0] The repeat count. 0 means infinite. Optional (0 by default).
*/
function LCDAnimatedCharacter(lcd, memoryPosition, frames, frameRate, repeatCount) {
if (!(this instanceof LCDAnimatedCharacter)) {
return new LCDAnimatedCharacter(lcd, memoryPosition, frames, frameRate, repeatCount);
}
if (!(typeof memoryPosition === 'number') || memoryPosition < 0 || memoryPosition > 7) {
throw new Error('The specified memory position is invalid (should be between 0 and 7).');
}
if (!Array.isArray(frames) || frames.length < 2) {
throw new Error('The specified frames are invalid (should be an array containing at least two arrays, each containing eight 8-bit integers).');
}
if (!(typeof frameRate === 'number') || frameRate < 1) {
throw new Error('The specified frame rate is invalid (should be greater or equal to 1).');
}
if (typeof repeatCount === 'number') {
if (repeatCount < 0) {
throw new Error('The specified repeat count is invalid (should be greater than or equal to 0).');
}
} else {
repeatCount = 0;
}
this.lcd = lcd;
this.memoryPosition = memoryPosition;
this.frames = frames;
this.frameRate = frameRate;
this.repeatCount = repeatCount;
this.animationInterval = null;
this.isAnimating = false;
this.currentCycle = 0;
this.currentFrame = 0;
events.EventEmitter.call(this);
}
// Inherit the prototype methods of `EventEmitter`.
util.inherits(LCDAnimatedCharacter, events.EventEmitter);
/**
* Starts animating the character.
* @param {Boolean} [performReset=false] A value that indicates whether the character should be reset. Optional (false by default).
*/
LCDAnimatedCharacter.prototype.startAnimating = function(performReset) {
if (performReset) {
this.reset();
}
if (!this.isAnimating) {
var self = this;
this.animationInterval = setInterval(function() {
if (self.currentFrame < self.frames.length - 1) {
self.currentFrame++;
} else {
self.currentCycle++;
self.currentFrame = 0;
}
self.lcd.createCharacter({
memoryPosition: self.memoryPosition,
map: self.frames[self.currentFrame],
saveInMemory: false
});
if (self.repeatCount !== 0 && self.currentCycle === self.repeatCount) {
self.stopAnimating(true);
}
}, 1000 / this.frameRate);
this.isAnimating = true;
}
this.emit('startAnimating');
};
/**
* Stops animating the character.
* @param {Boolean} [performReset=false] A value that indicates whether the character should be reset. Optional (false by default).
*/
LCDAnimatedCharacter.prototype.stopAnimating = function(performReset) {
if (this.animationInterval) {
clearInterval(this.animationInterval);
this.animationInterval = null;
}
if (performReset) {
this.reset();
}
this.isAnimating = false;
this.emit('stopAnimating');
};
/**
* Resets the character.
*/
LCDAnimatedCharacter.prototype.reset = function() {
this.currentCycle = 0;
this.currentFrame = 0;
this.lcd.createCharacter({
memoryPosition: this.memoryPosition,
map: this.frames[0],
saveInMemory: false
});
};
// Export the `LCDAnimatedCharacter` class.
module.exports = LCDAnimatedCharacter;