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// This is is a modification/enancement of the stock digital_rain animation | |
// It's a bit of a hack, but it turned out pretty nice | |
// You can now adjust the speed and hue of the animation using the standard config values | |
#if defined(RGB_MATRIX_FRAMEBUFFER_EFFECTS) && !defined(DISABLE_RGB_MATRIX_DIGITAL_RAIN_RELOADED) | |
RGB_MATRIX_EFFECT(DIGITAL_RAIN_RELOADED) | |
# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS | |
# ifndef RGB_DIGITAL_RAIN_DROPS |
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/** | |
* A simple functional shaker. Shake a screen, shake a sprite, shake your booty. | |
* Written by: Jose (@JoskerDu) Rodriguez | |
*/ | |
// Type alias for PIXI Container or array of containers | |
type Target = PIXI.Container[] | PIXI.Container; | |
// Prop interface for shake function | |
export interface ShakeProps { |
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import { Audio } from 'expo-av'; | |
import { AssetLibrary } from '../AssetLibrary'; | |
/** | |
* Factory function to create sound sprites. | |
* | |
* Takes configuration object on init. | |
* | |
* Once configured a key can be played like so | |
* spriteInstance.play('validKeyDefinedInConfig')' |
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#include "../../config.h" | |
#pragma once | |
#ifdef AUDIO_ENABLE | |
# define STARTUP_SONG SONG(E1M1_DOOM) | |
# define GOODBYE_SONG SONG(ZELDA_PUZZLE) | |
# define MUSIC_ON_SONG SONG(CABBAGE_SONG) | |
// #define MUSIC_OFF_SONG SONG(MARIO_GAMEOVER) | |
// #define STARTUP_SONG SONG(NO_SOUND) |