Correct various inconsequential typos
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@@ -6,10 +6,10 @@
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// The sketch operates by creating a copy of the screen block where
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// the needle will be drawn, the needle is then drawn on the screen.
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// When the needle moves, the original copy of the sreen area is
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// When the needle moves, the original copy of the screen area is
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// pushed to the screen to over-write the needle graphic. A copy
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// of the screen where the new position will be drawn is then made
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// before drawing the needle in the new postion. This technique
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// before drawing the needle in the new position. This technique
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// allows the needle to move over other screen graphics.
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// The sketch calculates the size of the buffer memory required and
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@@ -195,7 +195,7 @@ void plotNeedle(int16_t angle, uint16_t ms_delay)
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buffer_loaded = true;
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}
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// Draw the needle in the new postion, black in needle image is transparent
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// Draw the needle in the new position, black in needle image is transparent
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needle.pushRotated(old_angle, TFT_BLACK);
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// Wait before next update
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@@ -1,5 +1,5 @@
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// This sketch draws a rotating Yin and Yang symbol. It illustrates
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// the drawimg and rendering of simple animated graphics using
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// the drawing and rendering of simple animated graphics using
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// a 1 bit per pixel (1 bpp) Sprite.
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// Note: TFT_BLACK sets the pixel value to 0
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@@ -87,7 +87,7 @@ void loop() {
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// it is rotated and hence it clears the swept area to black
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for (int16_t angle = 0; angle <= 360; angle += 5)
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{
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needle.pushRotated(angle); // Plot direct to TFT at specifed angle
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needle.pushRotated(angle); // Plot direct to TFT at specified angle
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yield(); // Avoid a watchdog time-out
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}
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}
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@@ -3,7 +3,7 @@
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This example draws a jpeg image in a Sprite then plot a rotated copy of the Sprite
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to the TFT.
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The jpeg used in in the sketch Data folder (presss Ctrl+K to see folder)
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The jpeg used in in the sketch Data folder (press Ctrl+K to see folder)
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The jpeg must be uploaded to the ESP8266 or ESP32 SPIFFS by using the Tools menu
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sketch data upload option of the Arduino IDE. If you do not have that option it can
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@@ -19,7 +19,7 @@
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Created by Bodmer 6/1/19 as an example to the TFT_eSPI library:
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https://github.com/Bodmer/TFT_eSPI
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Extension funtions in the TFT_eFEX library are used to list SPIFFS files and render
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Extension functions in the TFT_eFEX library are used to list SPIFFS files and render
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the jpeg to the TFT and to the Sprite:
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https://github.com/Bodmer/TFT_eFEX
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@@ -1,7 +1,7 @@
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/*
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Display all the fast rendering fonts in a sprite
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Make sure all the display driver and pin comnections are correct by
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Make sure all the display driver and pin connections are correct by
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editing the User_Setup.h file in the TFT_eSPI library folder.
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#########################################################################
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@@ -107,7 +107,7 @@ void loop() {
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// The new larger fonts do not use the .setCursor call, coords are embedded
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img.setTextColor(TFT_BLACK, TFT_BLACK); // Do not plot the background colour
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// Overlay the black text on top of the rainbow plot (the advantage of not drawing the backgorund colour!)
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// Overlay the black text on top of the rainbow plot (the advantage of not drawing the background colour!)
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img.drawCentreString("Font size 2", 80, 14, 2); // Draw text centre at position 80, 12 using font 2
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//img.drawCentreString("Font size 2",81,12,2); // Draw text centre at position 80, 12 using font 2
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@@ -16,7 +16,7 @@
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A 16 bit Sprite occupies (2 * width * height) bytes in RAM.
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On a ESP8266 Sprite sizes up to 126 x 160 can be accomodated,
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On a ESP8266 Sprite sizes up to 126 x 160 can be accommodated,
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this size requires 40kBytes of RAM for a 16 bit colour depth.
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When 8 bit colour depth sprites are created they occupy
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@@ -46,7 +46,7 @@ void setup()
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// Initialise the TFT registers
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tft.init();
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// Optionally set colour depth to 8 or 16 bits, default is 16 if not spedified
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// Optionally set colour depth to 8 or 16 bits, default is 16 if not specified
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// spr.setColorDepth(8);
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// Create a sprite of defined size
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@@ -123,7 +123,7 @@ void loop(void)
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{
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if (updateTime <= millis())
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{
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// Use time delay so sprtie does not move fast when not all on screen
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// Use time delay so sprite does not move fast when not all on screen
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updateTime = millis() + wait;
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// Push the sprite to the TFT screen
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@@ -16,7 +16,7 @@
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A 16 bit Sprite occupies (2 * width * height) bytes in RAM.
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On a ESP8266 Sprite sizes up to 126 x 160 can be accomodated,
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On a ESP8266 Sprite sizes up to 126 x 160 can be accommodated,
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this size requires 40kBytes of RAM for a 16 bit color depth.
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When 8 bit color depth sprites are created they occupy
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@@ -1,7 +1,7 @@
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/*
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Sketch to show scrolling of the graphics in sprites.
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Scrolling in this way moves the pixels in a defined rectangle
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within the Sprite. By defalt the whole sprite is scrolled.
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within the Sprite. By default the whole sprite is scrolled.
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The gap left by scrolling is filled with a defined colour.
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Example for library:
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@@ -74,7 +74,7 @@ void loop() {
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// Draw number in stext1 sprite at 31,63 (bottom right datum set)
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stext1.drawNumber(graphVal, 31, 63, 2); // plot value in font 2
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// Push the sprites onto the TFT at specied coordinates
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// Push the sprites onto the TFT at specified coordinates
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graph1.pushSprite(0, 0);
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stext1.pushSprite(0, 64);
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stext2.pushSprite(40, 70);
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@@ -5,7 +5,7 @@
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https://github.com/Bodmer/TFT_eSPI
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The sketch has been tested on a 320x240 ILI9341 based TFT, it
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coule be adapted for other screen sizes.
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could be adapted for other screen sizes.
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A Sprite is notionally an invisible graphics screen that is
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kept in the processors RAM. Graphics can be drawn into the
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@@ -16,7 +16,7 @@
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The Sprite occupies (2 * width * height) bytes.
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On a ESP8266 Sprite sizes up to 128 x 160 can be accomodated,
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On a ESP8266 Sprite sizes up to 128 x 160 can be accommodated,
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this size requires 128*160*2 bytes (40kBytes) of RAM, this must be
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available or the processor will crash. You need to make the sprite
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small enough to fit, with RAM spare for any "local variables" that
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@@ -11,7 +11,7 @@
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tft.setBitmapColor(ON_COLOR, OFF_COLOR);
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Scrolling moves the pixels in a defined rectangle within
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the Sprite. By defalt the whole sprite is scrolled.
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the Sprite. By default the whole sprite is scrolled.
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The gap left by scrolling is filled with a defined colour.
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Example for library:
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@@ -82,7 +82,7 @@ void loop() {
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// Draw number in stext1 sprite at 31,63 (bottom right datum set)
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stext1.drawNumber(graphVal, 31, 63, 2); // plot value in font 2
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// Push the sprites onto the TFT at specied coordinates
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// Push the sprites onto the TFT at specified coordinates
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tft.setBitmapColor(TFT_WHITE, TFT_BLUE); // Specify the colours of the ON and OFF pixels
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graph1.pushSprite(0, 0);
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@@ -41,7 +41,7 @@ void setup() {
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tft.init();
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tft.fillScreen(TFT_BLACK);
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// Populate the palette table, table must have 16 entires
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// Populate the palette table, table must have 16 entries
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palette[0] = TFT_BLACK;
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palette[1] = TFT_ORANGE;
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palette[2] = TFT_DARKGREEN;
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@@ -20,7 +20,7 @@
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An 8 bit colour Sprite occupies (width * height) bytes.
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On a ESP8266, 16 bit Sprite sizes up to 128 x 160 can be accomodated,
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On a ESP8266, 16 bit Sprite sizes up to 128 x 160 can be accommodated,
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this size requires 128*160*2 bytes (40kBytes) of RAM.
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This sketch sets the colour depth to 8 bits so larger sprites can be
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@@ -108,7 +108,7 @@ void build_banner(String msg, int xpos)
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// Fill with rainbow stripes
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while (h--) img.drawFastHLine(0, h, IWIDTH, rainbow(h * 4));
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// Draw some graphics, the text will apear to scroll over these
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// Draw some graphics, the text will appear to scroll over these
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img.fillRect (IWIDTH / 2 - 20, IHEIGHT / 2 - 10, 40, 20, TFT_YELLOW);
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img.fillCircle(IWIDTH / 2, IHEIGHT / 2, 10, TFT_ORANGE);
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@@ -14,7 +14,7 @@
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A 16 bit Sprite occupies (2 * width * height) bytes in RAM.
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On a ESP8266 Sprite sizes up to 126 x 160 can be accomodated,
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On a ESP8266 Sprite sizes up to 126 x 160 can be accommodated,
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this size requires 40kBytes of RAM for a 16 bit colour depth.
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When 8 bit colour depth sprites are created they occupy
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@@ -54,7 +54,7 @@ void loop() {
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uint32_t dt = millis();
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// Now go bananas and draw 500 nore
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// Now go bananas and draw 500 more
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for (int i = 0; i < 500; i++)
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{
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int x = random(240-70);
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