BangleApps/apps/synthwave/app.js

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const gfx = E.compiledC(`
// void init(int, int, int)
// void tick(int)
// void render(int)
// void setCamera(int, int, int)
// void bubble(int, int, int, int)
unsigned char* fb;
int stride;
unsigned char* sint;
const int near = 5 << 8;
int f = 0;
typedef struct {
int x, y, z;
} Point;
Point camera;
Point rotation;
Point scale;
Point position;
Point speed;
const unsigned char ship[] = {
0,38,25,10,3,8,6,10,7,3,6,13,3,11,5,13,1,12,3,15,3,5,8,15,1,3,7,13,12,11,3,15,5,6,8,15,6,1,7,10,5,0,6,10,0,1,6,12,5,11,4,12,12,1,2,12,2,11,12,12,10,5,4,13,5,10,0,12,2,1,9,13,9,1,0,12,4,11,2,10,19,22,21,12,4,2,10,12,10,2,9,10,13,16,15,13,10,9,0,15,21,20,19,15,15,14,13,15,19,20,22,15,13,14,16,15,21,23,20,15,15,17,14,15,22,20,23,10,22,24,21,15,16,14,17,10,16,18,15,15,24,23,21,15,18,17,15,15,22,23,24,15,16,17,18,0,0,62,236,243,244,247,0,234,0,229,194,11,0,234,21,243,246,0,234,33,193,250,20,63,249,19,249,4,3,9,4,3,7,247,222,250,247,222,240,0,22,238,13,22,226,1,20,229,7,62,225,11,20,208,27,62,19,0,20,22,12,20,33,0,18,30,5,60,34,10,18,52,26,60
};
const unsigned int terrainLength = 12;
const unsigned int terrainWidth = 12;
unsigned char terrain[terrainLength][terrainWidth];
unsigned int _rngState;
unsigned int rng() {
_rngState ^= _rngState << 17;
_rngState ^= _rngState >> 13;
_rngState ^= _rngState << 5;
return _rngState;
}
void shiftTerrain() {
for (int i = terrainLength - 1; i > 0; --i) {
for (int x = 0; x < terrainWidth; ++x)
terrain[i][x] = terrain[i-1][x];
}
for (int x = 0; x < terrainWidth; ++x)
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terrain[0][x] = (int(terrain[0][x]) + ((rng() & 0x7F) + 0x7)) >> 1;
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int mid = terrainWidth >> 1;
terrain[0][mid-1] >>= 1;
terrain[0][mid ] = 0;
terrain[0][mid+1] = 0;
terrain[0][mid+2] = 0;
terrain[0][mid+3] >>= 1;
}
void init(unsigned char* _fb, int _stride, unsigned char* _sint) {
fb = _fb;
stride = _stride;
sint = _sint;
_rngState = 1013904223;
for (int i = 0; i < terrainLength; ++i)
shiftTerrain();
speed.x = 0;
speed.y = 0;
speed.z = 0;
position.x = 100 << 8;
position.y = -150 << 8;
position.z = 100 << 8;
rotation.x = 0;
rotation.y = 256 << 8;
rotation.z = 0;
scale.x = 1 << 8;
scale.y = 1 << 8;
scale.z = 1 << 8;
}
int sin(int angle) {
int a = (angle >> 7) & 0xFF;
if (angle & (1 << 15))
a = 0xFF - a;
int v = sint[a];
if (angle & (1 << 16))
v = -v;
return v;
}
int cos(int angle) {
return sin(angle + 0x8000);
}
void setCamera(int x, int y, int z) {
camera.x = x;
camera.y = y;
camera.z = z;
}
unsigned int solid(unsigned int c) {
c &= 7;
c |= c << 3;
c |= c << 6;
c |= c << 12;
c |= c << 24;
return c;
}
unsigned int alternate(unsigned int a, unsigned int b) {
unsigned int c = (a & 7) | ((b & 7) << 3);
c |= c << 6;
c |= c << 12;
c |= c << 24;
return c;
}
void drawHLine(int x, unsigned int y, int l, unsigned int c) {
if (x < 0) {
l += x;
x = 0;
}
if (x + l >= 176) {
l = 176 - x;
}
if (l <= 0 || y >= 176)
return;
if (y & 1)
c = alternate(c >> 3, c);
int bitstart = x * 3;
int bitend = (x + l) * 3;
int wstart = bitstart >> 5;
int wend = bitend >> 5;
int padstart = bitstart & 31;
int padend = bitend & 31;
int maskstart = -1 << padstart;
int maskend = unsigned(-1) >> (32 - padend);
if (wstart == wend) {
maskstart &= maskend;
maskend = 0;
}
int* row = (int*) &fb[y * stride];
if (maskstart) {
row[wstart] = (row[wstart] & ~maskstart) | ((c << padstart) & maskstart);
while (bitstart >> 5 == wstart)
bitstart += 3;
}
if (maskend)
row[wend] = (row[wend] & ~maskend) |
(((c >> (30 - padend)) | (c >> (36 - padend))) & maskend);
bitend -= padend;
for (int x = bitstart; x < bitend; x += 10 * 3) {
unsigned int R = x & 31;
row[x >> 5] = (c << R) | (c >> (36 - R)) | (c >> (30 - R)) | (c << (R - 6));
}
}
void fillRect(int x, unsigned int y, int w, int h, unsigned int c) {
if (x < 0) {
w += x;
x = 0;
}
if (x + w >= 176) {
w = 176 - x;
}
if (w <= 0 || y >= 176)
return;
if (y < 0) {
h += y;
y = 0;
}
if (y + h >= 176) {
h = 176 - y;
}
if (h <= 0 || y >= 176)
return;
int bitstart = x * 3;
int bitend = (x + w) * 3;
int wstart = bitstart >> 5;
int wend = bitend >> 5;
int padstart = bitstart & 31;
int padend = bitend & 31;
int maskstart = -1 << padstart;
int maskend = unsigned(-1) >> (32 - padend);
if (wstart == wend) {
maskstart &= maskend;
maskend = 0;
}
int* row = (int*) &fb[y * stride];
if (maskstart) {
for (int i = 0; i < h; ++i)
row[wstart + (i*stride>>2)] = (row[wstart + (i*stride>>2)] & ~maskstart) | ((c << padstart) & maskstart);
while (bitstart >> 5 == wstart)
bitstart += 3;
}
if (maskend) {
for (int i = 0; i < h; ++i)
row[wend + (i*stride>>2)] = (row[wend + (i*stride>>2)] & ~maskend) |
(((c >> (30 - padend)) | (c >> (36 - padend))) & maskend);
}
bitend -= padend;
for (int x = bitstart; x < bitend; x += 10 * 3) {
unsigned int R = x & 31;
R = (c << R) | (c >> (36 - R)) | (c >> (30 - R)) | (c << (R - 6));
for (int i = 0; i < h; ++i)
row[(x >> 5) + (i*stride>>2)] = R;
}
}
void fillTriangle( int x0, int y0,
int x1, int y1,
int x2, int y2,
unsigned int col) {
int a, b, y, last, tmp;
a = 176;
b = 176;
if( x0 < 0 && x1 < 0 && x2 < 0 ) return;
if( x0 >= a && x1 > a && x2 > a ) return;
if( y0 < 0 && y1 < 0 && y2 < 0 ) return;
if( y0 >= b && y1 > b && y2 > b ) return;
// Sort coordinates by Y order (y2 >= y1 >= y0)
if (y0 > y1) {
tmp = y0; y0 = y1; y1 = tmp;
tmp = x0; x0 = x1; x1 = tmp;
}
if (y1 > y2) {
tmp = y2; y2 = y1; y1 = tmp;
tmp = x2; x2 = x1; x1 = tmp;
}
if (y0 > y1) {
tmp = y0; y0 = y1; y1 = tmp;
tmp = x0; x0 = x1; x1 = tmp;
}
if (y0 == y2) { // Handle awkward all-on-same-line case as its own thing
a = b = x0;
if (x1 < a) a = x1;
else if (x1 > b) b = x1;
if (x2 < a) a = x2;
else if (x2 > b) b = x2;
drawHLine(a, y0, b - a + 1, col);
return;
}
int dx01 = x1 - x0,
dx02 = x2 - x0,
dy02 = (1<<16) / (y2 - y0),
dx12 = x2 - x1,
sa = 0,
sb = 0;
// For upper part of triangle, find scanline crossings for segments
// 0-1 and 0-2. If y1=y2 (flat-bottomed triangle), the scanline y1
// is included here (and second loop will be skipped, avoiding a /0
// error there), otherwise scanline y1 is skipped here and handled
// in the second loop...which also avoids a /0 error here if y0=y1
// (flat-topped triangle).
if (y1 == y2) last = y1; // Include y1 scanline
else last = y1 - 1; // Skip it
y = y0;
if( y0 != y1 ){
int dy01 = (1<<16) / (y1 - y0);
for (y = y0; y <= last; y++) {
a = x0 + ((sa * dy01) >> 16);
b = x0 + ((sb * dy02) >> 16);
sa += dx01;
sb += dx02;
/* longhand:
a = x0 + (x1 - x0) * (y - y0) / (y1 - y0);
b = x0 + (x2 - x0) * (y - y0) / (y2 - y0);
*/
if (a > b){
tmp = a;
a = b;
b = tmp;
}
drawHLine(a, y, b - a + 1, col);
}
}
// For lower part of triangle, find scanline crossings for segments
// 0-2 and 1-2. This loop is skipped if y1=y2.
if( y1 != y2 ){
int dy12 = (1<<16) / (y2 - y1);
sa = dx12 * (y - y1);
sb = dx02 * (y - y0);
for (; y <= y2; y++) {
a = x1 + ((sa * dy12) >> 16);
b = x0 + ((sb * dy02) >> 16);
sa += dx12;
sb += dx02;
if (a > b){
tmp = a;
a = b;
b = tmp;
}
drawHLine(a, y, b - a + 1, col);
}
}
}
void v_project(Point* p){
int fovz = ((90 << 16) / ((90 << 8) + p->z)); // 16:16 / 16:8 -> 16:8
p->x = (p->x * fovz >> 8) + (176/2 << 8); // 16:8 * 16:8 = 16:16 -> 16:8
p->y = (176/2 << 8) - (p->y * fovz >> 8);
p->z = fovz;
}
void drawTerrain() {
const int tileSize = 40 << 8;
camera.x = (terrainWidth + 2) * tileSize / 2;
camera.y = 60 << 8;
camera.z += 6 << 8;
if (camera.z > tileSize * 3) {
camera.z -= tileSize;
shiftTerrain();
}
int dist[] = {
solid(7),
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solid(7),
alternate(5, 7),
alternate(5, 7),
solid(5),
solid(5),
alternate(5, 0),
solid(0)
};
int line = solid(5);
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int fovz, fz;
int pz = (terrainLength) * tileSize - camera.z;
int prvz = ((90 << 16) / ((90 << 8) + pz)); // 16:16 / 16:8 = 16:8
for (int i = 0; i < terrainLength - 1; ++i, prvz = fovz, pz = fz) {
fz = (terrainLength - (i + 1)) * tileSize - camera.z;
fovz = ((90 << 16) / ((90 << 8) + fz)); // 16:16 / 16:8 = 16:8
int lum = i < 7 ? i : 7;
for (int x = 0; x < terrainWidth - 1; ++x) {
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int ax = ((x ) * tileSize - camera.x) >> 8;
int bx = ((x + 1) * tileSize - camera.x) >> 8;
int cx = ((x ) * tileSize - camera.x) >> 8;
int dx = ((x + 1) * tileSize - camera.x) >> 8;
int ay = ((terrain[i ][x ] << 8) - camera.y) >> 8;
int by = ((terrain[i ][x + 1] << 8) - camera.y) >> 8;
int cy = ((terrain[i + 1][x ] << 8) - camera.y) >> 8;
int dy = ((terrain[i + 1][x + 1] << 8) - camera.y) >> 8;
int na = ((ax - bx)*(ay - cy) - (ay - by)*(ax - cx)) >> 8;
int nb = ((bx - dx)*(by - cy) - (by - dy)*(bx - cx)) >> 8;
int ca = lum - na;
int cb = lum - nb;
ax = 88 + (ax * prvz >> 8);
bx = 88 + (bx * prvz >> 8);
cx = 88 + (cx * fovz >> 8);
dx = 88 + (dx * fovz >> 8);
ay = 88 - (ay * prvz >> 8);
by = 88 - (by * prvz >> 8);
cy = 88 - (cy * fovz >> 8);
dy = 88 - (dy * fovz >> 8);
int av = (ax - bx)*(ay - cy) - (ay - by)*(ax - cx);
int bv = (bx - dx)*(by - cy) - (by - dy)*(bx - cx);
if (av > 0) {
if (ca < 0) ca = 0;
else if (ca >= 7) ca = 7;
if (ca >= 6 && x >= terrainWidth/2 && x < terrainWidth/2+2) ca = 6;
ca = dist[ca];
fillTriangle(ax, ay, bx, by, cx, cy, ca);
}
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if (bv > 0) {
int hasLine = false;
if (cb < 0) cb = 0;
else if (cb >= 7) {
cb = 7;
hasLine = true;
}
if (cb >= 6 && x >= terrainWidth/2 && x < terrainWidth/2+2) {
cb = 6;
hasLine = true;
}
cb = dist[cb];
fillTriangle(bx, by, cx, cy, dx, dy, cb);
if (hasLine) {
fillTriangle(ax, ay, bx, by, bx, by - 1, line);
fillTriangle(ax, ay, cx, cy, cx, cy - 1, line);
}
}
}
}
}
void transform(Point* p) {
int x = p->x;
int y = p->y;
int z = p->z;
int s, c;
if (rotation.x) {
s = sin(rotation.x);
c = cos(rotation.x);
p->y = (y*c>>8) - (z*s>>8);
p->z = (y*s>>8) + (z*c>>8);
y = p->y;
z = p->z;
}
if (rotation.z) {
s = sin(rotation.z);
c = cos(rotation.z);
p->x = (x*c>>8) - (y*s>>8);
p->y = (x*s>>8) + (y*c>>8);
x = p->x;
y = p->y;
}
if (rotation.y) {
s = sin(rotation.y);
c = cos(rotation.y);
p->x = (x*c>>8) - (z*s>>8);
p->z = (x*s>>8) + (z*c>>8);
}
// Scale
p->x = p->x * scale.x >> 8;
p->y = p->y * scale.y >> 8;
p->z = p->z * scale.z >> 8;
// Translate
p->x += position.x;
p->y += position.y;
p->z += position.z;
}
void fillCircleInternal(int xc, int yc, int x, int y, int c) {
drawHLine(xc - x, yc - y, x * 2, c);
drawHLine(xc - x, yc + y, x * 2, c);
drawHLine(xc - y, yc - x, y * 2, c);
drawHLine(xc - y, yc + x, y * 2, c);
}
void fillCircle(int xc, int yc, int r, int color) {
if (r < 1 || xc + r < 0 || xc - r >= 176 || yc + r < 0 || yc - r >= 176)
return;
int x = 0, y = r;
int d = 3 - 2 * r;
fillCircleInternal(xc, yc, x, y, color);
while (y >= x) {
x++;
if (d > 0) {
y--;
d = d + 4 * (x - y) + 10;
} else {
d = d + 4 * x + 6;
}
fillCircleInternal(xc, yc, x, y, color);
}
}
void bubble(int x, int y, int r, int c) {
fillCircle(x, y, r + 3, alternate(7, 4));
fillCircle(x, y, r, alternate(c, 0));
int rs = r * 0xE666 >> 16;
int off = (r - rs) * 0x9696 >> 16;
fillCircle(x + off, y - off, rs, solid(c));
rs = r * 0x4CCC >> 16;
off = (r - rs) * 0x9696 >> 16;
fillCircle(x + off, y - off, rs, alternate(c, 7));
rs = r * 0x1999 >> 16;
off = (r - rs) * 0x8E38 >> 16;
fillCircle(x + off, y - off, rs, solid(7));
}
void render(const unsigned char* m){
if (position.z < near)
return;
if (!m)
m = ship;
int faceCount = (((int)m[0]) << 8) + (int)m[1];
const unsigned char* faceOffset = m + 3;
const unsigned char* vtxOffset = faceOffset + faceCount*4;
Point pointA, pointB, pointC;
Point* A = &pointA;
unsigned char* Ai = 0;
Point* B = &pointB;
unsigned char* Bi = 0;
Point* C = &pointC;
unsigned char* Ci = 0;
bool Ab, Bb, Cb;
for (int face = 0; face<faceCount; ++face) {
Ab = Bb = Cb = false;
int color = *faceOffset++ & ~2;
color ^= (color >> 2) & 1;
const unsigned char* indexA = vtxOffset + ((int)*faceOffset++) * 3;
const unsigned char* indexB = vtxOffset + ((int)*faceOffset++) * 3;
const unsigned char* indexC = vtxOffset + ((int)*faceOffset++) * 3;
if( indexA == Ai ){ Ab = true; }
else if( indexA == Bi ){ A = &pointB; Bb = true; }
else if( indexA == Ci ){ A = &pointC; Cb = true; }
else A = 0;
if (indexB == Bi) { Bb = true; }
else if (indexB == Ai) { B = &pointA; Ab = true; }
else if (indexB == Ci) { B = &pointC; Cb = true; }
else B = 0;
if (indexC == Ci) { Cb = true; }
else if (indexC == Bi) { C = &pointB; Bb = true; }
else if (indexC == Ai) { C = &pointA; Ab = true; }
else C = 0;
if (!A) {
if (!Ab) { A = &pointA; Ab = true; }
else if (!Bb) { A = &pointB; Bb = true; }
else if (!Cb) { A = &pointC; Cb = true; }
A->x = ((signed char)*indexA++) << 8;
A->y = ((signed char)*indexA++) << 8;
A->z = ((signed char)*indexA) << 8;
transform(A);
if(A->z <= near) continue;
v_project(A);
}
if (!B) {
if (!Ab) { B = &pointA; Ab = true; }
else if (!Bb) { B = &pointB; Bb = true; }
else if (!Cb) { B = &pointC; Cb = true; }
B->x = ((signed char)*indexB++) << 8;
B->y = ((signed char)*indexB++) << 8;
B->z = ((signed char)*indexB) << 8;
transform(B);
if(B->z <= near) continue;
v_project(B);
}
if (!C) {
if (!Ab) { C = &pointA; Ab = true; }
else if (!Bb) { C = &pointB; Bb = true; }
else if (!Cb) { C = &pointC; Cb = true; }
C->x = ((signed char)*indexC++) << 8;
C->y = ((signed char)*indexC++) << 8;
C->z = ((signed char)*indexC) << 8;
transform(C);
if(C->z <= near) continue;
v_project(C);
}
int cross = (A->x - B->x)*(A->y - C->y) - (A->y - B->y)*(A->x - C->x);
if (cross < 0)
continue;
cross >>= 8;
int light = cross > (20000 << 3);
int dark = cross < (5000 << 2);
fillTriangle(
A->x >> 8, A->y >> 8,
B->x >> 8, B->y >> 8,
C->x >> 8, C->y >> 8,
light ? alternate(color, 7) :
dark ? alternate(color, 0) :
solid(color)
);
}
}
void tick(int c) {
c &= 7;
if (!c || c==7) {
c = solid(c);
unsigned short* cursor = (unsigned short*) fb;
for (int y = 0; y < 176; ++y) {
for (int x = 0; x < 66/2; ++x)
*cursor++ = c;
cursor++;
}
} else {
fillRect(0, 0, 176, 176, solid(c));
}
fillCircle(88, 110, 35, alternate(5,0));
fillCircle(88, 110, 27, alternate(5,7));
fillCircle(88, 110, 20, solid(7));
drawTerrain();
speed.x += ((position.x < 0) ? 1 : -1) << 8;
speed.y += ((position.y < (-80 << 8)) ? 1 : -1) << 8;
rotation.x = speed.y;
rotation.z = speed.x;
position.y += speed.y >> 1;
position.x += speed.x >> 1;
render(ship);
}
`);
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// font from 93dub
var fontNum = atob("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");
const sintable = new Uint8Array(256);
let bgColor = 0;
const BLACK = g.setColor.bind(g, 0);
const WHITE = g.setColor.bind(g, 0xFFFF);
let lcdBuffer = 0,
start = 0;
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let locked = false;
let charging = false;
let stopped = true;
let timeout;
function setupInterval(force) {
if (timeout)
clearTimeout(timeout);
let stop = locked && !charging;
timeout = setTimeout(setupInterval, stop ? 60000 : 60);
tick(stop && !force);
if (stop != stopped) {
stopped = stop;
let widget_utils = require("widget_utils");
if (stop) widget_utils.show();
else if (widget_utils.hide) widget_utils.hide();
}
}
function test(addr, y) {
BLACK().fillRect(0, y, 176, y);
if (peek8(addr)) return false;
WHITE().fillRect(0, y, 176, y);
let b = peek8(addr);
BLACK().fillRect(0, y, 176, y);
if (!b) return false;
return !peek8(addr);
}
function probe() {
if (!start) {
start = 0x20000000;
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if (test(Bangle.getOptions().lcdBufferPtr, 0))
start = Bangle.getOptions().lcdBufferPtr; // FW=2v21
else if (test(0x2002d3fe, 0)) // try to skip loading if possible
start = 0x2002d3fe; // FW=2v20
}
const end = Math.min(start + 0x800, 0x20038000);
if (start >= end) {
print("Could not find framebuffer");
return;
}
BLACK().fillRect(0, 0, 176, 0);
// sampling every 64 bytes since a 176-pixel row is 66 bytes at 3bpp
for (; start < end; start += 64) {
if (peek8(start)) continue;
WHITE().fillRect(0, 0, 176, 0);
let b = peek8(start);
BLACK().fillRect(0, 0, 176, 0);
if (!b) continue;
if (!peek8(start)) break;
}
if (start >= end) {
setTimeout(probe, 1);
return;
}
// find the beginning of the row
while (test(start - 1, 0))
start--;
/*
let stride = (176 * 3 + 7) >> 3,
padding = 0;
for (let i = 0; i < 20; ++i, ++padding) {
if (test(start + stride + padding, 1)) {
break;
}
}
stride += padding;
if (padding == 20) {
print("Warning: Could not calculate padding");
stride = 68;
}
*/
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let stride = 68;
lcdBuffer = start;
print('Found lcdBuffer at ' + lcdBuffer.toString(16) + ' stride=' + stride);
gfx.init(start, stride, E.getAddressOf(sintable, true));
gfx.setCamera(0, 0, 0);
setupInterval(true);
}
function init() {
require("Font5x9Numeric7Seg").add(Graphics);
g.setFont("5x9Numeric7Seg");
bgColor = g.theme.bg & 0x8410;
bgColor = ((bgColor >> 15) | (bgColor >> 9) | (bgColor >> 2));
g.clear();
g.setFontAlign(0, 0.5);
g.drawString("[LOADING]", 90, 66);
// setup sin/cos table
for (let i = 0; i < sintable.length; ++i)
sintable[i] = Math.sin((i * Math.PI * 0.5) / sintable.length) * ((1 << 8) - 1);
setTimeout(probe, 1);
}
function tick(locked) {
g.reset();
if (lcdBuffer && !locked) {
BLACK().drawRect(-1, -1, 0, 177); // dirty all the rows
gfx.tick(bgColor);
}
var d = new Date();
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var h = d.getHours(), m = d.getMinutes();
g.setColor(locked ? g.theme.fg : g.toColor(1,0,1))
.setBgColor(g.theme.bg)
.setFontCustom(fontNum, 48, 28, 41)
.setFontAlign(-1, -1)
.drawString(("0" + h).substr(-2) + ("0"+m).substr(-2), 30, 30, true);
}
Bangle.setUI("clock");
Bangle.loadWidgets();
Bangle.on("lock", l => {
locked = l;
setupInterval();
});
Bangle.on('charging', c => {
charging = c;
setupInterval();
});
init();