Remove start from Drip
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@ -45,7 +45,7 @@ lib_deps_external =
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#Blynk@0.5.4(changed)
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#E131@1.0.0(changed)
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FastLED@3.3.2
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NeoPixelBus@2.5.1
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NeoPixelBus@2.5.6
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ESPAsyncTCP@1.2.0
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ESPAsyncUDP@697c75a025
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AsyncTCP@1.0.3
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@ -2910,10 +2910,10 @@ uint16_t WS2812FX::mode_drip(void)
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drops[j].colIndex = 1; // drop state (0 init, 1 forming, 2 falling, 5 bouncing)
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}
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setPixelColor(SEGMENT.start + SEGLEN-1,color_blend(BLACK,SEGCOLOR(0), sourcedrop));// water source
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setPixelColor(SEGLEN-1,color_blend(BLACK,SEGCOLOR(0), sourcedrop));// water source
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if (drops[j].colIndex==1) {
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if (drops[j].col>255) drops[j].col=255;
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setPixelColor(SEGMENT.start + int(drops[j].pos),color_blend(BLACK,SEGCOLOR(0),drops[j].col));
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setPixelColor(int(drops[j].pos),color_blend(BLACK,SEGCOLOR(0),drops[j].col));
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drops[j].col += map(SEGMENT.intensity, 0, 255, 1, 6); // swelling
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@ -2929,11 +2929,11 @@ uint16_t WS2812FX::mode_drip(void)
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drops[j].vel += gravity;
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for (int i=1;i<7-drops[j].colIndex;i++) { // some minor math so we don't expand bouncing droplets
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setPixelColor(SEGMENT.start + int(drops[j].pos)+i,color_blend(BLACK,SEGCOLOR(0),drops[j].col/i)); //spread pixel with fade while falling
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setPixelColor(int(drops[j].pos)+i,color_blend(BLACK,SEGCOLOR(0),drops[j].col/i)); //spread pixel with fade while falling
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}
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if (drops[j].colIndex > 2) { // during bounce, some water is on the floor
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setPixelColor(SEGMENT.start,color_blend(SEGCOLOR(0),BLACK,drops[j].col));
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setPixelColor(0,color_blend(SEGCOLOR(0),BLACK,drops[j].col));
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}
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} else { // we hit bottom
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if (drops[j].colIndex > 2) { // already hit once, so back to forming
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@ -90,7 +90,7 @@
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#endif
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//version code in format yymmddb (b = daily build)
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#define VERSION 2001141
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#define VERSION 2001142
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char versionString[] = "0.9.0-b2";
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