minor updates for cleanup
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@ -2359,25 +2359,23 @@ typedef struct Particle {
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CRGB color;
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CRGB color;
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uint32_t birth =0;
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uint32_t birth =0;
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uint32_t last =0;
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uint32_t last =0;
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double vel =0;
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float vel =0;
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uint16_t pos =-1;
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uint16_t pos =-1;
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float fragment[40];
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float fragment[30];
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} star;
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} star;
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uint16_t WS2812FX::mode_starburst(void) {
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uint16_t WS2812FX::mode_starburst(void) {
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uint32_t it = millis();
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uint32_t it = millis();
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boolean Blend = true;
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const uint8_t numStars = 12; // max starburtsts at one time
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const uint8_t numStars = 12;
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const uint8_t maxFrag = 20; // max fragments from each burst
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const uint8_t maxFrag = 20;
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static star stars[numStars];
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static star stars[numStars];
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float MaxSpeed = 375.0f; // Max velocity
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int MaxSpeed = 375; // Max velocity
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int NewParticleProbability = 2; // Odds of new particle (out of 255)
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int NewParticleProbability = 2; // Odds of new particle (out of 255)
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float ParticlePreignitonTime = 0.0f; // How long to "wink"
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float ParticlePreignitonTime = 0.0f; // How long to "wink"
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float ParticleIgnition = 0.06f; // How long to "flash"
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float ParticleIgnition = 0.06f; // How long to "flash"
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float ParticleHoldTime = 0.0f; // Main lifecycle time
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float ParticleHoldTime = 0.0f; // Main lifecycle time
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float ParticleFadeTime = 2.6f; // Fade out time
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float ParticleFadeTime = 2.6f; // Fade out time
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float ParticleSize = 0.00f; // Size of the particle
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for (int j = 0; j < numStars; j++)
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for (int j = 0; j < numStars; j++)
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{
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{
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@ -2387,7 +2385,7 @@ uint16_t WS2812FX::mode_starburst(void) {
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// Pick a random color and location.
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// Pick a random color and location.
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uint16_t startPos = random8(SEGLEN-1);
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uint16_t startPos = random8(SEGLEN-1);
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CRGB color = col_to_crgb(color_wheel(random8()));
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CRGB color = col_to_crgb(color_wheel(random8()));
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double multiplier = (float)(random8())/255.0 * 1.0;
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float multiplier = (float)(random8())/255.0 * 1.0;
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stars[j].color = color;
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stars[j].color = color;
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stars[j].pos = startPos;
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stars[j].pos = startPos;
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@ -2397,7 +2395,7 @@ uint16_t WS2812FX::mode_starburst(void) {
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// more fragments means larger burst effect
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// more fragments means larger burst effect
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int num = random8(5,10 + (SEGMENT.intensity * maxFrag/255));
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int num = random8(5,10 + (SEGMENT.intensity * maxFrag/255));
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for (int i=0; i<40; i++) {
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for (int i=0; i<30; i++) {
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if (i < num) stars[j].fragment[i] = startPos;
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if (i < num) stars[j].fragment[i] = startPos;
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else stars[j].fragment[i] = -1;
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else stars[j].fragment[i] = -1;
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}
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}
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@ -2457,7 +2455,7 @@ uint16_t WS2812FX::mode_starburst(void) {
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c = c.nscale8(255-int(255.0*fade)/2);
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c = c.nscale8(255-int(255.0*fade)/2);
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}
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}
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ParticleSize = (1 - fade) * 4;
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float ParticleSize = (1 - fade) * 4;
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for (int i=0; i<=maxFrag; i++) {
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for (int i=0; i<=maxFrag; i++) {
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if (stars[j].fragment[i] > 0) {
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if (stars[j].fragment[i] > 0) {
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