Fireworks 1D working
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wled00/FX.cpp
224
wled00/FX.cpp
@ -2605,118 +2605,122 @@ uint16_t WS2812FX::mode_starburst(void) {
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* Exploding fireworks effect
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* Exploding fireworks effect
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* adapted from: http://www.anirama.com/1000leds/1d-fireworks/
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* adapted from: http://www.anirama.com/1000leds/1d-fireworks/
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*/
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*/
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#define NUM_SPARKS 60 // max number (could be NUM_LEDS / 2);
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//each needs 12 byte
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typedef struct Spark {
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float pos;
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float vel;
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float col;
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} spark;
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uint16_t WS2812FX::mode_exploding_fireworks(void)
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uint16_t WS2812FX::mode_exploding_fireworks(void)
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{
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{
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if (SEGENV.aux1==0) { // manage states using params
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//allocate segment data
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flare();
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uint16_t numSparks = 2 + (SEGLEN >> 1);
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} else {
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if (numSparks > 80) numSparks = 80;
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explode();
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uint16_t dataSize = sizeof(spark) * numSparks;
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}
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if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
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fill(BLACK);
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Spark* sparks = reinterpret_cast<Spark*>(SEGENV.data);
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Spark* flare = sparks; //first spark is flare data
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float gravity = -0.02 - (SEGMENT.speed/10000.0); // m/s/s
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if (SEGENV.aux1 == 0) { //FLARE
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if (SEGENV.aux0 == 0) { //init flare
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flare->pos = 0;
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flare->vel = float(random16(150, 190)) / (75+(255-SEGMENT.intensity)/4); // trial and error to get reasonable range
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//flare->vel = 2;
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flare->col = 1; //brightness
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// initialize launch sparks
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for (int i = 1; i < min(6, numSparks); i++) {
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sparks[i].pos = 0;
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sparks[i].vel = (float(random8(100,255)) / 255.0) * (flare->vel/ 3.0); // random around 20% of flare velocity
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sparks[i].col = sparks[i].vel * 1000.0;
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sparks[i].col = constrain(sparks[i].col, 0, 255);
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}
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SEGENV.aux0 = 1;
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}
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// launch
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if (flare->vel > -.3) {
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// sparks
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for (int i = 1; i < min(6, numSparks); i++) {
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sparks[i].pos += sparks[i].vel;
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sparks[i].pos = constrain(sparks[i].pos, 0, SEGLEN-1);
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sparks[i].vel += gravity;
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sparks[i].col -= 0.8;
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sparks[i].col = constrain(sparks[i].col, 0, 255);
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CRGB color = HeatColor(sparks[i].col);
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setPixelColor(SEGMENT.start + int(sparks[i].pos),color.red,color.green,color.blue);
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}
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// flare
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//fade_out(255);
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setPixelColor(SEGMENT.start + int(flare->pos),flare->col*255,flare->col*255,flare->col*255);
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flare->pos += flare->vel;
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flare->pos = constrain(flare->pos, 0, SEGLEN-1);
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flare->vel += gravity;
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flare->col *= .975;
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} else {
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SEGENV.aux0 = 0; // allow next state to init
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SEGENV.aux1 = 1; // ready to explode
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}
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} else {
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/*
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* Explode!
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*
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* Explosion happens where the flare ended.
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* Size is proportional to the height.
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*/
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int nSparks = flare->pos / 2; // works out to look about right
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nSparks = constrain(nSparks, 0, numSparks);
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static float dying_gravity;
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//gravity = -0.02 - ((255-SEGMENT.speed)/10000.0);
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// initialize sparks
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if (SEGENV.aux0==0) {
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for (int i = 1; i < nSparks; i++) {
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sparks[i].pos = flare->pos;
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sparks[i].vel = (float(random16(0, 20000)) / 10000.0) - 1.0; // from -1 to 1
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sparks[i].col = abs(sparks[i].vel * 500.0); // set colors before scaling velocity to keep them bright
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sparks[i].col = constrain(sparks[i].col, 0, 255);
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sparks[i].vel *= flare->pos / SEGLEN; // proportional to height
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}
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sparks[1].col = 255; // this will be our known spark
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dying_gravity = gravity;
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SEGENV.aux0 = 1;
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}
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float c1 = 120;
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float c2 = 50;
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if (sparks[1].col > 5) {//&& sparks[1].pos > 0) { // as long as our known spark is lit, work with all the sparks
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//fade_out(255);
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for (int i = 1; i < nSparks; i++) {
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sparks[i].pos += sparks[i].vel;
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sparks[i].pos = constrain(sparks[i].pos, 0, SEGLEN-1);
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sparks[i].vel += dying_gravity;
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sparks[i].col *= .97;
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sparks[i].col = constrain(sparks[i].col, 0, 255); // red cross dissolve
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if(sparks[i].pos > c1) { // fade white to yellow
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setPixelColor(SEGMENT.start + sparks[i].pos,255, 255, (255 * (sparks[i].col - c1)) / (255 - c1));
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} else if (sparks[i].col < c2) { // fade from red to black
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setPixelColor(SEGMENT.start + sparks[i].pos,(255 * sparks[i].col) / c2, 0, 0);
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} else { // fade from yellow to red
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setPixelColor(SEGMENT.start + sparks[i].pos,255, (255 * (sparks[i].col - c2)) / (c1 - c2), 0);
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}
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}
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dying_gravity *= .995; // as sparks burn out they fall slower
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} else {
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SEGENV.aux0 = 0; //init again
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SEGENV.aux1 = 0; //back to flare
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}
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}
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return FRAMETIME;
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return FRAMETIME;
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}
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}
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static float sparkPos[NUM_SPARKS];
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static float sparkVel[NUM_SPARKS];
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static float sparkCol[NUM_SPARKS];
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static float flarePos;
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static float flareVel;
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static float brightness;
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void WS2812FX::flare() {
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float gravity = -0.02 - (SEGMENT.speed/10000.0); // m/s/s
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if (SEGENV.aux0 == 0) { //use aux0 for initialization flag
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flarePos = 0;
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flareVel = float(random16(150, 190)) / (75+(255-SEGMENT.intensity)/4); // trial and error to get reasonable range
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brightness = 1;
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// initialize launch sparks
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for (int i = 0; i < 5; i++) {
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sparkPos[i] = 0;
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sparkVel[i] = (float(random8(100,255)) / 255.0) * (flareVel/ 3.0); // random around 20% of flare velocity
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sparkCol[i] = sparkVel[i] * 1000.0;
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sparkCol[i] = constrain(sparkCol[i], 0, 255);
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}
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SEGENV.aux0=1;
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}
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// launch
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if (flareVel >= -.3) {
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// sparks
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for (int i = 0; i < 5; i++) {
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sparkPos[i] += sparkVel[i];
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sparkPos[i] = constrain(sparkPos[i], 0, SEGLEN-1);
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sparkVel[i] += gravity;
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sparkCol[i] += -.8;
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sparkCol[i] = constrain(sparkCol[i], 0, 255);
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CRGB color = HeatColor(sparkCol[i]);
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setPixelColor(SEGMENT.stop - int(sparkPos[i]),color.red,color.green,color.blue);
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}
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// flare
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fade_out(255);
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setPixelColor(SEGMENT.stop - int(flarePos),brightness*255,brightness*255,brightness*255);
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flarePos += flareVel;
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flarePos = constrain(flarePos, 0, SEGLEN-1);
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flareVel += gravity;
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brightness *= .975;
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} else {
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SEGENV.aux0=0; // allow next state to init
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SEGENV.aux1=1; // ready to explode
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}
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}
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/*
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* Explode!
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*
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* Explosion happens where the flare ended.
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* Size is proportional to the height.
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*/
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void WS2812FX::explode() {
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int nSparks = flarePos / 2; // works out to look about right
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nSparks = constrain(nSparks,0,NUM_SPARKS);
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static float dying_gravity;
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float gravity = -0.02 - ((255-SEGMENT.speed)/10000.0);
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float c1=120;
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float c2=50;
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// initialize sparks
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if (SEGENV.aux0==0) {
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for (int i = 0; i < nSparks; i++) {
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sparkPos[i] = flarePos;
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sparkVel[i] = (float(random16(0, 20000)) / 10000.0) - 1.0; // from -1 to 1
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sparkCol[i] = abs(sparkVel[i] * 500.0); // set colors before scaling velocity to keep them bright
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sparkCol[i] = constrain(sparkCol[i], 0, 255);
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sparkVel[i] *= flarePos / SEGLEN; // proportional to height
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}
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sparkCol[0] = 255; // this will be our known spark
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dying_gravity = gravity;
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SEGENV.aux0=1;
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}
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if (sparkCol[0] > c2/10 ) {//&& sparkPos[0] > 0) { // as long as our known spark is lit, work with all the sparks
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fade_out(255);
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for (int i = 0; i < nSparks; i++) {
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sparkPos[i] += sparkVel[i];
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sparkPos[i] = constrain(sparkPos[i], 0, SEGLEN-1);
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sparkVel[i] += dying_gravity;
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sparkCol[i] *= .97;
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sparkCol[i] = constrain(sparkCol[i], 0, 255); // red cross dissolve
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if(sparkCol[i] > c1) { // fade white to yellow
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setPixelColor(SEGMENT.stop - sparkPos[i],255, 255, (255 * (sparkCol[i] - c1)) / (255 - c1));
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} else if (sparkCol[i] < c2) { // fade from red to black
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setPixelColor(SEGMENT.stop - sparkPos[i],(255 * sparkCol[i]) / c2, 0, 0);
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} else { // fade from yellow to red
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setPixelColor(SEGMENT.stop - sparkPos[i],255, (255 * (sparkCol[i] - c2)) / (c1 - c2), 0);
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}
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}
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dying_gravity *= .995; // as sparks burn out they fall slower
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} else {
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SEGENV.aux0=0;
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SEGENV.aux1=0;
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}
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}
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@ -386,8 +386,6 @@ class WS2812FX {
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resetSegments(),
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resetSegments(),
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setPixelColor(uint16_t n, uint32_t c),
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setPixelColor(uint16_t n, uint32_t c),
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setPixelColor(uint16_t n, uint8_t r, uint8_t g, uint8_t b, uint8_t w = 0),
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setPixelColor(uint16_t n, uint8_t r, uint8_t g, uint8_t b, uint8_t w = 0),
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flare(void),
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explode(void),
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show(void);
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show(void);
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bool
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bool
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