rework for slightly better visuals
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@ -2360,7 +2360,7 @@ typedef struct Particle {
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uint32_t birth =0;
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uint32_t last =0;
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double vel =0;
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uint16_t pos =0;
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uint16_t pos =-1;
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float fragment[40];
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} star;
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@ -2368,34 +2368,36 @@ uint16_t WS2812FX::mode_starburst(void) {
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uint32_t it = millis();
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boolean Blend = true;
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const uint8_t numStars = 10;
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const uint8_t maxFrag = 15;
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const uint8_t numStars = 12;
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const uint8_t maxFrag = 20;
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static star stars[numStars];
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float MaxSpeed = 375.0f; // Max velocity
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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 ParticleIgnition = 0.15f; // 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 ParticleFadeTime = 1.4f; // 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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{
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if (random8((265-SEGMENT.speed)/2) < NewParticleProbability && stars[j].birth==0)
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// speed to adjust chance of a burst, max is nearly always.
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if (random8((263-SEGMENT.speed)/2) < NewParticleProbability && stars[j].birth==0)
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{
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// Pick a random color and location.
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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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double multiplier = (double)(random8())/255.0 * 0.5;
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double multiplier = (float)(random8())/255.0 * 1.0;
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stars[j].color = color;
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stars[j].pos = startPos;
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stars[j].vel = MaxSpeed * (double)(random16())/65535.0 * multiplier;
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stars[j].vel = MaxSpeed * (float)(random8())/255.0 * multiplier;
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stars[j].birth = it;
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stars[j].last = it;
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int num = 10+SEGMENT.intensity * random8(5,maxFrag)/255;
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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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for (int i=0; i<=maxFrag; i++) {
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for (int i=0; i<40; i++) {
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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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}
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@ -2406,12 +2408,14 @@ uint16_t WS2812FX::mode_starburst(void) {
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for (int j=0; j<numStars; j++)
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{
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if (stars[j].pos > 0) {
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if (stars[j].birth != 0) {
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float dt = (it-stars[j].last)/1000.0;
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for (int i=0; i<=maxFrag; i++) {
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int var = i/2;
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if (stars[j].fragment[i] > 0) {
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// spplit fragments half to each side with some travelling further
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if (i % 2) {
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stars[j].fragment[i] -= stars[j].vel * dt * (float)var/6.0;
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} else {
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@ -2420,8 +2424,8 @@ uint16_t WS2812FX::mode_starburst(void) {
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}
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}
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stars[j].last = it;
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stars[j].vel -= 2*stars[j].vel*dt;
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stars[j].color = stars[j].color.nscale8_video(235);
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stars[j].vel -= 3*stars[j].vel*dt;
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stars[j].color = stars[j].color.nscale8(235);
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}
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CRGB c = stars[j].color;
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@ -2430,7 +2434,7 @@ uint16_t WS2812FX::mode_starburst(void) {
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// Otherwise it just fades over time.
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float fade = 0.0f;
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float age = (it-stars[j].birth)/1000.0;
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if (age > ParticlePreignitonTime && age < ParticleIgnition + ParticlePreignitonTime) {
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c = CRGB(WHITE);
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} else {
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@ -2439,34 +2443,33 @@ uint16_t WS2812FX::mode_starburst(void) {
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if (age < ParticlePreignitonTime) {
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fade = 1.0 - (age / ParticlePreignitonTime);
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} else {
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age -= ParticlePreignitonTime;
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if (age < ParticleHoldTime + ParticleIgnition) {
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fade = 0.0f; // Just born
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} else if (age > ParticleHoldTime + ParticleIgnition + ParticleFadeTime) {
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fade = 1.0f; // Black hole, all faded out
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stars[j].birth = 0;
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} else {
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age -= (ParticleHoldTime + ParticleIgnition);
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fade = (age / ParticleFadeTime); // Fading star
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}
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age -= ParticlePreignitonTime;
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if (age < ParticleHoldTime + ParticleIgnition) {
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fade = 0.0f; // Just born
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} else if (age > ParticleHoldTime + ParticleIgnition + ParticleFadeTime) {
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fade = 1.0f; // Black hole, all faded out
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stars[j].birth = 0;
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} else {
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age -= (ParticleHoldTime + ParticleIgnition);
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fade = (age / ParticleFadeTime); // Fading star
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}
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}
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c = c.nscale8_video(255-int(255.0*fade));
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c = c.nscale8(255-int(255.0*fade)/2);
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}
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ParticleSize = (1 - fade) * 5;
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ParticleSize = (1 - fade) * 4;
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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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int start = stars[j].fragment[i] - int(ParticleSize/2);
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int start = int(stars[j].fragment[i]) - int(ParticleSize/2);
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if (start<0) start = 0;
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int end = stars[j].fragment[i] + int(ParticleSize/2);
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int end = int(stars[j].fragment[i]) + int(ParticleSize/2);
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if (end>SEGLEN-1) end = SEGLEN-1;
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for (int p=start; p<=end; p++) {
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setPixelColor(SEGMENT.start+p, c.r, c.g, c.b);
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}
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}
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}
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}
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return FRAMETIME;
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}
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