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constuint8_t numFlames = (cols-2)<<1; //number of flames: depends on fire width. for a fire width of 16 pixels total, about 25-30 flames give good results
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uint8_t percycle = numFlames/2; //maximum number of particles emitted per cycle
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=======
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//test for ESP8266 as it will not run with that many flames (not enough ram)
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constuint16_t numFlames = cols; //number of flames: depends on fire width. for a fire width of 16 pixels, about 25-30 flames give good results, add a few for the base flames
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//for ESP32: (cols-2)<<1 TODO: need to fix this by using ifdef
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constuint16_t numParticles = numFlames*20;
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// const uint16_t numFlames = (cols<<1); //number of flames: depends on fire width. for a fire width of 16 pixels, about 25-30 flames give good results, add a few for the base flames
particles falling down, user can enable these three options: X-wraparound, side bounce, ground bounce
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sliders control falling speed, intensity (number of particles spawned), WIND OR SPEED RANDOMNESS?, inter-particle collision hardness (0 means no particle collisions) and render saturation
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this is quite versatile, can be made to look like rain or snow or confetti, flying sparks etc.
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Uses palette for particle color
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by DedeHai (Damian Schneider)
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*/
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== == == =
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/*
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particles falling down, user can enable these three options: X-wraparound, side bounce, ground bounce
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sliders control falling speed, intensity (number of particles spawned), WIND OR SPEED RANDOMNESS?, inter-particle collision hardness (0 means no particle collisions) and render saturation
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this is quite versatile, can be made to look like rain or snow or confetti, flying sparks etc.
ParticleSys_render(particles, numParticles,((SEGMENT.custom3)<<3)+7,SEGMENT.check1,false); //custom3 slider is saturation, from 7 to 255, 7 is close enough to white (for snow for example)
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