fixed wrong gravity setting, added option for no trail (#4665)

This commit is contained in:
Damian Schneider 2025-04-28 21:12:27 +02:00 committed by GitHub
parent 410025f30f
commit f721efca1e
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194

View File

@ -9308,7 +9308,7 @@ uint16_t mode_particleFireworks1D(void) {
uint8_t *forcecounter;
if (SEGMENT.call == 0) { // initialization
if (!initParticleSystem1D(PartSys, 4, 150, 4, true)) // init
if (!initParticleSystem1D(PartSys, 4, 150, 4, true)) // init advanced particle system
return mode_static(); // allocation failed or is single pixel
PartSys->setKillOutOfBounds(true);
PartSys->sources[0].sourceFlags.custom1 = 1; // set rocket state to standby
@ -9324,11 +9324,8 @@ uint16_t mode_particleFireworks1D(void) {
PartSys->setParticleSize(SEGMENT.check3); // 1 or 2 pixel rendering
PartSys->setMotionBlur(SEGMENT.custom2); // anable motion blur
int32_t gravity = (1 + (SEGMENT.speed >> 3));
if (!SEGMENT.check1) // gravity enabled for sparks
PartSys->setGravity(0); // disable
else
PartSys->setGravity(gravity); // set gravity
int32_t gravity = (1 + (SEGMENT.speed >> 3)); // gravity value used for rocket speed calculation
PartSys->setGravity(SEGMENT.speed ? gravity : 0); // set gravity
if (PartSys->sources[0].sourceFlags.custom1 == 1) { // rocket is on standby
PartSys->sources[0].source.ttl--;
@ -9343,8 +9340,8 @@ uint16_t mode_particleFireworks1D(void) {
PartSys->sources[0].source.hue = hw_random16();
PartSys->sources[0].var = 10; // emit variation
PartSys->sources[0].v = -10; // emit speed
PartSys->sources[0].minLife = 100;
PartSys->sources[0].maxLife = 300;
PartSys->sources[0].minLife = 30;
PartSys->sources[0].maxLife = SEGMENT.check2 ? 400 : 40;
PartSys->sources[0].source.x = 0; // start from bottom
uint32_t speed = sqrt((gravity * ((PartSys->maxX >> 2) + hw_random16(PartSys->maxX >> 1))) >> 4); // set speed such that rocket explods in frame
PartSys->sources[0].source.vx = min(speed, (uint32_t)127);
@ -9383,11 +9380,11 @@ uint16_t mode_particleFireworks1D(void) {
PartSys->sources[0].maxLife = 1300;
PartSys->sources[0].source.ttl = 100 + hw_random16(64 - (SEGMENT.speed >> 2)); // standby time til next launch
PartSys->sources[0].sat = 7 + (SEGMENT.custom3 << 3); //color saturation TODO: replace saturation with something more useful?
PartSys->sources[0].size = hw_random16(64); // random particle size in explosion
PartSys->sources[0].size = hw_random16(SEGMENT.intensity); // random particle size in explosion
uint32_t explosionsize = 8 + (PartSys->maxXpixel >> 2) + (PartSys->sources[0].source.x >> (PS_P_RADIUS_SHIFT_1D - 1));
explosionsize += hw_random16((explosionsize * SEGMENT.intensity) >> 8);
for (uint32_t e = 0; e < explosionsize; e++) { // emit explosion particles
if (SEGMENT.check2)
if (SEGMENT.check1) // colorful mode
PartSys->sources[0].source.hue = hw_random16(); //random color for each particle
PartSys->sprayEmit(PartSys->sources[0]); // emit a particle
}
@ -9407,7 +9404,7 @@ uint16_t mode_particleFireworks1D(void) {
return FRAMETIME;
}
static const char _data_FX_MODE_PS_FIREWORKS1D[] PROGMEM = "PS Fireworks 1D@Gravity,Explosion,Firing side,Blur,Saturation,,Colorful,Smooth;,!;!;1;sx=150,c2=30,c3=31,o2=1";
static const char _data_FX_MODE_PS_FIREWORKS1D[] PROGMEM = "PS Fireworks 1D@Gravity,Explosion,Firing side,Blur,Saturation,Colorful,Trail,Smooth;,!;!;1;sx=150,c2=30,c3=31,o1=1,o2=1";
/*
Particle based Sparkle effect