diff --git a/wled00/FX.cpp b/wled00/FX.cpp index 3daf2c0fd..b3d3eeae8 100644 --- a/wled00/FX.cpp +++ b/wled00/FX.cpp @@ -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