effect bugfixes for width>255
* band-aid for ripple, matrix, crazy bee * arc mapping fix for diameter > 255 * small speedup for "block" mapping
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@@ -2589,7 +2589,7 @@ uint16_t ripple_base()
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} else {//randomly create new wave
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if (random16(IBN + 10000) <= (SEGMENT.intensity >> (SEGMENT.is2D()*3))) {
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ripples[i].state = 1;
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ripples[i].pos = SEGMENT.is2D() ? ((random8(SEGENV.virtualWidth())<<8) | (random8(SEGENV.virtualHeight()))) : random16(SEGLEN);
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ripples[i].pos = SEGMENT.is2D() ? ((random16(SEGENV.virtualWidth())<<8) | (random16(SEGENV.virtualHeight()))) : random16(SEGLEN);
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ripples[i].color = random8(); //color
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}
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}
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@@ -5803,7 +5803,7 @@ uint16_t mode_2Dmatrix(void) { // Matrix2D. By Jeremy Williams.
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// spawn new falling code
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if (random8() <= SEGMENT.intensity || emptyScreen) {
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uint8_t spawnX = random8(cols);
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uint16_t spawnX = random16(cols);
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SEGMENT.setPixelColorXY(spawnX, 0, spawnColor);
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// update hint for next run
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SEGENV.aux0 = spawnX;
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@@ -6276,8 +6276,8 @@ uint16_t mode_2Dcrazybees(void) {
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void aimed(uint_fast16_t w, uint_fast16_t h) {
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if (!true) //WLEDMM SuperSync
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random16_set_seed(strip.now);
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aimX = random8(0, w);
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aimY = random8(0, h);
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aimX = random8(0, min(UINT8_MAX, int(w)));
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aimY = random8(0, min(UINT8_MAX, int(h)));
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hue = random8();
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deltaX = abs(aimX - posX);
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deltaY = abs(aimY - posY);
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@@ -6296,8 +6296,8 @@ uint16_t mode_2Dcrazybees(void) {
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SEGMENT.setUpLeds();
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SEGMENT.fill(BLACK);
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for (size_t i = 0; i < n; i++) {
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bee[i].posX = random8(0, cols);
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bee[i].posY = random8(0, rows);
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bee[i].posX = random8(0, min(UINT8_MAX, int(cols)));
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bee[i].posY = random8(0, min(UINT8_MAX, int(rows)));
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bee[i].aimed(cols, rows);
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}
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}
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