Effect#loop now gets the time since the last run of the loop in ms. This enables
the effects to show animations that stay fluid independent of the current frame rate.
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@ -3,7 +3,7 @@
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#include "functions.h"
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#include "prototypes.h"
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void ConfettiEffect::loop() {
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void ConfettiEffect::loop(uint16_t ms) {
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window->fadeToBlackBy(3);
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for (int i=0; i<EFFECT_CONFETTI_PIXELS_PER_LOOP; i++) {
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CRGB color = _getColor();
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