Small changes to some effects:
continuous-integration/drone/push Build is passing Details

* Don't put multi-dynamic and single-dynamic right after one another, 
because that looks strange when not using random cycling between 
effects.
* Removed white from the matrix palette cause we're setting white 
explicitly from the code.
* Increased speed of single_dynamic a little.
This commit is contained in:
Fabian Schlenz 2019-06-12 06:32:06 +02:00
parent 477edd1597
commit 874b2c212f
3 changed files with 3 additions and 4 deletions

View File

@ -50,7 +50,7 @@
#define EFFECT_MATRIX_SPEED_MIN 50
#define EFFECT_MATRIX_SPEED_MAX 135
#define EFFECT_SINGLE_DYNAMIC_LOOP_TIME 50
#define EFFECT_SINGLE_DYNAMIC_LOOP_TIME 40
#define EFFECT_MULTI_DYNAMIC_LOOP_TIME 1400
#define EFFECT_CONFETTI_PIXELS_PER_LOOP 2

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@ -8,5 +8,4 @@ __attribute__ ((aligned(4))) extern const TProgmemRGBGradientPalette_byte palett
__attribute__ ((aligned(4))) extern const TProgmemRGBGradientPalette_byte palette_matrix[] FL_PROGMEM = {
0, 0, 0, 0, // black
200, 0,255, 0, // green
255, 255,255,255 }; // white
255, 0,255, 0 }; // green

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@ -64,10 +64,10 @@ void setup_effects() {
effects->add((EffectEntry){"firework", (Effect *)&effect_firework});
cycle_effects->add(&effect_sinematrix3);
cycle_effects->add(&effect_single_dynamic);
cycle_effects->add(&effect_multi_dynamic);
cycle_effects->add(&effect_matrix);
cycle_effects->add(&effect_confetti);
cycle_effects->add(&effect_single_dynamic);
cycle_effects->add(&effect_snake);
current_effect = &effect_cycle;