Merge pull request #14 from bdring/pr/5

updates
This commit is contained in:
bdring
2021-12-02 14:46:40 -06:00
committed by GitHub
3 changed files with 10 additions and 13 deletions

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@@ -108,7 +108,7 @@ Enemy enemyPool[ENEMY_COUNT] = {
}; };
#define PARTICLE_COUNT 40 #define PARTICLE_COUNT 100
Particle particlePool[PARTICLE_COUNT] = { Particle particlePool[PARTICLE_COUNT] = {
Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle() Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle()
}; };
@@ -967,12 +967,12 @@ void tickBossKilled(long mm) // boss funeral
} }
void tickDie(long mm) { // a short bright explosion...particles persist after it. void tickDie(long mm) { // a short bright explosion...particles persist after it.
const int duration = 100; // milliseconds const int duration = 200; // milliseconds
const int width = 10; // half width of the explosion const int width = 20; // half width of the explosion
if(stageStartTime+duration > mm) {// Spread red from player position up and down the width if(stageStartTime+duration > mm) {// Spread red from player position up and down the width
int brightness = map((mm-stageStartTime), 0, duration, 255, 50); // this allows a fade from white to red int brightness = map((mm-stageStartTime), 0, duration, 255, 150); // this allows a fade from white to red
// fill up // fill up
int n = _max(map(((mm-stageStartTime)), 0, duration, getLED(playerPosition), getLED(playerPosition)+width), 0); int n = _max(map(((mm-stageStartTime)), 0, duration, getLED(playerPosition), getLED(playerPosition)+width), 0);
@@ -1127,22 +1127,19 @@ void save_game_stats(bool bossKill)
// --------------------------------- // ---------------------------------
void screenSaverTick(){ void screenSaverTick(){
long mm = millis(); long mm = millis();
int mode = (mm/30000)%5; int mode = (mm/30000)%4;
SFXcomplete(); // turn off sound...play testing showed this to be a problem SFXcomplete(); // turn off sound...play testing showed this to be a problem
if (mode == 0) { if (mode == 0) {
LED_march(); Fire2012();
} }
else if (mode == 1) { else if (mode == 1)
random_LED_flashes();
}
else if (mode == 2)
sinelon(); sinelon();
else if (mode == 3) else if (mode == 2)
juggle(); juggle();
else { else {
Fire2012(); random_LED_flashes();
} }
} }

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@@ -2,7 +2,7 @@
#include "settings.h" #include "settings.h"
const char* ssid = "TWANG_AP"; const char* ssid = "TWANG_AP";
const char* passphrase = "12345666"; const char* passphrase = "12345678";
WiFiServer server(80); WiFiServer server(80);

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