Redo sandcolor to use alpha, so that when powders transition they don't stay the same color
Also make color change less sharply over time
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@ -3083,15 +3083,14 @@ int Simulation::create_part(int p, int x, int y, int tv)
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//Fancy dust effects for powder types
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if((elements[t].Properties & TYPE_PART) && pretty_powder)
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{
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int colr, colg, colb, randa;
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randa = (rand()%30)-15;
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colr = (PIXR(elements[t].Colour)+sandcolour+(rand()%20)-10+randa);
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colg = (PIXG(elements[t].Colour)+sandcolour+(rand()%20)-10+randa);
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colb = (PIXB(elements[t].Colour)+sandcolour+(rand()%20)-10+randa);
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int colr, colg, colb;
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colr = PIXR(elements[t].Colour)+sandcolour*1.3+(rand()%40)-20+(rand()%30)-15;
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colg = PIXG(elements[t].Colour)+sandcolour*1.3+(rand()%40)-20+(rand()%30)-15;
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colb = PIXB(elements[t].Colour)+sandcolour*1.3+(rand()%40)-20+(rand()%30)-15;
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colr = colr>255 ? 255 : (colr<0 ? 0 : colr);
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colg = colg>255 ? 255 : (colg<0 ? 0 : colg);
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colb = colb>255 ? 255 : (colb<0 ? 0 : colb);
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parts[i].dcolour = 0xFF000000 | (colr<<16) | (colg<<8) | colb;
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parts[i].dcolour = ((rand()%150)<<24) | (colr<<16) | (colg<<8) | colb;
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}
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elementCount[t]++;
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return i;
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