BouncingBallsEffect
Source:
BouncingBallsEffect.h
Ball¶
src/light/effects/BouncingBallsEffect.h:125Public Attributes¶
float impactVelocity = 0.0f
uint32_t lastBounceTime = 0
BouncingBallsEffect¶
src/light/effects/BouncingBallsEffect.h:23Inherits:
EffectBase
Physics effect: gravity-bounced balls trailing along the layer.
Public Attributes¶
uint8_t grav = 128
uint8_t numBalls = 8
Public Methods¶
virtual inline constchar * tags() const override
: Curated emoji tags for the module picker's chip filter — extras beyond the role chip (which the UI derives from role() on its own).
virtual inline Dim dimensions() const override
: Which axes the effect iterates — a claim, not a guarantee about the layer.
virtual inline void defineControls() override
: defineControls MUST be idempotent and pure: only controls_.clear() + controls_.addX().
virtual inline void prepare() override
: Tier-3 of the control-change split (see onControlChanged above): the module (re)allocates / recomputes whatever derived state it owns — an effect's heap, a Layer's mapping LUT, the Drivers output buffer.
virtual inline void tick() override
Public Static Attributes¶
constexpruint8_t maxNumBalls = 16