Remove color randomness
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@@ -49,7 +49,7 @@ bool updateParticle(const Texture2D tex, Particle *particle, f32 dt) {
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.a = lerpInt(startC.a, endC.a, alpha)
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};
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//BeginBlendMode(particle->blend);
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BeginBlendMode(particle->blend);
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f32 hSize = size * 0.5f;
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Vector2 center = particle->pos;
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Rectangle src = getTextureRect(particle->tileID);
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@@ -62,7 +62,7 @@ bool updateParticle(const Texture2D tex, Particle *particle, f32 dt) {
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center.y,
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size, size
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}, (Vector2) {hSize, hSize}, rot, color);
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//EndBlendMode();
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EndBlendMode();
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particle->pos = Vector2Add(particle->pos, Vector2Scale(vel, dt));
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particle->elapsed += dt;
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@@ -98,8 +98,8 @@ Particle spawnParticle(const ParticleEmitter *emitter) {
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.endSize = randFloatRange(data->minEndSize, data->maxEndSize),
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.startRotSpeed = randFloatRange(data->minStartRotSpeed, data->maxStartRotSpeed),
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.endRotSpeed = randFloatRange(data->minEndRotSpeed, data->maxEndRotSpeed),
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.startColor = randColorRange(data->minStartColor, data->maxStartColor),
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.endColor = randColorRange(data->minEndColor, data->maxEndColor),
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.startColor = data->startColor,
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.endColor = data->endColor,
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.blend = data->blend,
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.tileID = data->tileID,
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.elapsed = 0.0f,
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