else if (st->particles[i].xpos >= st->iWinWidth - 2)
{
st->particles[i].xpos = st->iWinWidth - 2;
+ if (st->particles[i].xpos < 1) st->particles[i].xpos = 1;
st->particles[i].xdir = -st->particles[i].xdir + 4;
st->particles[i].colorindex = st->iColorCount;
}
else if (st->particles[i].ypos >= st->iWinHeight - 3)
{
st->particles[i].ypos = st->iWinHeight- 3;
+ if (st->particles[i].ypos < 1) st->particles[i].ypos = 1;
st->particles[i].ydir = (-st->particles[i].ydir >> 2) - (random() % 2);
st->particles[i].colorindex = st->iColorCount;
}
+
/* st->gravity kicks in */
st->particles[i].ydir += st->gravity;
st->particles[i].colorindex--;
/* draw particle */
+ if (st->iWinHeight <= 2 || st->iWinWidth <= 2) continue;
st->fire[st->particles[i].ypos][st->particles[i].xpos] = st->particles[i].colorindex;
st->fire[st->particles[i].ypos][st->particles[i].xpos - 1] = st->particles[i].colorindex;
st->fire[st->particles[i].ypos + 1][st->particles[i].xpos] = st->particles[i].colorindex;
static const char *eruption_defaults [] = {
".background: black",
".foreground: white",
+ "*fpsTop: true",
"*cycles: 80",
"*ncolors: 256",
"*delay: 10000",