const float EFFECT_FLICK_DURATION = 0.5f; ///< Scroll Flick Duration for Effects
const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
-
+const Vector4 BUBBLE_COLOR[] =
+{
+ Vector4( 0.3255f, 0.3412f, 0.6353f, 0.38f ),
+ Vector4( 0.3647f, 0.7569f, 0.8157f, 0.38f ),
+ Vector4( 0.3804f, 0.7412f, 0.6510f, 0.38f ),
+ Vector4( 1.f, 1.f, 1.f, 0.2f )
+};
+const int NUMBER_OF_BUBBLE_COLOR( sizeof(BUBBLE_COLOR) / sizeof(BUBBLE_COLOR[0]) );
const int NUM_BACKGROUND_IMAGES = 18;
const float BACKGROUND_SWIPE_SCALE = 0.025f;
const unsigned int BACKGROUND_ANIMATION_DURATION = 15000; // 15 secs
const float BACKGROUND_Z = -1.0f;
-const Vector4 BACKGROUND_COLOR( 1.0f, 1.0f, 1.0f, 1.0f );
+const Vector4 BACKGROUND_COLOR( 0.3569f, 0.5451f, 0.7294f, 1.0f );
const float BUBBLE_MIN_Z = -1.0;
const float BUBBLE_MAX_Z = 0.0f;
for( int i = 0; i < count; ++i )
{
float randSize = Random::Range( 10.0f, 400.0f );
- float hue = Random::Range( 0.3f, 1.0f );
- Vector4 randColour( hue, hue * 0.5, 0.0f, Random::Range( 0.3f, 0.6f ));
-
ImageActor dfActor = ImageActor::New( distanceField );
dfActor.SetSize( Vector2( randSize, randSize ) );
dfActor.SetParentOrigin( ParentOrigin::CENTER );
ShaderEffect effect = Toolkit::CreateDistanceFieldEffect();
dfActor.SetShaderEffect( effect );
- dfActor.SetColor( randColour );
+ dfActor.SetColor( BUBBLE_COLOR[ i%NUMBER_OF_BUBBLE_COLOR ] );
effect.SetUniform("uOutlineParams", Vector2( 0.55f, 0.00f ) );
effect.SetUniform("uSmoothing", 0.5f );
layer.Add( dfActor );