Exemple #1
0
global func Explode(int iLevel, object pObj, id idEffect, string szEffect)
{
  if(!pObj)
    if(!(pObj=this))
      return;
  
  var x = AbsX(pObj->GetX()),
  	  y = AbsY(pObj->GetY());
			
  var boom = FindObject(BOOM);
  if(!boom) boom = CreateObject(BOOM,0,0,-1);
			
	var xdir = GetXDir(pObj) + GetWind(GetX(pObj),GetY(pObj))/20;
	var ydir = GetYDir(pObj);
	
	var opt_angle = Angle(xdir,ydir);
	var speed = BoundBy(Distance(xdir,ydir),0,60);
  
	
	///Feuer-, Funken- und Dirt-Effekte...
  var i=0, count = 3+iLevel/8, angle = Random(360);
  while((count > 0) && (++i < count*10))
  {
    angle += RandomX(40,80);
    
    angle = Interpolate4K(angle,opt_angle,0,60,speed);
    angle -= 180;
        
    //Rauch
    var smokex = +Sin(angle,RandomX(iLevel/4,iLevel/2));
    var smokey = -Cos(angle,RandomX(iLevel/4,iLevel/2));
    if(GBackSolid(x+smokex,y+smokey))
      continue;
     var level = iLevel + Random(iLevel/5);

		var a = angle+RandomX(-15,+15);
		for(var i = 7; i > 0; i--)
		  CreateParticle("BlastSpark1", smokex, smokey, +Sin(a,level+RandomX(-5,+5)), -Cos(a,level+RandomX(-5,+5)), 25+Random(50)); 
    CreateParticle("BlastFlame", smokex, smokey, +Sin(angle,level/2), -Cos(angle,level/2), level*5);
    for(var i = Random(3)+1; i > 0; i--)
		{
		  a = angle+RandomX(-30,+30);
		  CreateParticle("BlastDirt", smokex, smokey, +Sin(a,level+RandomX(-20,+20)), -Cos(a,level+RandomX(-20,+20)), level*RandomX(7,12));
		}
		//CreateSmokeTrail(level,angle,smokex,smokey,pObj);
    count--;
  }

	///Brandspuren...
  // Wir haben keine Effekteinstellungen oä., daher immer an
  //if(EffectLevel() > EM4K_Low)
    CreateBurnMark(x,y,iLevel,20+iLevel/2);

  ///Lichteffekte bei Dunkelheit...
  if(IsDark())
  {
    var iSize = iLevel*100;
    if(iLevel < 20)
      iSize /= 2;
    AddLightFlash(iSize/3, x, y, RGBa(255,220,64,15));
  }
	
	///Feuer-Effekt..
	/*angle = Interpolate4K(0,opt_angle,0,120,speed);
	angle -= 180;
	CreateParticle("BlastBg",0,0,+Sin(angle,100),-Cos(angle,100),iLevel*20);
	//CreateParticle("BlastBg",0,0,0,-1,iLevel*20);
	*/
	
	///Der eigentliche Blast-Partikel...
	CreateParticle("Blast",x,y,0,0,iLevel*11);

	///Standart-Verhalten...
  return inherited(iLevel, pObj, idEffect, szEffect);
}
Exemple #2
0
global func Interpolate(y1,y2,x1,x2,x3)
{
  return(Interpolate4K(y1,y2,x1,x2,x3));
}