Exemple #1
0
func InitEffect()
{
    Sound("Fire::Fireball", false, 100, nil, nil, nil, 200);
    Sound("Fire::FuseLoop", false, 20, nil, 1, nil, 200);
    SetLightRange(30, 70);
    SetLightColor(RGB(100, 100, 255));

    var snow =
    {
        R = 200,
        G = 200,
        B = 255,
        Alpha = PV_Linear(255, 0),
        Size = PV_Random(0, 2),
        CollisionVertex = 0,
        OnCollision = PC_Stop(),
        ForceX = PV_Random(-5, 5, 10),
        ForceY = PV_Gravity(100),
        DampingX = 900, DampingY = 900
    };

    trail_particles =
    {
        R = PV_Random(200, 255), G = PV_Random(200, 255), B = 255,
        Prototype = Particles_FireTrail(),
        Size = PV_Linear(10, 0),
        BlitMode = nil,
        Rotation = PV_Random(0, 360),
        BlitMode = GFX_BLIT_Additive
    };

    CreateParticle("StarFlash", 0, 0, PV_Random(-30, 30), PV_Random(-30, 30), 100, snow, 100);
}
Exemple #2
0
global func Particles_Leaves()
{
	return
	{
		Size = PV_Random(3, 6),
	    Phase = PV_Linear(0, 7*5),
		Alpha = PV_KeyFrames(0, 0, 255, 900, 255, 1000, 0),
		CollisionVertex = 500,
		OnCollision = PC_Stop(),
		ForceX = PV_Wind(100),
		ForceY = PV_Gravity(40),
		DampingX = 975, DampingY = 975,
		Rotation = PV_Direction(PV_Random(750, 1250)),
		Attach = nil
	};
}
Exemple #3
0
global func FireBreathEffect(proplist fx, int angle, int distance, int x, int y, int timer)
{
		// calculate velocity and coordinates for the effects
		
		var fuzzy = distance / 9;
		var velocity = distance * 3;
		var vx = +Sin(angle, velocity);
		var vy = -Cos(angle, velocity);
		var vxs = +Sin(angle, 8 * velocity / 10);
		var vys = -Cos(angle, 8 * velocity / 10);
		var vx0 = +Sin(angle, velocity / 3);
		var vy0 = -Cos(angle, velocity / 3);

		// replace with faster flame
		if (velocity > fx.spray_old.v1 && fx.spray_cur.reach >= fx.spray_old.reach)
		{
			// transfer new values to old values
			fx.spray_old.reach = fx.spray_cur.reach;
			fx.spray_old.time = fx.spray_cur.time;
			fx.spray_old.v0 = fx.spray_cur.v0;
			fx.spray_old.v1 = fx.spray_cur.v1;
			fx.spray_old.rmax = fx.spray_cur.rmax;

			// start a new beam at the beginning
			fx.spray_cur.reach = 0;
			fx.spray_cur.time = 0;
			fx.spray_cur.v0 = velocity / 3;
			fx.spray_cur.v1 = velocity;
			fx.spray_cur.rmax = distance * CYCLOPS_FireBreath_Precision;
		}

		// calculate position of the flame
		
		FireBreathReach(fx.spray_old);
		FireBreathReach(fx.spray_cur);

		// particle definitions

		var smoke = Particles_Smoke();
		
		smoke.ForceX = 0;
		smoke.ForceY = PV_Gravity(-10);
		
		smoke.R = smoke.G = smoke.B = PV_Linear(255, 100);
		smoke.Size = PV_Linear(5, PV_Random(20, 30));

		for (var i = 0; i < RandomX(3, 5); i++)
		{
			var scale = 15;
			var factor = (scale - i);
			var x0 = x + i * vx0 / 20;
			var y0 = y + i * vy0 / 20;
			var vx1 = vx * factor / scale + RandomX(-fuzzy, +fuzzy);
			var vy1 = vy * factor / scale + RandomX(-fuzzy, +fuzzy);
			CreateParticle("Fire", x0, y0, PV_Linear(vx0, vx1), PV_Linear(vy0, vy1), PV_Random(30, 40), smoke, 1);
		}
		for (var i = 0; i < RandomX(3, 5); i++)
		{
			var scale = 15;
			var factor = (scale - i);
			var x0 = x + i * vx0 / 20;
			var y0 = y + i * vy0 / 20;
			var vxm = vx0 + RandomX(-fuzzy, + fuzzy);
			var vym = vy0 + RandomX(-fuzzy, + fuzzy);
			var vx1 = vxs * factor / scale + RandomX(-fuzzy, +fuzzy);
			var vy1 = vys * factor / scale + RandomX(-fuzzy, +fuzzy);
			CreateParticle("Fire", x0, y0, PV_Linear(vxm, vx1), PV_Linear(vym, vy1), PV_Random(50, 60), smoke, 1);
		}
}