global func BlueExplosionEffect(int level, int x, int y) { var glimmer = { Prototype = Particles_Glimmer(), R = PV_Random(100, 150), G = PV_Random(100, 150), B = PV_Random(200, 255) }; var fire = { Prototype = Particles_Fire(), R = PV_Random(100, 150), G = PV_Random(100, 150), B = PV_Random(200, 255), Size = PV_Random(level/2, level/3) }; var smoke = { Prototype = Particles_SmokeTrail(), R = PV_Linear(PV_Random(100, 150), 0), G = PV_Linear(PV_Random(100, 150), 0), B = PV_Linear(PV_Random(200, 255), 0), Size = PV_Random(level - 5, level + 5) }; // Blast particle. CreateParticle("SmokeDirty", x, y, PV_Random(-2, 2), PV_Random(-2, 2), PV_Random(20, 40), smoke, 10); CreateParticle("MagicFire", x, y, PV_Random(-20, 20), PV_Random(-20, 20), PV_Random(5, 10), fire, 20); if(!GBackLiquid(x,y)) CreateParticle("SphereSpark", x, y, PV_Random(-100, 100), PV_Random(-100, 100), PV_Random(5, 36 * 3), glimmer, level); if(GBackLiquid(x,y)) CastObjects(Fx_Bubble, level * 4 / 10, level, x, y); return; }
func Fuse() { Sound("Fire::Spark*"); CreateParticle("Fire", 0, 0, PV_Random(-5, 5), PV_Random(-15, 5), PV_Random(10, 40), Particles_Glimmer(), 5); return true; }
func CreateMuzzleFlash(int x, int y, int angle, int size) { // main muzzle flash CreateParticle("MuzzleFlash", x, y, 0, 0, 10, {Prototype = Particles_MuzzleFlash(), Size = size, Rotation = angle}); // and some additional little sparks var xdir = Sin(angle, size * 2); var ydir = -Cos(angle, size * 2); CreateParticle("StarFlash", x, y, PV_Random(xdir - size, xdir + size), PV_Random(ydir - size, ydir + size), PV_Random(5, 15), Particles_Glimmer(), size); }
func FxHomeCallTimer(object target, proplist fx, int time) { if(!master) { KillBall(); return -1; } if(GetEffect("Blocked", this)) { ox=GetX(); oy=GetY(); return; } DrawParticleLine("Flash", 0, 0, ox-GetX(), oy-GetY(), 1, 0, 0, 15, hometrailparticles); if(time%7 == 0) { for(var i = 0; i < 360; i+=5) { CreateParticle("Flash", Sin(i, 3), -Cos(i, 5), 0, 0, 10, hometrailparticles2, 2); } } fx.x = master->GetX(); fx.y = master->GetY(); var angle = Angle(GetX(), GetY(), fx.x, fx.y, 10); var txdir = Sin(angle, Speed + 12, 10); var tydir = -Cos(angle, Speed + 12, 10); SetXDir((GetXDir() + (txdir - GetXDir())/2)); SetYDir((GetYDir() + (tydir - GetYDir())/2)); CheckForEnemies(HomeCallSize); ox=GetX(); oy=GetY(); var dst = Distance(GetX(), GetY(), fx.x, fx.y); if(dst < 8) { AddShield(master); Sound("Ball::ball_shield", false, 20); var particles = { Prototype = Particles_Glimmer(), R = pR, G = pG, B = pB, Alpha = 255, Size = PV_Linear(10, 0), OnCollision = PC_Bounce(), }; CreateParticle("StarSpark", 0, 0, PV_Random(-60,60), PV_Random(-60, 60), 25, particles, 5); var particle = { Alpha = PV_Linear(255, 0), Size = 50, R = pR, G = pG, B = pB, BlitMode = GFX_BLIT_Additive, }; master->CreateParticle("StarSpark", 0, 0, 0, 0, 7, particle, 4); FollowMaster(); return -1; } }