Example #1
0
		public override void Added()
		{
			base.Added();

			// Create main fireball particle system
			Particle_Fire = new ParticleSystem( X, Y );
			Particle_Fire.Initialize( 50, 20, 0, 360, 5, 15, "../../resources/particle/fire.png", 87, 87, 0.8f );
			Particle_Fire.beginColour = Color.Orange + ( Color.Yellow * Color.Gray * Color.Gray );
			Particle_Fire.endColour = Color.Red;
			Particle_Fire.endColour.A = 0;
			Particle_Fire.particleLocalSpace = true;
			Particle_Fire.Start();
			Scene.Add( Particle_Fire );

			// Create fireball trail particle system
			Particle_Fire_Trail = new ParticleSystem( X, Y );
			Particle_Fire_Trail.Initialize( 100, 20, 0, 180, 5, 10, "../../resources/particle/fire.png", 87, 87, 0.8f );
			Particle_Fire_Trail.beginColour = Color.Orange + ( Color.Yellow * Color.Gray * Color.Gray );
			Particle_Fire_Trail.endColour = Color.Red;
			Particle_Fire_Trail.endColour.A = 0;
			Particle_Fire_Trail.Start();
			Scene.Add( Particle_Fire_Trail );

			GroundSplat = new Otter.Image( "../../resources/particle/ground_explosion.png" );

			// Remove default audio sample
			AudioLoop.Stop();
			AudioLoop = null;

			// Initialize the fire audio loop
			AudioLoop = new Sound( "../../resources/audio/fire.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
Example #2
0
		public override void Added()
		{
			base.Added();

			// Create main fire ball particle system
			Particle_Dust = new ParticleSystem( X, Y );
			Particle_Dust.Initialize( 50, 20, 0, 360, 5, 15, "../../resources/particle/smoke.png", 87, 87, 0.8f );
			Particle_Dust.particleShake = 1;
			Particle_Dust.beginColour = Color.Gray * Color.Gray * Color.Orange + Color.Gray;
			Particle_Dust.beginColour.A = 0.5f;
			Particle_Dust.endColour = Color.Black;
			Particle_Dust.endColour.A = 0;
			Particle_Dust.particleEndScale = 5.0f;
			Particle_Dust.particleStartRotation = Rand.Float( -720, 720 );
			Particle_Dust.particleEndRotation = Rand.Float( -720, 720 );
			Particle_Dust.particleLocalSpace = true;
            Particle_Dust.Start();
			Scene.Add( Particle_Dust );

			// Intitialize the ground trail mark image
			GroundTrail = new Otter.Image( "../../resources/particle/scorch.png" );

			// Initialize trail mark timers to seconds
			TrailBetween = TRAIL_BETWEEN * 60;
			TrailBetweenRandom = TRAIL_BETWEEN_RANDOM * 60;

			// Remove default audio sample
			AudioLoop.Stop();
			AudioLoop = null;

			// Initialize the dust storm audio loop
			AudioLoop = new Sound( "../../resources/audio/dust.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
Example #3
0
		public override void Added()
		{
			base.Added();

			// Create main spell particle system
			Particle_Spray = new ParticleSystem( X, Y );
            Particle_Spray.Initialize(10, 10, 0, 360, 15, 15, "../../resources/particle/water_circle.png", 87, 87, 1.5f);
            Particle_Spray.beginColour = Color.White;
            Particle_Spray.endColour = (Color.Blue * Color.Gray * Color.Gray);
            Particle_Spray.endColour.A = 0;
            Particle_Spray.particleShake = 4;
            Particle_Spray.particleStartRotation = Rand.Float(-360, 360);
            Particle_Spray.particleEndRotation = Rand.Float(-360, 360);
            Particle_Spray.Start();
            Scene.Add(Particle_Spray);


            GroundSplat = new Otter.Image("../../resources/particle/splash.png");
            GroundSplat.Color = Color.Cyan;
            GroundSplat.Scale = 2.5f;
            GroundSplat.Color.A = 0.4f;

            GroundTrail = new Otter.Image("../../resources/particle/splash.png");
            GroundTrail.Color = Color.Cyan;
			GroundTrail.Color.A = 0.2f;

			// Remove default audio sample
			AudioLoop.Stop();
			AudioLoop = null;

			// Initialize the fire audio loop
			AudioLoop = new Sound( "../../resources/audio/water.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
Example #4
0
		public override void Added()
		{
			base.Added();

			// Add base rock image to projectile
			Graphic = new Otter.Image( "../../resources/particle/rock" + Rand.Int( 1, IMAGE_ROCKS ) + ".png" );
			Graphic.CenterOrigin();

			// Add the circling smaller rocks
			int extras = ROCK_EXTRA + Rand.Int( -ROCK_EXTRA_RANDOM, ROCK_EXTRA_RANDOM );
			for ( int extra = 1; extra <= extras; extra++ )
			{
				AddGraphic( new Otter.Image( "../../resources/particle/rock_small" + Rand.Int( 1, IMAGE_ROCKS_SMALL ) + ".png" ) );
				Graphics[extra].OriginX = -ROCK_EXTRA_OFFSET;
				Graphics[extra].OriginY = -ROCK_EXTRA_OFFSET;
				Graphics[extra].Angle = 360 / extras * extra;
			}

			// Create main fire ball particle system
			Particle_Dust = new ParticleSystem( X, Y );
			Particle_Dust.Initialize( 50, 20, 0, 360, 1, 15, "../../resources/particle/smoke.png", 87, 87, 0.8f );
			Particle_Dust.particleShake = 1;
			Particle_Dust.beginColour = Color.Gray * Color.Gray * Color.Orange + Color.Gray;
			Particle_Dust.beginColour.A = 0.5f;
			Particle_Dust.endColour = Color.Black;
			Particle_Dust.endColour.A = 0;
			Particle_Dust.particleStartScale = 0.1f;
			Particle_Dust.particleEndScale = 1.0f;
			Particle_Dust.particleStartRotation = Rand.Float( -720, 720 );
			Particle_Dust.particleEndRotation = Rand.Float( -720, 720 );
			Particle_Dust.particleLocalSpace = true;
			Particle_Dust.Start();
			Scene.Add( Particle_Dust );

			// Intitialize the ground trail mark image
			GroundTrail = new Otter.Image( "../../resources/particle/scorch.png" );

			// Initialize trail mark timers to seconds
			TrailBetween = TRAIL_BETWEEN * 60;
			TrailBetweenRandom = TRAIL_BETWEEN_RANDOM * 60;

			// Remove default audio sample
			AudioLoop.Stop();
			AudioLoop = null;

			// Initialize the dust storm audio loop
			AudioLoop = new Sound( "../../resources/audio/dust.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
Example #5
0
		public override void Added()
		{
			base.Added();

			float offsetsin = Rand.Float( -180, 180 );

			// Create first vine
			VineSineOne = new SineWave( 5, 1, offsetsin );
			VineOne = new ParticleSystem( X, Y - VineSineOne.Value * 100 );
			VineOne.Initialize( 0, 0, 0, 0, 1, 60, "../../resources/particle/vine.png", 87, 87, 0.3f );
			VineOne.beginColour = Color.Orange * Color.Gray;
			VineOne.endColour = ( Color.Green * Color.Gray * Color.Red );
			VineOne.endColour.A = 0;
			VineOne.particleShake = 4;
			VineOne.particleStartRotation = ( VineSineOne.Value * ( 180.0f / (float) Math.PI ) ) * 2;
			VineOne.particleEndRotation = VineOne.particleStartRotation;
			VineOne.Start();
			Scene.Add( VineOne );
			this.AddComponent( VineSineOne );

			// Create second vine
			VineSineTwo = new SineWave( 5, 1, 180.0f + offsetsin );
			VineTwo = new ParticleSystem( X, Y - VineSineTwo.Value * 100 );
			VineTwo.Initialize( 0, 0, 0, 0, 1, 60, "../../resources/particle/vine.png", 87, 87, 0.3f );
			VineTwo.beginColour = Color.Orange * Color.Gray;
			VineTwo.endColour = ( Color.Green * Color.Gray * Color.Red );
			VineTwo.endColour.A = 0;
			VineTwo.particleShake = 4;
			VineTwo.particleStartRotation = ( VineSineTwo.Value * ( 180.0f / (float) Math.PI ) ) * 2;
			VineTwo.particleEndRotation = VineTwo.particleStartRotation;
			VineTwo.Start();
			Scene.Add( VineTwo );
			this.AddComponent( VineSineTwo );

			GroundTrail = new Otter.Image( "../../resources/particle/leaf.png" );
			GroundTrail.Color = Color.Green * Color.Gray * Color.Yellow;

			TrailBetween = 5;
			TrailBetweenRandom = 5;

			// Remove default audio sample
			AudioLoop.Stop();
			AudioLoop = null;

			// Initialize the fire audio loop
			AudioLoop = new Sound( "../../resources/audio/vine.wav", true );
			AudioLoop.Attenuation = 0.1f;
			AudioLoop.Play();
		}
		public override void Added()
		{
			base.Added();

			// Create main spell particle system
			Particle_Lightning = new ParticleSystem( X, Y );
			Particle_Lightning.Initialize( 0, 0, 0, 360, 5, 10, "../../resources/particle/star.png", 87, 87, 0.8f );
			Particle_Lightning.beginColour = Color.Cyan;
			Particle_Lightning.endColour = ( Color.Blue * Color.Gray * Color.Gray );
			Particle_Lightning.endColour.A = 0;
			Particle_Lightning.particleShake = 4;
			//Particle_Lightning.Start();
			Scene.Add( Particle_Lightning );

			// Add crackle
			Particle_LightningCrackle = new ParticleSystem( X, Y );
			Particle_LightningCrackle.Initialize( 60, 40, 0, 360, 8, 5, "../../resources/particle/crackle_sheet.png", 87, 87, 0.1f, true, 6, 4 );
			Particle_LightningCrackle.beginColour = Color.Cyan;
			Particle_LightningCrackle.endColour = Color.White;
			Particle_LightningCrackle.endColour.A = 0;
			Particle_LightningCrackle.Start();
			Scene.Add( Particle_LightningCrackle );

			// Add extra clouds
			{
				Image middle = new Image( "../../resources/particle/smoke.png" );
				{
					middle.CenterOrigin();
					middle.Alpha = 0.95f;
                    middle.Shake = 5;
				}
				AddGraphic( middle );
			}
			// Add extra clouds
			{
				Image middle = new Image( "../../resources/particle/smoke.png" );
				{
					middle.CenterOrigin();
					middle.OriginX = 0;
					middle.Alpha = 0.95f;
                    middle.Shake = 5;
				}
				AddGraphic( middle );
			}
			// Add extra clouds
			{
				Image middle = new Image( "../../resources/particle/smoke.png" );
				{
					middle.CenterOrigin();
					middle.OriginY = 0;
					middle.Alpha = 0.95f;
                    middle.Shake = 5;
				}
				AddGraphic( middle );
			}
			// Add extra clouds
			{
				Image middle = new Image( "../../resources/particle/smoke.png" );
				{
					middle.Alpha = 0.95f;
                    middle.Shake = 5;
				}
				AddGraphic( middle );
			}
		}