public static Component[] create(Powerup_Impl impl)
        {
            Position pos;
            Velocity vel;
            Angle    ang;

            var powerup = new Component[] {
                new Bounding_Circle {
                    radius = 16.0f, ignore_collisions = Bullet_Factory.IG_BULLET
                },
                pos = new Position        {
                    x = -1800.0f, y = 1600.0f
                },
                new Sprite          {
                    texture = Fab5_Game.inst().get_content <Texture2D>("powerup")
                },
                new Powerup         {
                    impl = impl
                },
                vel = new Velocity        {
                    x = 0.0f, y = 0.0f
                },
                ang = new Angle           {
                    ang_vel = 3.14f * 0.7f, drag = 0.0f
                },
                new Light_Source    {
                    color = new Color(0.0f, 1.0f, 0.31f), intensity = 0.5f
                },
                new TTL             {
                    max_time = 60.0f
                },                                    // auto-respawn lingering powerups

                new Particle_Emitter {
                    emit_fn = () => {
                        if ((float)rand.NextDouble() > 0.8f)
                        {
                            return(null);
                        }

                        var theta1 = (2.0f / 5.0f) * 3.1415f * (float)rand.Next(0, 6);
                        var theta2 = 2.0f * 3.1415f * (float)rand.NextDouble();
                        var radius = 10.0f * (float)rand.NextDouble();
                        var speed  = 150.0f * (float)(0.5f + rand.NextDouble());
                        var color  = Color.White;

                        return(new Component [] {
                            new Mass     {
                                drag_coeff = 5.9f
                            },
                            new Position {
                                x = pos.x + (float)Math.Cos(theta1) * radius,
                                y = pos.y + (float)Math.Sin(theta1) * radius
                            },

                            new Velocity {
                                x = vel.x * 0.5f + (float)Math.Cos(theta2) * speed,
                                y = vel.y * 0.5f + (float)Math.Sin(theta2) * speed
                            },

                            new Sprite {
                                blend_mode = Sprite.BM_ADD,
                                color = color,
                                layer_depth = 0.3f,
                                scale = 0.4f + (float)rand.NextDouble() * 0.7f,
                                texture = Fab5_Game.inst().get_content <Texture2D>("particle2")
                            },

                            new TTL {
                                alpha_fn = (x, max) => (1.0f - ((x * x * x) / (max * max * max))),
                                max_time = 0.55f + (float)Math.Pow((rand.NextDouble() * 1.2f), 2.0f)
                            }
                        });
                    },

                    interval = 0.3f,
                    num_particles_per_emit = 2
                },
            };

            return(powerup);
        }