public void GlideToTarget(OsbSprite s, ParticleGlideObject p) { // From TriggerTime to Assembled Point // Good, now move to the target spot var endTime = TriggerTime + GlideDuration; s.MoveX(EasingEffect, TriggerTime, endTime, s.PositionAt(TriggerTime).X, p.targetV.X); s.MoveY(EasingEffect, TriggerTime, endTime, s.PositionAt(TriggerTime).Y, p.targetV.Y); // Alright, let's let it stay there for demonstrating the effect worked HOORAY s.Fade(endTime, endTime + 1000, 1, 0); }
public void GenerateParticle(ParticleGlideObject p) { // The money shot #ohbaby // This method will create the particle, then take the particle and have it glide over to target coordinates // TODO: Have some nice random slow glide movement PRIOR to moving to the target spot // and some fade effects too // Create sprite var layer = GetLayer("ParticleGliders"); var sprite = layer.CreateSprite(Particle1SpritePath, OsbOrigin.Centre, p.initV); GlideRandomly(sprite); GlideToTarget(sprite, p); }