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(); }
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(); }
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(); }
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(); }
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 ); } }