Implemented actions widget and editing functionalities
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<title>Firework Example</title>
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<link href="style.css" rel="stylesheet" type="text/css">
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</head>
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<body background="images/back.gif">
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<!--START-->
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<h3>Firework Example</h3>
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Here is an example of a particle system that creates fireworks.
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The firework uses two particle types: one that forms the rocket
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and one that forms the actual fireworks. The rocket generates
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the firework particles when it dies. We also generate one
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emitter in the particle system that regularly stream out rocket
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particles along the bottom of the screen. To make this work you need an object.
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In its creation event we place the following code that creates
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the particle types, particle system, and the emitter:
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<p>
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<blockquote>
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<pre>
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{
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// make the particle system
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ps = part_system_create();
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// the firework particles
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pt1 = part_type_create();
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part_type_shape(pt1,pt_shape_flare);
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part_type_size(pt1,0.1,0.2,0,0);
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part_type_speed(pt1,0.5,4,0,0);
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part_type_direction(pt1,0,360,0,0);
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part_type_color1(pt1,c_red);
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part_type_alpha2(pt1,1,0.4);
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part_type_life(pt1,20,30);
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part_type_gravity(pt1,0.2,270);
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// the rocket
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pt2 = part_type_create();
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part_type_shape(pt2,pt_shape_sphere);
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part_type_size(pt2,0.2,0.2,0,0);
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part_type_speed(pt2,10,14,0,0);
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part_type_direction(pt2,80,100,0,0);
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part_type_color2(pt2,c_white,c_gray);
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part_type_life(pt2,30,60);
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part_type_gravity(pt2,0.2,270);
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part_type_death(pt2,150,pt1); // create the firework on death
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// create the emitter
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em = part_emitter_create(ps);
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part_emitter_region(ps,em,100,540,480,490,ps_shape_rectangle,ps_distr_linear);
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part_emitter_stream(ps,em,pt2,-4); // create one every four steps
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}
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</pre>
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</blockquote>
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<p>
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That will do the trick. You might want to make sure the particle system (and maybe particle types) are
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destroyed when moving to another room, otherwise the firework will continue forever.
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<!--END-->
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</body>
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</html>
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