#include <particles.c>
function p_fountain(PARTICLE* p)
{
VECTOR vTemp;
vec_randomize(vTemp,2);
vec_add(p.vel_x,vTemp);
vec_set(p.blue,vector(random(255),random(255),255));
set(p, MOVE | BRIGHT | TRANSLUCENT);
p.alpha = 100;
p.size = 2;
p.gravity = 0.2;
p.skill_a = 3; // fade factor
p.event = p_fade;
}
// sprite-emulated particle function
function p_fountain_sprite(ENTITY* p)
{
VECTOR vTemp;
vec_randomize(vTemp,2);
vec_add(p._VEL_X,vTemp);
vec_set(p.blue,vector(random(255),random(255),255));
set(p, _MOVE | BRIGHT | TRANSLUCENT);
p.alpha = 100;
p._SIZE = 2;
p._GRAVITY = 0.2;
p._FADE = 3; // fade factor
p.event = p_fade_sprite;
}
function create particles()
{
while(x)
{
effect_sprite("explo+13.tga", p_fountain_sprite,1*time_step,my.x,vector(0,0,50));
wait(1);
}
}