///////////////////////////////
#include <acknex.h>
#include <default.c>
#include <particles.c>
///////////////////////////////
function p_alphafade(PARTICLE *p)
{
p.alpha -= p.skill_a*time_step;
if (p.alpha <= 80)vec_set(p.blue,vector(0,55,255));
if (p.alpha <= 55)vec_set(p.blue,vector(0,0,55));
if (p.alpha <= 25)vec_set(p.blue,vector(0,0,0));
if (p.alpha <= 0) p.lifespan = 0;
}
function spriteraketeexpfunc(ENTITY* p){
VECTOR vTemp;
vec_randomize(vTemp,1);
vec_add(p._VEL_X,vTemp);
vec_set(p.blue,vector(15,255,255));
set(p, _MOVE | TRANSLUCENT);
p.alpha = 100;
p._SIZE = 2;
p._GRAVITY = 0.2;
p._FADE = 3; // fade factor
p.event = p_fade_sprite;
}
function spriteraketefly(){
var numberp=10;
VECTOR temp;
while(1){
if(key_space){
vec_set(temp.x,vector(0.2,0,0));
effect_sprite ("wolke.tga",spriteraketeexpfunc,10 ,my.x , temp.x);
}
wait(1);
}
}
function main()
{
video_window(NULL,NULL,0,"My New Game");
d3d_antialias = 9;
shadow_stencil = 0;
level_load(NULL);
vec_set(camera.x,vector(0,0,70));
vec_set(camera.pan,vector(0,-90,0));
ent_create("rakete1.mdl",nullvector,spriteraketefly);
}