public void reset( int index, float x, float y ) { super.reset( x, y, 0xFFFFFF, 8, 0.5f ); speed.polar( PointF.PI2 / 8 * index, 12 ); this.x -= speed.x * lifespan; this.y -= speed.y * lifespan; }
public void resetAttract( float x, float y) { revive(); //size = 8; left = lifespan; speed.polar( Random.Float( PointF.PI2 ), Random.Float( 16, 32 ) ); this.x = x - speed.x * lifespan; this.y = y - speed.y * lifespan; }
public EnergyParticle() { super(); lifespan = 1f; color( 0xFFFFAA ); speed.polar( Random.Float( PointF.PI2 ), Random.Float( 24, 32 ) ); }
public void resetBurst( float x, float y ) { revive(); this.x = x; this.y = y; speed.polar( Random.Float(PointF.PI2), Random.Float( 16, 32 ) ); size = 5; left = 0.5f; }
public void resetSplash( float x, float y ) { revive(); this.x = x; this.y = y; left = lifespan; speed.polar( Random.Float( 3.1415926f ), Random.Float( 10, 20 ) ); }
public void resetMissile( float x, float y ) { revive(); this.x = x; this.y = y; left = lifespan; speed.polar( -Random.Float( 3.1415926f ), Random.Float( 6 ) ); }
public void reset( float x, float y ) { revive(); this.x = x; this.y = y; left = lifespan; size = 4; speed.polar( -Random.Float( PointF.PI ), Random.Float( 32, 48 ) ); }
public void resetBurst( float x, float y ) { revive(); this.x = x; this.y = y; speed.polar( Random.Float( PointF.PI2 ), Random.Float( 16, 32 ) ); left = lifespan; }
public EnergyParticle() { super(); lifespan = 1f; color( 0xFFFFAA ); speed.polar( Random.Float( PointF.PI2 ), Random.Float( 24, 32 ) ); }
public void resetBurst( float x, float y ) { revive(); this.x = x; this.y = y; speed.polar( Random.Float( PointF.PI2 ), Random.Float( 16, 32 ) ); left = lifespan; }
public void reset( float x, float y ) { revive(); this.x = x; this.y = y; left = lifespan = Random.Float(); size = 8; speed.polar( -Random.Float( 3.1415926f ), Random.Float( 32, 64 ) ); }
public void reset( float x, float y ) { revive(); this.x = x; this.y = y; left = lifespan = Random.Float( 0.5f, 1.0f ); speed.polar( -Random.Float( 3.1415926f ), Random.Float( 20, 40 ) ); }
public void staffFx( MagesStaff.StaffParticle particle ){ particle.color(0xFFFFFF); particle.am = 0.3f; particle.setLifespan( 1f); particle.speed.polar( Random.Float(PointF.PI2), 2f ); particle.setSize( 1f, 2f ); particle.radiateXY(0.5f); }
@Override public void staffFx(MagesStaff.StaffParticle particle) { particle.color( 0xCC0000 ); particle.am = 0.6f; particle.setLifespan(1f); particle.speed.polar( Random.Float(PointF.PI2), 2f ); particle.setSize( 1f, 2f); particle.radiateXY(0.5f); }
public void reset( float x, float y ) { revive(); left = lifespan; super.speed.set( WindParticle.speed ); super.speed.scale( size ); this.x = x - super.speed.x * lifespan / 2; this.y = y - super.speed.y * lifespan / 2; angle += Random.Float( -0.1f, +0.1f ); speed = new PointF().polar( angle, 5 ); am = 0; }
public void staffFx( MagesStaff.StaffParticle particle ){ particle.color(0xFFFFFF); particle.am = 0.3f; particle.setLifespan( 1f); particle.speed.polar( Random.Float(PointF.PI2), 2f ); particle.setSize( 1f, 2f ); particle.radiateXY(0.5f); }
@Override public void staffFx(MagesStaff.StaffParticle particle) { particle.color( Random.Int( 0x1000000 ) ); particle.am = 0.5f; particle.setLifespan(1f); particle.speed.polar(Random.Float(PointF.PI2), 2f); particle.setSize( 1f, 2f); particle.radiateXY( 0.5f); }
@Override public void emit( Emitter emitter, int index, float x, float y ) { PixelParticle p = (PixelParticle)emitter.recycle( PixelParticle.Shrinking.class ); p.reset( x, y, color, 4, Random.Float( 0.5f, 1.0f ) ); p.speed.polar( Random.Float( dir - cone / 2, dir + cone / 2 ), Random.Float( 40, 80 ) ); p.acc.set( 0, +100 ); } }
@Override public void staffFx(MagesStaff.StaffParticle particle) { particle.color( Random.Int( 0x1000000 ) ); particle.am = 0.5f; particle.setLifespan(1f); particle.speed.polar(Random.Float(PointF.PI2), 2f); particle.setSize( 1f, 2f); particle.radiateXY( 0.5f); }
@Override public void staffFx(MagesStaff.StaffParticle particle) { particle.color(0x88CCFF); particle.am = 0.6f; particle.setLifespan(2f); float angle = Random.Float(PointF.PI2); particle.speed.polar( angle, 2f); particle.acc.set( 0f, 1f); particle.setSize( 0f, 1.5f); particle.radiateXY(Random.Float(1f)); }