|
1
|
outlineColor = shader_get_uniform(shd_outline, "i_color");
|
|
2
|
outlineW = shader_get_uniform(shd_outline, "i_thickness");
|
|
3
|
depth = 1000350;
|
|
4
|
ballsurface = surface_create(320, 240);
|
|
5
|
ballsurface2 = surface_create(320, 240);
|
|
6
|
alpha = 0;
|
|
7
|
bs = part_system_create();
|
|
8
|
part_system_automatic_draw(bs, false);
|
|
9
|
btballs = part_type_create();
|
|
10
|
part_type_sprite(btballs, 3117, false, false, true);
|
|
11
|
var lifetime = 700;
|
|
12
|
part_type_speed(btballs, 0.8, 1.6, 0, 0.2);
|
|
13
|
part_type_life(btballs, lifetime, lifetime);
|
|
14
|
part_type_size(btballs, 0.1, 0.4, 0, 0);
|
|
15
|
part_type_direction(btballs, 90, 90, 0, 12);
|
|
16
|
stopemitting = false;
|
|
17
|
bemitter = part_emitter_create(bs);
|
|
18
|
part_emitter_stream(bs, bemitter, btballs, 0);
|
|
19
|
part_emitter_region(bs, bemitter, 0, camerawidth(), cameraheight() - 100, cameraheight(), 0, 0);
|