outlineColor = shader_get_uniform(shd_outline, "i_color"); outlineW = shader_get_uniform(shd_outline, "i_thickness"); depth = 1000350; ballsurface = surface_create(320, 240); ballsurface2 = surface_create(320, 240); alpha = 0; bs = part_system_create(); part_system_automatic_draw(bs, false); btballs = part_type_create(); part_type_sprite(btballs, 3117, false, false, true); var lifetime = 700; part_type_speed(btballs, 0.8, 1.6, 0, 0.2); part_type_life(btballs, lifetime, lifetime); part_type_size(btballs, 0.1, 0.4, 0, 0); part_type_direction(btballs, 90, 90, 0, 12); stopemitting = false; bemitter = part_emitter_create(bs); part_emitter_stream(bs, bemitter, btballs, 0); part_emitter_region(bs, bemitter, 0, camerawidth(), cameraheight() - 100, cameraheight(), 0, 0);