part of game; class Explosion extends Node { Explosion() { zPosition = 10.0; } } class ExplosionBig extends Explosion { ExplosionBig(SpriteSheet sheet) { // Add particles ParticleSystem particlesDebris = new ParticleSystem( sheet["explosion_particle.png"], rotateToMovement: true, startRotation:90.0, startRotationVar: 0.0, endRotation: 90.0, startSize: 0.3, startSizeVar: 0.1, endSize: 0.3, endSizeVar: 0.1, numParticlesToEmit: 25, emissionRate:1000.0, greenVar: 127, redVar: 127 ); particlesDebris.zPosition = 1010.0; addChild(particlesDebris); ParticleSystem particlesFire = new ParticleSystem( sheet["fire_particle.png"], colorSequence: new ColorSequence([new Color(0xffffff33), new Color(0xffff3333), new Color(0x00ff3333)], [0.0, 0.5, 1.0]), numParticlesToEmit: 25, emissionRate: 1000.0, startSize: 0.5, startSizeVar: 0.1, endSize: 0.5, endSizeVar: 0.1, posVar: new Point(10.0, 10.0), speed: 10.0, speedVar: 5.0 ); particlesFire.zPosition = 1011.0; addChild(particlesFire); // Add ring Sprite sprtRing = new Sprite(sheet["explosion_ring.png"]); sprtRing.transferMode = sky.TransferMode.plus; addChild(sprtRing); Action scale = new ActionTween( (a) => sprtRing.scale = a, 0.2, 1.0, 1.5); Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtRing)]); Action fade = new ActionTween( (a) => sprtRing.opacity = a, 1.0, 0.0, 1.5); actions.run(scaleAndRemove); actions.run(fade); // Add streaks for (int i = 0; i < 5; i++) { Sprite sprtFlare = new Sprite(sheet["explosion_flare.png"]); sprtFlare.pivot = new Point(0.3, 1.0); sprtFlare.scaleX = 0.3; sprtFlare.transferMode = sky.TransferMode.plus; sprtFlare.rotation = randomDouble() * 360.0; addChild(sprtFlare); double multiplier = randomDouble() * 0.3 + 1.0; Action scale = new ActionTween( (a) => sprtFlare.scaleY = a, 0.3 * multiplier, 0.8, 1.5 * multiplier); Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtFlare)]); Action fadeIn = new ActionTween( (a) => sprtFlare.opacity = a, 0.0, 1.0, 0.5 * multiplier); Action fadeOut = new ActionTween( (a) => sprtFlare.opacity = a, 1.0, 0.0, 1.0 * multiplier); Action fadeInOut = new ActionSequence([fadeIn, fadeOut]); actions.run(scaleAndRemove); actions.run(fadeInOut); } } } class ExplosionMini extends Explosion { }