12 float ar,ag,ab,br,bg,bb;
16 float[] c_z(64),c_vz(64),c_sx(64),c_sy(64), c_vy(64);
20 checker.LoadTexture("checker_transp.png");
21 ball.LoadTexture("smiley.png");
26 for (int x=0;x<64;x=x+1)
29 c_z[x] = (Rand()*6) - 2;
30 c_vy[x] = Rand()*2 - 1;
37 c_vz[n] = Rand()* 1.0f + 1.0;
38 c_vy[n] = (Rand()*1.0 + 0.5);
39 c_sx[n] = (-0.5+Rand())*2.5;
44 void Sprite(float x, float y, float z, float sz)
47 gfxVertex(x-sz,y+sz,z);
49 gfxVertex(x+sz,y+sz,z);
51 gfxVertex(x+sz,y-sz,z);
53 gfxVertex(x-sz,y-sz,z);
58 d = (TIMEPASS*6 + (TREBLE * 4 * TIMEPASS)) * 0.25;
70 coltime = coltime - TIMEPASS;
73 coltime = 1+(Rand()*5);
74 ar = br; ag = bg; ab = bb;
76 float x = (Rand()*5.0)+1.0;
79 bb = ((x%8)-(bg*2)-br)/4;
84 colamt = colamt + TIMEPASS;
85 if (colamt>1) colamt=1;
87 gfxRotate(-5.0,1,0,0);
90 gfxTranslate(0, -0.245, 2.0f);
91 gfxSetBlendMode(BLEND_MOD);
93 gfxBegin(PRIM_QUADLIST);
94 gfxColour( ((1.0f-colamt)*ag)+(colamt*bg), ((1.0f-colamt)*ab)+(colamt*bb), ((1.0f-colamt)*ar)+(colamt*br), 1 );
95 gfxVertex(-5, 0, 2.5);
97 gfxVertex(5, 0, -2.5);
98 gfxVertex(-5, 0, -2.5);
101 gfxSetTexture(checker);
102 gfxSetBlendMode(BLEND_MOD);
104 gfxBegin(PRIM_QUADLIST);
105 gfxColour(0, 0, 0, 0.4);
106 gfxColour( ((1.0f-colamt)*ar)+(colamt*br), ((1.0f-colamt)*ag)+(colamt*bg), ((1.0f-colamt)*ab)+(colamt*bb), 1 );
107 gfxTexCoord(0, 0 + ty);
108 gfxVertex(-10, 0, 2.5);
109 gfxTexCoord(20, 0 + ty);
110 gfxVertex(10, 0, 2.5);
111 gfxTexCoord(20, 5 + ty);
112 gfxVertex(10, 0, -2.5);
113 gfxTexCoord(0, 5 + ty);
114 gfxVertex(-10, 0, -2.5);
119 gfxSetBlendMode(BLEND_MOD);
121 gfxBegin(PRIM_QUADLIST);
122 for (int x=0;x<32;x++)
125 c_z[x] = c_z[x] - (d*c_vz[x]);
126 c_vy[x] = c_vy[x] + 1 * TIMEPASS*2;
127 c_sy[x] = c_sy[x] - (c_vy[x] * d);
131 c_vy[x] = - (c_vy[x]* 0.9);
136 c = (7.0-(c_z[x]+2))*0.11;
138 Sprite(c_sx[x],c_sy[x],c_z[x], 0.0350);