Gravity, drag, curl, spring and/or inverse square forces can be applied to the sparks.Ī force control allows variance of the force magnitudes, as well as parameters for the spring forces such as spring stiffness, rest length and the position of the attraction centers. The typename for the particles is 'spark', hence the 'spark' control in the video. In the particle physics level each function graph has a control which allows rotation of the graph, variation of parameter values and for the curve to have motion. When an ace through king set is formed an animatioon collapses the set, then moves it to a complete set pile. The side lengths are varied during the flip to create some perspective, making it appear to flip left side over right. When a facedown card is revealed a flip over animation occurs. The card deals and movement between columns are animated. I've also made a line emitter which prints particles like a dot matrix printer. Any function can be defined in Cartesian or polar coordinates. Level and GUI classes are also developed.Ī function graphing class is developed and used for particles to collide with. Particle emission and collision handling grew from this effort. The game ends in a fireworks show on a win so some particle effects were needed. I wanted a version of Spider Solitaire to play which is similar to the windows XP version so I've made my own.
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