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Right now, animation cels are looped through sequentially. For some effects, randomly picking one element each interval, or at least starting out at a random entry, may be preferable. | Right now, animation cels are looped through sequentially. For some effects, randomly picking one element each interval, or at least starting out at a random entry, may be preferable. | ||
:''The animation tag should get a new attribute "sequence" with the values "loop" (current behavior), "once" (animation is played once and then the particle dies) and "random"''--[[User:Crush|Crush]] 18:51, 22 June 2008 (CEST) | :''The animation tag should get a new attribute "sequence" with the values "loop" (current behavior), "once" (animation is played once and then the particle dies) and "random"''--[[User:Crush|Crush]] 18:51, 22 June 2008 (CEST) | ||
===Particles orbiting moving particles=== | ===Particles orbiting moving particles=== | ||
Orbitting particles need a reference point; right now this is fixed to be the `base' particle. We need an option to choose the parent, grandparent, ... instead. | Orbitting particles need a reference point; right now this is fixed to be the `base' particle. We need an option to choose the parent, grandparent, ... instead. | ||
:''I would do this with a new particle property acceleration-parent. The value is the number of recursion steps in the particle tree the particle is following.'' --[[User:Crush|Crush]] 18:51, 22 June 2008 (CEST) | :''I would do this with a new particle property acceleration-parent. The value is the number of recursion steps in the particle tree the particle is following.'' --[[User:Crush|Crush]] 18:51, 22 June 2008 (CEST) |
Revision as of 14:45, 23 June 2008
Possible additions
Delayed Effects
In composite effects, it is often desirable to start a certain effect only after a certian amount of time has passed; for example, we might want to fade in a circle and only then suddenly flash a pentagram in its centre. This could be accomplished by an `on-death' emitter that is spawned when its parent particle dies.
- Death effects would also be useful for a lot of other purposes like magic projectiles which explode on impact. I would suggest to implement this in the xml files as an attribute "activate-at" for emitters. Possible values are "immediately" (current behavior), "death" or a number of frames. --Crush 18:51, 22 June 2008 (CEST)
Parents that move their children.
When the parent moves, so do all of its children (cf. `dominates-children', to be re-named `move-children', in Mantis #305)
- I would do this with another particle property. --Crush 18:51, 22 June 2008 (CEST)
Random animation entry points
Right now, animation cels are looped through sequentially. For some effects, randomly picking one element each interval, or at least starting out at a random entry, may be preferable.
- The animation tag should get a new attribute "sequence" with the values "loop" (current behavior), "once" (animation is played once and then the particle dies) and "random"--Crush 18:51, 22 June 2008 (CEST)
Particles orbiting moving particles
Orbitting particles need a reference point; right now this is fixed to be the `base' particle. We need an option to choose the parent, grandparent, ... instead.
- I would do this with a new particle property acceleration-parent. The value is the number of recursion steps in the particle tree the particle is following. --Crush 18:51, 22 June 2008 (CEST)