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rem Blut vorbereiten
remstart
load image "bitmap\BloodSplat.bmp", 6
dim grav#(300)
dim inuse(300)
dim posx#(300)
dim posy#(300)
dim droprate#(300)
dim life(300)
dim hpos#(300)
for x = 500 to 800
   make object plain x, 15, 15
   texture object x, 6
   ghost object on x
   hide object x
next x
remend



do

   remstart
   bloodok = 1

   rem Blut
   for tr = 1 to 3
      for x = 100 to 300
         if inuse(x) = 0 then goto skp
      next x
      x = 1
      skp:
      inuse(x) = 1
      posx#(x) = 0 - mx
      posy#(x) = 0 - my
      droprate#(x) = 0 - (rnd(12) / 2)
      if bloodok = 1 then droprate#(x) = 0 - (rnd(12))
      grav#(x) = .2 + rnd(10) / 11
      if grav#(x) = 0 then grav#(x) = .05
      hpos#(x) = (rnd(300) / 300) - 1.5
      if  bloodok = 1 then hpos#(x) = (rnd(200) / 50) - 2
      show object x + 500
   next tr
   actv = 0
   for x = 100 to 300
      if inuse(x) = 1
         inc actv
         posx#(x) = posx#(x) + hpos#(x)
         posy#(x) = posy#(x) - droprate#(x)
         droprate#(x) = droprate#(x) + grav#(x)
         position object x + 500,posx#(x), posy#(x), 0 - life(x)
         zrotate object x + 500, wrapvalue(life(x) * 5)
         life(x) = life(x) + 3
         if life(x) > 300 or posy#(x) < -300 then life(x) = 0
         inuse(x) = 0
         hide object x + 500
      endif
    next x
    remend

loop