LotusEd R2 - Preview

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I have a list of particle effects that could come in handy:

1. Thruster - the one in the lotustest.bb is fine.

2. Explosion - The one from lotustest.bb is okay.

3. Explosion 2 - Explosion with rocks (lotustest.bb) (maybe even more explosion effects)

4. Sparks - handy for if you hit somthing with a 'energy beam' or somthing

5. Smoke - from lotustest.bb

6. Ammo casings - perhaps tokamak cylinders?

7. Fountatins

8. Water falls

9. Snow

10. Rain

11. Fog (really big, slow moving sprites with long life)

12. Fireworks

13. Use your imagination - you already seem to be doing so :D

Maybe you could make these emmiters into functions where you pass a variable or two specific to the emmiter type. For instance, you could pass a thrust amount, and the function would mess with the values appropriatly.

Also, I thought of a way to merge the two c_Particle files. You could add a constant to H_lotus - "TokamakOn". Put if statements at each part of the particle code with tokamak specifics that checks to see if the constant is 1 or 0. The blitz preporcessor will see this and not even compile those chunks. You might be saying that that leaves the problem of people not having the tokamak functions. True. That's why you have a file called "TokamakDummies.bb" that you include in h_lotus if tokamak is not use. It would just have functions named the same as the tokamak functions, witht eh parameters. they don't even have to have any code.