Ok, that might work on the bullets but not on the things Im doing now :P ok I give you my idea now and maybe someone can figure out a good way to confront this:
I'm creating an Effectlib which will make creating visualeffects a la FinalFantasy VII,VIII a lot easier(combining Particlesystems, Meshes, Sprites on a timeline)
Example of such effect would be an explosion where at first an animated sprite is exploding in the middle. At the same time particles are flying in the air and a big halfsphere is lighten up the close area. After a short while the sphere are shrinking and also a particlesystem with smoke appears. After a further while it will diminish and disappear leaving some dustmarks on the ground.
Now my idea so far is to have an object called FX-Entity that contains all these FX-objects (meshes, systems, sprites)
Every FX-object also have a Timeline where actions on the specific object can be taken (move, scale, alphacontrol, rotate etc). Now I thought about setting it up like this:
Now it surely doesn't work as there is no seperate lists.
Now how would you solve this in a good way. Remember that it might occur several different effects on the screen (but with two separate timelines).
I'm creating an Effectlib which will make creating visualeffects a la FinalFantasy VII,VIII a lot easier(combining Particlesystems, Meshes, Sprites on a timeline)
Example of such effect would be an explosion where at first an animated sprite is exploding in the middle. At the same time particles are flying in the air and a big halfsphere is lighten up the close area. After a short while the sphere are shrinking and also a particlesystem with smoke appears. After a further while it will diminish and disappear leaving some dustmarks on the ground.
Now my idea so far is to have an object called FX-Entity that contains all these FX-objects (meshes, systems, sprites)
Every FX-object also have a Timeline where actions on the specific object can be taken (move, scale, alphacontrol, rotate etc). Now I thought about setting it up like this:
Type FXEvent Field Time ; When will this action occur due to FXEntities timeline Field Action ; Which action will occur? (Move, Rotate, Scale, Alpha, Texturechange etc) End Type Type FXObject Field Ev.FXEvent ; Events regarding the specific object End Type Type FXEntity Field Obj.FXObject ; Contains all objects used by the specific Effect. Field TimeCounter ; Starts from 0 and increases for every update. End Type
Now it surely doesn't work as there is no seperate lists.
Now how would you solve this in a good way. Remember that it might occur several different effects on the screen (but with two separate timelines).