class: agrfun
[34:14] static extends: object
Ready-made graphics for the AGR FXGL window. AGR already has a game running, so there is nothing to launch: call a function and watch the graphics area. Each graphic is a class of its own in this package. The functions here are the short way in; open the class behind one to see how it works, or build it yourself to change its settings.
Methods
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agrfun ()
Costructor ran once on startup.
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list ()
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bomber ()
Flies a bomber across the FXGL window and drops a stick of bombs. The plane comes in off the left edge, flies level at a random height in the top half of the window, and takes two to three seconds to leave off the right. Somewhere in the left half it lets go of three to five bombs, which take half its forward speed with them, so they arc away below and behind while the plane draws ahead, and burst along the bottom of the window. See the Bomber class for the details.
- @r
null- call the class behind this one for the graphic itself.
- @r
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comet ()
Sends a small comet arcing across the FXGL window. The comet enters at a random point on one edge and heads for a random point on a different edge, bowing left or right of that line as it flies. It removes itself from the game world once it is off screen. See the Comet class for the details.
- @r
null- call the class behind this one for the graphic itself.
- @r
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filigree ()
Grows a filigree pattern across the FXGL window. A seed lands a little way in from a random edge and sends two or three stems inwards. Each is drawn a short step at a time, turning more sharply as it goes, so it winds into a scroll at its end, and each throws off branches to either side that do the same. Leaves open out along every tendril as it grows. The drawing takes ten seconds, holds for three, then fades away and clears itself out of the game world. See the Filigree class for the details.
- @r
null- call the class behind this one for the graphic itself.
- @r
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fireworks ()
Sets off a display of fireworks across the FXGL window. Several shells go off at random points in the upper part of the window over a couple of seconds, each throwing out a ring of coloured sparks that fall and fade out. Each burst clears itself out of the game world afterwards. See the Fireworks class for the details.
- @r
null- call the class behind this one for the graphic itself.
- @r
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fractals ()
Flies the FXGL window into a fractal curve. The window starts with the whole curve in view and spends ten seconds closing in on one point of it, ending hundreds of times nearer. The curve is the same shape at every scale, so detail too fine to see at the start is what fills the window at the end. It is a steep-peaked Koch snowflake or a Sierpinski gasket, picked at random. See the Fractals class for the details.
- @r
null- call the class behind this one for the graphic itself.
- @r
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particleBurst (
int Dots = 0)Blows a burst of dots apart in the middle of the FXGL window. The dots leave together in every direction, spread out over their whole burn, and fade as they go. How far they reach is measured against the window, so a burst fills the same share of it whatever size the window is. It clears itself out of the game world once the last dot has gone. See the ParticleBurst class for the details.
- @p
Dotsis how many dots to throw. Left out, it is two hundred. - @r
null- call the class behind this one for the graphic itself.
- @p
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schultz ()
Has Sergeant Schultz lean in at the edge of the FXGL window while "NO-THING" fades up in the middle. He slides in at a random spot on a random edge until he is flush against it, waits a couple of seconds, then leaves the way he came. The words fade up and away in step with him. Both clear themselves out of the game world at the end. See the Schultz class for the details, and for how long the whole appearance takes.
- @r
null- call the class behind this one for the graphic itself.
- @r