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en:tutorials:spawners:futurama_appearance

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Futurama Appearance Effect

This tutorial will teach you how to create a warp appearance effect like at the start of the Futurama title sequence. The effect will look something like this:

In order to make this, you will need three simple things: an object like a ship, a blue spike, and a flat ball:

Begin by creating the alien ship on screen:

[Alien]
Graphic   = AlienGraphic
Position  = (0, 0, 0.5) 
ChildList = WarpAppearance
 
[AlienGraphic]
Texture = ship.png
Pivot   = center

Notice the WarpAppearance object added to the child list. This is where the appearance affects will be added. Whenever an instance of an alien ship is created, a nice appearance effect will show with it.

Define WarpAppearance with:

[WarpAppearance]
AngularVelocity = 100
ChildList       = WarpSpineMaker 
LifeTime        = 4

WarpAppearance is just an empty object that is turning. This object will only live for 4 seconds, then it will die. Attached to this (as a child) is WarpSpineMaker.

Create WarpSpineMaker with:

[WarpSpineMaker]
Spawner  = WarpSpineSpawner
Position = (0, -3, 0)
 
[WarpSpineSpawner]
Object          = WarpSpine
ActiveObject    = 40
WaveSize        = 5
WaveDelay       = 0.1
CleanOnDelete   = true
UseSelfAsParent = true

WarpSpineMaker has a spawner defined (WarpSpineSpawner). WarpSpineSpawner will spawn loads of WarpSpine objects, which are the blue spike texture as above.

[WarpSpine]
Graphic         = @
Texture         = warp-spine.png
Pivot           = (17, 202, 0)
AngularVelocity = -200 ~ 200
FXList          = FadeInOutFX
LifeTime        = 1.0

This is the interesting part. Each WarpSpine object that is spawned by WarpSpineSpawner has a low centered pivot point and a random spin value. Each only lives for a second, but this gives a “filtered light” effect. To smooth the appearance in and out of each object, a FadeInOutFX is defined:

[FadeInOutFX] 
SlotList    = FadeInOutFXSlot
KeepInCache = true
Loop        = false
 
[FadeInOutFXSlot]
Type          = alpha
Curve         = sine
StartTime     = 0.0
EndTime       = 4.0
StartValue    = 0.0
EndValue      = 1.0
Absolute      = true 

Add a small piece of object creation code to your project's init() function:

orxObject_CreateFromConfig("Alien");

Compile and run. The ship will appear with a dazzling array of blue spines surrounding it.

For a minor enhancement, we'll also spawn some randomly coloured balls to act as a type of lens flare. Change the WarpAppearance to include a child called BubbleCreator:

[WarpAppearance]
AngularVelocity = 100
ChildList       = WarpSpineMaker # BubbleCreator
LifeTime        = 4

And it is defined as:

[BubbleCreator]
Spawner  = BubbleSpawner
LifeTime = 3
 
[BubbleSpawner]
Object           = Bubble
ActiveObject     = 24
WaveSize         = 2
WaveDelay        = 0.1
UseRelativeSpeed = true

BubbleCreator only lives for 3 seconds in total and has a spawner called: BubbleSpawner. It in turn spawns objects called Bubble:

[Bubble]
Graphic  = @
Texture  = glow-bubble.png
LifeTime = 1
Speed    = (-250, -250, 0) ~ (250, 250, 0);
Scale    = 0.5 ~ 1.0
Pivot    = center
HSV      = (0.0, 1.0, 1.0) ~ (1.0, 1.0, 1.0)
FXList   = FadeAwayFX

These shoot away in random directions, have a random colour and size. They also fade nicely away with FadeAwayFX, which we'll define here:

[FadeAwayFX] 
SlotList    = FadeAwayFXSlot
KeepInCache = true
Loop        = false
 
[FadeAwayFXSlot]
Type          = alpha
Curve         = linear
StartTime     = 0.0
EndTime       = 0.5
StartValue    = 1.0
EndValue      = 0.0
Period        = 0.5
Absolute      = true

Run that and the alien will appear in a wash of blue spikey light and coloured flares.

en/tutorials/spawners/futurama_appearance.1518583583.txt.gz · Last modified: 2018/02/14 00:46 (6 years ago) (external edit)