Fire a win-screen firework show so every burst lands on its beat
On a level-complete screen you want bursts in time with the music, high ones and low ones mixed. If you launch every rocket at the beat, the bursts arrive at different moments because higher rockets climb longer. Here is how to work backwards from the bang, and what to do when the first one is already too late.
Why this works
The rocket takes time to climb, so what must be on the beat is the burst, not the launch. Working backwards from the moment you want, using how high it should rise, tells you exactly when to fire each one.
When not to use it
Skip it when the show is short, close up, or has no music, since nobody judges timing to a fraction of a second. Launch them freely there, and let the player enjoy the mess.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 37 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Fire a win-screen firework show so every burst lands on its beat" (read_entry fireworks-show-where-each-shell-bursts-on-the-beat) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP