A little Message from the Author

Hello Everyone! Listed below are some valuable scripts that you can use in your rpg games. Note that I did not made this scripts. They are simply scripts that are distributed in the internet that I had gathered here. Please give credits to the author of this scripts if you intend to use them in your rpg maker project. Hope you enjoy making your game!

Click the Title of the script to view the script's content.

_______________________________________________RPG Maker VX Scripts Collections________________________________________

Weather Effect


I know what your are thinking. Why this script if you have a weather effect already installed in VX? Will first of all, the weather effect in VX sucks. That is why this script enables you to create customize weather effects such as falling leaves, falling feather, falling rose petals and etc.


Start Copying here:



#  ccoa's weather script
#
#  Weather Types:
#    1 - rain
#    2 - storm
#    3 - snow
#    4 - hail
#    5 - rain with thunder and lightning
#    6 - falling leaves (autumn)
#    7 - blowing leaves (autumn)
#    8 - swirling leaves (autumn)
#    9 - falling leaves (green)
#   10 - cherry blossom (sakura) petals
#   11 - rose petals
#   12 - feathers
#   13 - blood rain
#   14 - sparkles
#   15 - user defined
#   16 - blowing snow
#   17 - meteor shower
#   18 - falling ash
#   19 - bubbles
#
#  Weather Power:
#    An integer from 0-50.  0 = no weather, 50 = 500 sprites
#
#  Transition:
#    The number of frames to "transition" the weather in
#
# Tone:  (optional)
#   The RGB tone of the weather sprites.  Use as Tone.new(R, G, B, [Gr]), where R, G, and B are values from -255-255 and Gr is optional and a value from 0-255.
#
#  Usage:
#    Create a call script with the following:
#       $game_screen.weather(type, power, transition, [tone])
#
#  Usage of user-defined weather:
#    Look at the following globals:

$WEATHER_UPDATE = false   # the $WEATHER_IMAGES array has changed, please update
$WEATHER_IMAGES = []      # the array of picture names to use
$WEATHER_X = 0            # the number of pixels the image should move horizontally (positive = right, negative = left)
$WEATHER_Y = 0            # the number of pizels the image should move vertically (positive = down, negative = up)
$WEATHER_FADE = 0         # how much the image should fade each update (0 = no fade, 255 = fade instantly)
$WEATHER_ANIMATED = false # whether or not the image should cycle through all the images

# name of the thunder sound effect.  Change it to use a different SE
THUNDER_SE = "Thunder1"

class Game_Screen
  attr_reader :weather_tone
 
  alias ccoa_weather_clear clear
  def clear
    ccoa_weather_clear
    @weather_tone = Tone.new(0, 0, 0)
  end
 
  alias ccoa_weather_weather weather
  def weather(type, power, fadein, tone = nil)
    ccoa_weather_weather(type, power, fadein)
    if tone.nil?
      @weather_tone = Tone.new(0, 0, 0)
    else
      @weather_tone = tone
    end
  end
end

class Spriteset_Weather
  def initialize(viewport = nil)
    @type = 0
    @max = 0
    @ox = 0
    @oy = 0
    @count = 0
    @current_pose = []
    @info = []
    @countarray = []
    @tone = Tone.new(0, 0, 0)

    make_bitmaps

    # **** ccoa ****
    for i in 1..500
      sprite = Sprite.new(viewport)
      sprite.z = 1000
      sprite.visible = false
      sprite.opacity = 0
      @sprites.push(sprite)
      @current_pose.push(0)
      @info.push(rand(50))
      @countarray.push(rand(15))
    end
  end
 
  def dispose
    for sprite in @sprites
      sprite.dispose
    end
    @rain_bitmap.dispose
    @storm_bitmap.dispose
    @snow_bitmap.dispose
    @hail_bitmap.dispose
    @petal_bitmap.dispose
    @blood_rain_bitmap.dispose
    for image in @autumn_leaf_bitmaps
      image.dispose
    end
    for image in @green_leaf_bitmaps
      image.dispose
    end
    for image in @rose_bitmaps
      image.dispose
    end
    for image in @feather_bitmaps
      image.dispose
    end
    for image in @sparkle_bitmaps
      image.dispose
    end
    for image in @user_bitmaps
      image.dispose
    end
    $WEATHER_UPDATE = true
  end
 
  def type=(type)
    if @type == type
      if @tone == $game_map.screen.weather_tone
        return
      end
    end

    @type = type
    @tone = $game_map.screen.weather_tone
    case @type
    when 1 # rain
      bitmap = @rain_bitmap
    when 2 # storm
      bitmap = @storm_bitmap
    when 3 # snow
      bitmap = @snow_bitmap
    when 4 # hail
      bitmap = @hail_bitmap
    when 5 # rain w/ thunder and lightning
      bitmap = @rain_bitmap
      @thunder = true
    when 6 # falling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when 7 # blowing autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when 8 # swirling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when 9 # falling green leaves
      bitmap = @green_leaf_bitmaps[0]
    when 10 # sakura petals
      bitmap = @petal_bitmap
    when 11 # rose petals
      bitmap = @rose_bitmaps[0]
    when 12 # feathers
      bitmap = @feather_bitmaps[0]
    when 13 # blood rain
      bitmap = @blood_rain_bitmap
    when 14 # sparkles
      bitmap = @sparkle_bitmaps[0]
    when 15 # user-defined
        bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    when 16 # blowing snow
      bitmap = @snow_bitmap
    when 17 # meteors
      bitmap = @meteor_bitmap
    when 18 # falling ash
      bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)]
    when 19 # bubbles
      bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
    else
      bitmap = nil
    end
    if @type != 5
      @thunder = false
    end
    # **** ccoa ****
    for i in 1..500
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @max)
        if @type == 19
          sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
        else
          sprite.bitmap = bitmap
        end
        sprite.tone = @tone
      end
    end
  end
 
  def ox=(ox)
    return if @ox == ox;
    @ox = ox
    for sprite in @sprites
      sprite.ox = @ox
    end
  end
 
  def oy=(oy)
    return if @oy == oy;
    @oy = oy
    for sprite in @sprites
      sprite.oy = @oy
    end
  end
 
  def max=(max)
    return if @max == max;
    # **** ccoa ****
    @max = [[max, 0].max, 500].min
    for i in 1..500
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @max)
      end
    end
  end
 
  def update
    return if @type == 0
    for i in 1..@max
      sprite = @sprites[i]
      if sprite == nil
        break
      end
      if @type == 1 or @type == 5 or @type == 13 # rain
        sprite.x -= 2
        sprite.y += 16
        sprite.opacity -= 8
        if @thunder and (rand(8000 - @max) == 0)
          $game_map.screen.start_flash(Color.new(255, 255, 255, 255), 5)
          Audio.se_play("Audio/SE/" + THUNDER_SE)
        end
      end
      if @type == 2 # storm
        sprite.x -= 8
        sprite.y += 16
        sprite.opacity -= 12
      end
      if @type == 3 # snow
        sprite.x -= 2
        sprite.y += 8
        sprite.opacity -= 8
      end
      if @type == 4 # hail
        sprite.x -= 1
        sprite.y += 18
        sprite.opacity -= 15
      end
      if @type == 6 # falling autumn leaves
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        sprite.x -= 1
        sprite.y += 1
      end
      if @type == 7 # blowing autumn leaves
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        sprite.x -= 10
        sprite.y += (rand(4) - 2)
      end
      if @type == 8 # swirling autumn leaves
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        if @info[i] != 0
          if @info[i] >= 1 and @info[i] <= 10
            sprite.x -= 3
            sprite.y -= 1
          elsif @info[i] >= 11 and @info[i] <= 16
            sprite.x -= 1
            sprite.y -= 2
          elsif @info[i] >= 17 and @info[i] <= 20
            sprite.y -= 3
          elsif @info[i] >= 21 and @info[i] <= 30
            sprite.y -= 2
            sprite.x += 1
          elsif @info[i] >= 31 and @info[i] <= 36
            sprite.y -= 1
            sprite.x += 3
          elsif @info[i] >= 37 and @info[i] <= 40
            sprite.x += 5
          elsif @info[i] >= 41 and @info[i] <= 46
            sprite.y += 1
            sprite.x += 3
          elsif @info[i] >= 47 and @info[i] <= 58
            sprite.y += 2
            sprite.x += 1
          elsif @info[i] >= 59 and @info[i] <= 64
            sprite.y += 3
          elsif @info[i] >= 65 and @info[i] <= 70
            sprite.x -= 1
            sprite.y += 2
          elsif @info[i] >= 71 and @info[i] <= 81
            sprite.x -= 3
            sprite.y += 1
          elsif @info[i] >= 82 and @info[i] <= 87
            sprite.x -= 5
          end
          @info[i] = (@info[i] + 1) % 88
        else
          if rand(200) == 0
            @info[i] = 1
          end
          sprite.x -= 5
          sprite.y += 1
        end
      end
      if @type == 9 # falling green leaves
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @green_leaf_bitmaps.size
          sprite.bitmap = @green_leaf_bitmaps[@current_pose[i]]
          @countarray[i] = rand(15)
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y += 1
      end
      if @type == 10 # sakura petals
        if @info[i] < 25
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @info[i] = (@info[i] + 1) % 50
        sprite.y += 1
      end
      if @type == 11 # rose petals
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @rose_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @rose_bitmaps.size
        end
        if @info[i] % 2 == 0
          if @info[i] < 10
            sprite.x -= 1
          elsif
            sprite.x += 1
          end
        end
        sprite.y += 1
      end
      if @type == 12 # feathers
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @feather_bitmaps.size
          sprite.bitmap = @feather_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        if rand(100) == 0
          sprite.x -= 1
        end
        if rand(100) == 0
          sprite.y -= 1
        end
        if @info[i] < 50
          if rand(2) == 0
            sprite.x -= 1
          else
            sprite.y -= 1
          end
        else
          if rand(2) == 0
            sprite.x += 1
          else
            sprite.y += 1
          end
        end
        @info[i] = (@info[i] + 1) % 100
      end
      if @type == 14 # sparkles
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size
          sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y += 1
        sprite.opacity -= 1
      end
      if @type == 15 # user-defined
        if $WEATHER_UPDATE
          update_user_defined
          $WEATHER_UPDATE = false
        end
        if $WEATHER_ANIMATED and @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @user_bitmaps.size
          sprite.bitmap = @user_bitmaps[@current_pose[i]]
        end
        sprite.x += $WEATHER_X
        sprite.y += $WEATHER_Y
        sprite.opacity -= $WEATHER_FADE
      end
      if @type == 16 # blowing snow
        sprite.x -= 10
        sprite.y += 6
        sprite.opacity -= 4
      end
      if @type == 17 # meteors
        if @countarray[i] > 0
          if rand(20) == 0
            sprite.bitmap = @impact_bitmap
            @countarray[i] = -5
          else
            sprite.x -= 6
            sprite.y += 10
          end
        else
          @countarray[i] += 1
          if @countarray[i] == 0
            sprite.bitmap = @meteor_bitmap
            sprite.opacity = 0
            @count_array = 1
          end
        end
      end
      if @type == 18 # ash
        sprite.y += 2
        case @countarray[i] % 3
        when 0
          sprite.x -= 1
        when 1
          sprite.x += 1
        end
      end
      if @type == 19 # bubbles
        switch = rand(75) + rand(75) + 1
        if @info[i] < switch / 2
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @info[i] = (@info[i] + 1) % switch
        sprite.y -= 1
        if switch % 2 == 0
          sprite.opacity -= 1
        end
      end
        
      x = sprite.x - @ox
      y = sprite.y - @oy
      if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
        sprite.x = rand(800) - 50 + @ox
        sprite.y = rand(800) - 200 + @oy
        sprite.opacity = 255
      end
    end
  end
 
  def make_bitmaps
    color1 = Color.new(255, 255, 255, 255)
    color2 = Color.new(255, 255, 255, 128)
    @rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
    end
    @storm_bitmap = Bitmap.new(34, 64)
    for i in 0..31
      @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
      @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
      @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
    end
    @snow_bitmap = Bitmap.new(6, 6)
    @snow_bitmap.fill_rect(0, 1, 6, 4, color2)
    @snow_bitmap.fill_rect(1, 0, 4, 6, color2)
    @snow_bitmap.fill_rect(1, 2, 4, 2, color1)
    @snow_bitmap.fill_rect(2, 1, 2, 4, color1)
    @sprites = []
  
    blueGrey  = Color.new(215, 227, 227, 150)
    grey      = Color.new(214, 217, 217, 150)
    lightGrey = Color.new(233, 233, 233, 250)
    lightBlue = Color.new(222, 239, 243, 250)
    @hail_bitmap = Bitmap.new(4, 4)
    @hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)
    @hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)
    @hail_bitmap.fill_rect(3, 1, 1, 2, grey)
    @hail_bitmap.fill_rect(1, 3, 2, 1, grey)
    @hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)
    @hail_bitmap.set_pixel(1, 1, lightBlue)
  
  
    color3 = Color.new(255, 167, 192, 255) # light pink
    color4 = Color.new(213, 106, 136, 255) # dark pink
    @petal_bitmap = Bitmap.new(4, 4) #This creates a new bitmap that is 4 x 4 pixels
    @petal_bitmap.fill_rect(0, 3, 1, 1, color3) # this makes a 1x1 pixel "rectangle" at the 0, 3 pixel of the image (upper left corner is 0, 0)
    @petal_bitmap.fill_rect(1, 2, 1, 1, color3)
    @petal_bitmap.fill_rect(2, 1, 1, 1, color3)
    @petal_bitmap.fill_rect(3, 0, 1, 1, color3)
    @petal_bitmap.fill_rect(1, 3, 1, 1, color4)
    @petal_bitmap.fill_rect(2, 2, 1, 1, color4)
    @petal_bitmap.fill_rect(3, 1, 1, 1, color4)
  
  
    brightOrange = Color.new(248, 88, 0, 255)  
    orangeBrown  = Color.new(144, 80, 56, 255)
    burntRed     = Color.new(152, 0, 0, 255)
    paleOrange   = Color.new(232, 160, 128, 255)
    darkBrown    = Color.new(72, 40, 0, 255)
    @autumn_leaf_bitmaps = []
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    # draw the first of the leaf1 bitmaps
    @autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown)
    @autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange)
    @autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange)
  
    # draw the 2nd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown)
  
    # draw the 3rd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown)
    @autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown)
  
    # draw the 4th of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown)
  
    @green_leaf_bitmaps = []
    darkGreen  = Color.new(62, 76, 31, 255)
    midGreen   = Color.new(76, 91, 43, 255)
    khaki      = Color.new(105, 114, 66, 255)
    lightGreen = Color.new(128, 136, 88, 255)
    mint       = Color.new(146, 154, 106, 255)
  
    # 1st leaf bitmap
    @green_leaf_bitmaps[0] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(1, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 2, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 2, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 6, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 7, khaki)
  
    # 2nd leaf bitmap
    @green_leaf_bitmaps[1] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki)
    @green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki)
  
    # 3rd leaf bitmap
    @green_leaf_bitmaps[2] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 7, khaki)
  
    # 4th leaf bitmap
    @green_leaf_bitmaps[3] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[3].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[3].set_pixel(6, 6, midGreen)
  
    # 5th leaf bitmap
    @green_leaf_bitmaps[4] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[4].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[4].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[4].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen)
  
    # 6th leaf bitmap
    @green_leaf_bitmaps[5] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[5].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[5].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[5].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[5].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen)
  
    # 7th leaf bitmap
    @green_leaf_bitmaps[6] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[6].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 6, midGreen)
  
    # 8th leaf bitmap
    @green_leaf_bitmaps[7] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[7].set_pixel(6, 1, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki)
    @green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen)
  
    # 9th leaf bitmap
    @green_leaf_bitmaps[8] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[8].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 6, midGreen)
  
    # 10th leaf bitmap
    @green_leaf_bitmaps[9] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[9].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[9].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[9].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[9].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen)
  
    # 11th leaf bitmap
    @green_leaf_bitmaps[10] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[10].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[10].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[10].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen)
  
    # 12th leaf bitmap
    @green_leaf_bitmaps[11] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[11].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[11].set_pixel(6, 6, midGreen)
  
    # 13th leaf bitmap
    @green_leaf_bitmaps[12] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 7, khaki)
  
    @rose_bitmaps = []
    brightRed = Color.new(255, 0, 0, 255)
    midRed    = Color.new(179, 17, 17, 255)
    darkRed   = Color.new(141, 9, 9, 255)
  
    # 1st rose petal bitmap
    @rose_bitmaps[0] = Bitmap.new(3, 3)
    @rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed)
    @rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed)
    @rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed)
    @rose_bitmaps[0].set_pixel(2, 2, darkRed)
  
    # 2nd rose petal bitmap
    @rose_bitmaps[1] = Bitmap.new(3, 3)
    @rose_bitmaps[1].set_pixel(0, 1, midRed)
    @rose_bitmaps[1].set_pixel(1, 1, brightRed)
    @rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed)
  
    @feather_bitmaps = []
    white = Color.new(255, 255, 255, 255)
  
    # 1st feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 2, white)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
  
    # 2nd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 0, white)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
  
    # 3rd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 0, white)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
  
    # 4th feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 2, white)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
  
    @blood_rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed)
    end
  
    @sparkle_bitmaps = []
  
    lightBlue = Color.new(181, 244, 255, 255)
    midBlue   = Color.new(126, 197, 235, 255)
    darkBlue  = Color.new(77, 136, 225, 255)
  
    # 1st sparkle bitmap
    @sparkle_bitmaps[0] = Bitmap.new(7, 7)
    @sparkle_bitmaps[0].set_pixel(3, 3, darkBlue)
  
    # 2nd sparkle bitmap
    @sparkle_bitmaps[1] = Bitmap.new(7, 7)
    @sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[1].set_pixel(3, 3, midBlue)
  
    # 3rd sparkle bitmap
    @sparkle_bitmaps[2] = Bitmap.new(7, 7)
    @sparkle_bitmaps[2].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(2, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[2].set_pixel(2, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 5, darkBlue)
  
    # 4th sparkle bitmap
    @sparkle_bitmaps[3] = Bitmap.new(7, 7)
    @sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue)
    @sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue)
    @sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[3].set_pixel(3, 3, lightBlue)
  
    # 5th sparkle bitmap
    @sparkle_bitmaps[4] = Bitmap.new(7, 7)
    @sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[4].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
  
    # 6th sparkle bitmap
    @sparkle_bitmaps[5] = Bitmap.new(7, 7)
    @sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue)
    @sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue)
    @sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue)
    @sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue)
    @sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue)
    @sparkle_bitmaps[5].set_pixel(3, 3, white)
  
    # 7th sparkle bitmap
    @sparkle_bitmaps[6] = Bitmap.new(7, 7)
    @sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue)
    @sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue)
    @sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue)
    @sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue)
    @sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[6].set_pixel(3, 3, white)
  
    # Meteor bitmap
    @meteor_bitmap = Bitmap.new(14, 12)
    @meteor_bitmap.fill_rect(0, 8, 5, 4, paleOrange)
    @meteor_bitmap.fill_rect(1, 7, 6, 4, paleOrange)
    @meteor_bitmap.set_pixel(7, 8, paleOrange)
    @meteor_bitmap.fill_rect(1, 8, 2, 2, brightOrange)
    @meteor_bitmap.set_pixel(2, 7, brightOrange)
    @meteor_bitmap.fill_rect(3, 6, 2, 1, brightOrange)
    @meteor_bitmap.set_pixel(3, 8, brightOrange)
    @meteor_bitmap.set_pixel(3, 10, brightOrange)
    @meteor_bitmap.set_pixel(4, 9, brightOrange)
    @meteor_bitmap.fill_rect(5, 5, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(6, 4, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(7, 3, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(8, 6, 1, 2, brightOrange)
    @meteor_bitmap.set_pixel(9, 5, brightOrange)
    @meteor_bitmap.set_pixel(3, 8, midRed)
    @meteor_bitmap.fill_rect(4, 7, 1, 2, midRed)
    @meteor_bitmap.set_pixel(4, 5, midRed)
    @meteor_bitmap.set_pixel(5, 4, midRed)
    @meteor_bitmap.set_pixel(5, 6, midRed)
    @meteor_bitmap.set_pixel(6, 5, midRed)
    @meteor_bitmap.set_pixel(6, 7, midRed)
    @meteor_bitmap.fill_rect(7, 4, 1, 3, midRed)
    @meteor_bitmap.fill_rect(8, 3, 1, 3, midRed)
    @meteor_bitmap.fill_rect(9, 2, 1, 3, midRed)
    @meteor_bitmap.fill_rect(10, 1, 1, 3, midRed)
    @meteor_bitmap.fill_rect(11, 0, 1, 3, midRed)
    @meteor_bitmap.fill_rect(12, 0, 1, 2, midRed)
    @meteor_bitmap.set_pixel(13, 0, midRed)
  
    # impact bitmap
    @impact_bitmap = Bitmap.new(22, 11)
    @impact_bitmap.fill_rect(0, 5, 1, 2, brightOrange)
    @impact_bitmap.set_pixel(1, 4, brightOrange)
    @impact_bitmap.set_pixel(1, 6, brightOrange)
    @impact_bitmap.set_pixel(2, 3, brightOrange)
    @impact_bitmap.set_pixel(2, 7, brightOrange)
    @impact_bitmap.set_pixel(3, 2, midRed)
    @impact_bitmap.set_pixel(3, 7, midRed)
    @impact_bitmap.set_pixel(4, 2, brightOrange)
    @impact_bitmap.set_pixel(4, 8, brightOrange)
    @impact_bitmap.set_pixel(5, 2, midRed)
    @impact_bitmap.fill_rect(5, 8, 3, 1, brightOrange)
    @impact_bitmap.set_pixel(6, 1, midRed)
    @impact_bitmap.fill_rect(7, 1, 8, 1, brightOrange)
    @impact_bitmap.fill_rect(7, 9, 8, 1, midRed)
  
  
    # Ash bitmaps
    @ash_bitmaps = []
    @ash_bitmaps[0] = Bitmap.new(3, 3)
    @ash_bitmaps[0].fill_rect(0, 1, 1, 3, lightGrey)
    @ash_bitmaps[0].fill_rect(1, 0, 3, 1, lightGrey)
    @ash_bitmaps[0].set_pixel(1, 1, white)
    @ash_bitmaps[1] = Bitmap.new(3, 3)
    @ash_bitmaps[1].fill_rect(0, 1, 1, 3, grey)
    @ash_bitmaps[1].fill_rect(1, 0, 3, 1, grey)
    @ash_bitmaps[1].set_pixel(1, 1, lightGrey)
  
    # Bubble bitmaps
    @bubble_bitmaps = []
    darkBlue  = Color.new(77, 136, 225, 160)
    aqua = Color.new(197, 253, 254, 160)
    lavender = Color.new(225, 190, 244, 160)
  
    # first bubble bitmap
    @bubble_bitmaps[0] = Bitmap.new(24, 24)
    @bubble_bitmaps[0].fill_rect(0, 9, 24, 5, darkBlue)
    @bubble_bitmaps[0].fill_rect(1, 6, 22, 11, darkBlue)
    @bubble_bitmaps[0].fill_rect(2, 5, 20, 13, darkBlue)
    @bubble_bitmaps[0].fill_rect(3, 4, 18, 15, darkBlue)
    @bubble_bitmaps[0].fill_rect(4, 3, 16, 17, darkBlue)
    @bubble_bitmaps[0].fill_rect(5, 2, 14, 19, darkBlue)
    @bubble_bitmaps[0].fill_rect(6, 1, 12, 21, darkBlue)
    @bubble_bitmaps[0].fill_rect(9, 0, 5, 24, darkBlue)
    @bubble_bitmaps[0].fill_rect(2, 11, 20, 4, aqua)
    @bubble_bitmaps[0].fill_rect(3, 7, 18, 10, aqua)
    @bubble_bitmaps[0].fill_rect(4, 6, 16, 12, aqua)
    @bubble_bitmaps[0].fill_rect(5, 5, 14, 14, aqua)
    @bubble_bitmaps[0].fill_rect(6, 4, 12, 16, aqua)
    @bubble_bitmaps[0].fill_rect(9, 2, 4, 20, aqua)
    @bubble_bitmaps[0].fill_rect(5, 10, 1, 7, lavender)
    @bubble_bitmaps[0].fill_rect(6, 14, 1, 5, lavender)
    @bubble_bitmaps[0].fill_rect(7, 15, 1, 4, lavender)
    @bubble_bitmaps[0].fill_rect(8, 16, 1, 4, lavender)
    @bubble_bitmaps[0].fill_rect(9, 17, 1, 3, lavender)
    @bubble_bitmaps[0].fill_rect(10, 18, 4, 3, lavender)
    @bubble_bitmaps[0].fill_rect(14, 18, 1, 2, lavender)
    @bubble_bitmaps[0].fill_rect(13, 5, 4, 4, white)
    @bubble_bitmaps[0].fill_rect(14, 4, 2, 1, white)
    @bubble_bitmaps[0].set_pixel(17, 6, white)
  
    # second bubble bitmap
    @bubble_bitmaps[1] = Bitmap.new(14, 15)
    @bubble_bitmaps[1].fill_rect(0, 4, 14, 7, darkBlue)
    @bubble_bitmaps[1].fill_rect(1, 3, 12, 9, darkBlue)
    @bubble_bitmaps[1].fill_rect(2, 2, 10, 11, darkBlue)
    @bubble_bitmaps[1].fill_rect(3, 1, 8, 13, darkBlue)
    @bubble_bitmaps[1].fill_rect(5, 0, 4, 15, darkBlue)
    @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
    @bubble_bitmaps[1].fill_rect(2, 4, 10, 6, aqua)
    @bubble_bitmaps[1].fill_rect(3, 3, 8, 8, aqua)
    @bubble_bitmaps[1].fill_rect(4, 2, 6, 10, aqua)
    @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
    @bubble_bitmaps[1].fill_rect(3, 9, 1, 2, lavender)
    @bubble_bitmaps[1].fill_rect(4, 10, 1, 2, lavender)
    @bubble_bitmaps[1].fill_rect(5, 11, 4, 1, lavender)
    @bubble_bitmaps[1].fill_rect(6, 12, 2, 1, white)
    @bubble_bitmaps[1].fill_rect(8, 3, 2, 2, white)
    @bubble_bitmaps[1].set_pixel(7, 4, white)
    @bubble_bitmaps[1].set_pixel(8, 5, white)
  
    @user_bitmaps = []
    update_user_defined
  end
 
  def update_user_defined
    for image in @user_bitmaps
      image.dispose
    end
  
    #user-defined bitmaps
    for name in $WEATHER_IMAGES
      @user_bitmaps.push(Cache.picture(name))
    end
    for sprite in @sprites
      sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    end
  end
 
  attr_reader :type
  attr_reader :max
  attr_reader :ox
  attr_reader :oy
end