Difference between revisions of "love.graphics.newParticleSystem"
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− | + | Creates a new [[ParticleSystem]]. | |
+ | {{newobjectnotice}} | ||
+ | == Function == | ||
+ | === Synopsis === | ||
+ | <source lang="lua"> | ||
+ | system = love.graphics.newParticleSystem( image, buffer ) | ||
+ | </source> | ||
+ | === Arguments === | ||
+ | {{param|Image|image|The image to use.}} | ||
+ | {{param|number|buffer (1000)|The max number of particles at the same time.}} | ||
+ | === Returns === | ||
+ | {{param|ParticleSystem|system|A new ParticleSystem.}} | ||
== Function == | == Function == | ||
+ | {{newin|[[0.9.1]]|091|type=variant}} | ||
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> | ||
− | + | system = love.graphics.newParticleSystem( texture, buffer ) | |
</source> | </source> | ||
=== Arguments === | === Arguments === | ||
− | {{param| | + | {{param|Texture|texture|The texture ([[Image]] or [[Canvas]]) to use.}} |
− | {{param|number|buffer|The max | + | {{param|number|buffer (1000)|The max number of particles at the same time.}} |
=== Returns === | === Returns === | ||
− | {{param|ParticleSystem|A | + | {{param|ParticleSystem|system|A new ParticleSystem.}} |
+ | |||
+ | == Examples == | ||
+ | === Creation and usage of a particle system === | ||
+ | You can use the [[:File:Love-game-logo-256x256.png|LÖVE logo]] as an example image. | ||
+ | <source lang="lua"> | ||
+ | function love.load() | ||
+ | local img = love.graphics.newImage('logo.png') | ||
+ | |||
+ | psystem = love.graphics.newParticleSystem(img, 32) | ||
+ | psystem:setParticleLifetime(2, 5) -- Particles live at least 2s and at most 5s. | ||
+ | psystem:setEmissionRate(5) | ||
+ | psystem:setSizeVariation(1) | ||
+ | psystem:setLinearAcceleration(-20, -20, 20, 20) -- Random movement in all directions. | ||
+ | psystem:setColors(1, 1, 1, 1, 1, 1, 1, 0) -- Fade to transparency. | ||
+ | end | ||
+ | |||
+ | function love.draw() | ||
+ | -- Draw the particle system at the center of the game window. | ||
+ | love.graphics.draw(psystem, love.graphics.getWidth() * 0.5, love.graphics.getHeight() * 0.5) | ||
+ | end | ||
+ | |||
+ | function love.update(dt) | ||
+ | psystem:update(dt) | ||
+ | end | ||
+ | </source> | ||
+ | |||
== See Also == | == See Also == | ||
* [[parent::love.graphics]] | * [[parent::love.graphics]] | ||
+ | * [[ParticleSystem:clone]] | ||
+ | * [[Constructs::ParticleSystem]] | ||
[[Category:Functions]] | [[Category:Functions]] | ||
− | {{#set:Description=}} | + | [[Sub-Category::Object Creation| ]] |
+ | {{#set:Description=Creates a new [[ParticleSystem]].}} | ||
+ | {{#set:Since=000}} | ||
+ | == Other Languages == | ||
+ | {{i18n|love.graphics.newParticleSystem}} |
Latest revision as of 23:26, 7 March 2019
Creates a new ParticleSystem.
This function can be slow if it is called repeatedly, such as from love.update or love.draw. If you need to use a specific resource often, create it once and store it somewhere it can be reused! |
Contents
Function
Synopsis
system = love.graphics.newParticleSystem( image, buffer )
Arguments
Returns
ParticleSystem system
- A new ParticleSystem.
Function
Available since LÖVE 0.9.1 |
This variant is not supported in earlier versions. |
Synopsis
system = love.graphics.newParticleSystem( texture, buffer )
Arguments
Texture texture
- The texture (Image or Canvas) to use.
number buffer (1000)
- The max number of particles at the same time.
Returns
ParticleSystem system
- A new ParticleSystem.
Examples
Creation and usage of a particle system
You can use the LÖVE logo as an example image.
function love.load()
local img = love.graphics.newImage('logo.png')
psystem = love.graphics.newParticleSystem(img, 32)
psystem:setParticleLifetime(2, 5) -- Particles live at least 2s and at most 5s.
psystem:setEmissionRate(5)
psystem:setSizeVariation(1)
psystem:setLinearAcceleration(-20, -20, 20, 20) -- Random movement in all directions.
psystem:setColors(1, 1, 1, 1, 1, 1, 1, 0) -- Fade to transparency.
end
function love.draw()
-- Draw the particle system at the center of the game window.
love.graphics.draw(psystem, love.graphics.getWidth() * 0.5, love.graphics.getHeight() * 0.5)
end
function love.update(dt)
psystem:update(dt)
end
See Also
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