Difference between revisions of "love.graphics.newParticleSystem"
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=== Arguments === | === Arguments === | ||
− | {{param|Texture|texture|The texture (Image or Canvas) to use.}} | + | {{param|Texture|texture|The texture ([[Image]] or [[Canvas]]) to use.}} |
{{param|number|buffer|The max number of particles at the same time.}} | {{param|number|buffer|The max number of particles at the same time.}} | ||
=== Returns === | === Returns === | ||
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== See Also == | == See Also == | ||
* [[parent::love.graphics]] | * [[parent::love.graphics]] | ||
+ | * [[ParticleSystem:clone]] | ||
* [[Constructs::ParticleSystem]] | * [[Constructs::ParticleSystem]] | ||
[[Category:Functions]] | [[Category:Functions]] |
Revision as of 20:07, 6 January 2015
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
- 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(255, 255, 255, 255, 255, 255, 255, 0); -- Fade to black.
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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