ParticleSystem

Used to create cool effects, like fire. The particle systems are created and drawn on the screen using functions in love.graphics. They also need to be updated in the update(dt) callback for you to see any changes in the particles emitted.

Constructors

love.graphics.newParticleSystemCreates a new ParticleSystem.

Functions

BodyBodies are objects with velocity and position.
CanvasOff-screen render target.
Canvas (Nederlands)Off-screen render target.
CircleShapeCircle extends Shape and adds a radius and a local position.
ContactContacts are objects created to manage collisions in worlds.
DataThe superclass of all data.
DecoderAn object which can gradually decode a sound file.
DistanceJointKeeps two bodies at the same distance.
DrawableSuperclass for all things that can be drawn on screen.
FileRepresents a file on the filesystem.
FileDataData representing the contents of a file.
FontDefines the shape of characters than can be drawn onto the screen.
FontDataA FontData represents a font.
FramebufferOff-screen render target.
GearJointKeeps bodies together in such a way that they act like gears.
GlyphDataA GlyphData represents a drawable symbol of a font.
ImageDrawable image type.
ImageDataRaw (decoded) image data.
JointAttach multiple bodies together to interact in unique ways.
MeshA 2D polygon mesh used for drawing arbitrary textured shapes.
MouseJointFor controlling objects with the mouse.
Object:typeGets the type of the object as a string.
Object:typeOfChecks whether an object is of a certain type.
ParticleSystemUsed to create cool effects, like fire.
ParticleSystem:cloneCreates an identical copy of the ParticleSystem in the stopped state.
ParticleSystem:countGets the amount of particles that are currently in the system.
ParticleSystem:emitEmits a burst of particles from the particle emitter.
ParticleSystem:getAreaSpreadGets the area-based spawn parameters for the particles.
ParticleSystem:getBufferSizeGets the maximum number of particles the ParticleSystem can have at once.
ParticleSystem:getColorsGets the colors to apply to the particle sprite.
ParticleSystem:getCountGets the number of particles that are currently in the system.
ParticleSystem:getDirectionGets the direction of the particle emitter (in radians).
ParticleSystem:getEmissionAreaGets the area-based spawn parameters for the particles.
ParticleSystem:getEmissionRateGets the amount of particles emitted per second.
ParticleSystem:getEmitterLifetimeGets how long the particle system will emit particles
ParticleSystem:getImageGets the image used for the particles.
ParticleSystem:getInsertModeGets the mode used when the ParticleSystem adds new particles.
ParticleSystem:getLinearAccelerationGets the linear acceleration (acceleration along the x and y axes) for particles.
ParticleSystem:getLinearDampingGets the amount of linear damping (constant deceleration) for particles.
ParticleSystem:getOffsetGets the particle image's draw offset.
ParticleSystem:getOffsetXGet the x coordinate of the particle rotation offset.
ParticleSystem:getOffsetYGet the y coordinate of the particle rotation offset.
ParticleSystem:getParticleLifetimeGets the lifetime of the particles.
ParticleSystem:getPositionGets the position of the emitter.
ParticleSystem:getQuadsGets a series of Quads used for the particle sprites.
ParticleSystem:getRadialAccelerationGets the radial acceleration (away from the emitter).
ParticleSystem:getRotationGets the rotation of the image upon particle creation (in radians).
ParticleSystem:getSizeVariationGets the amount of size variation.
ParticleSystem:getSizesGets the sizes of the particle over its lifetime.
ParticleSystem:getSpeedGets the speed of the particles.
... further results

Supertypes

See Also


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