Difference between revisions of "Particles"
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'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/> | '''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/> | ||
'''Available since:''' Gideros 2016.06<br/> | '''Available since:''' Gideros 2016.06<br/> | ||
| − | '''Inherits from:''' [[ | + | '''Inherits from:''' [[Sprite]]<br/> |
=== Description === | === Description === | ||
| Line 44: | Line 44: | ||
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame) | stage:addEventListener(Event.ENTER_FRAME, onEnterFrame) | ||
| − | </ | + | </syntaxhighlight> |
'''Particles 3D''' | '''Particles 3D''' | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
| − | -- | + | application:setBackgroundColor(0x5500ff) |
| − | local sw,sh=application:getContentWidth(),application:getContentHeight() | + | |
| − | local | + | local abs, cos, sin, random = math.abs, math.cos, math.sin, math.random |
| − | + | ||
| − | local | + | -- set up the 3D view and projection |
| + | local sw, sh = application:getContentWidth(), application:getContentHeight() | ||
| + | local projection = Matrix.new() | ||
| + | projection:perspectiveProjection(60, sw/sh, 0.01, 1000) -- fov, aspect, near, far | ||
| + | local view = Viewport.new() | ||
| + | view:setProjection(projection) | ||
| + | view:setPosition(sw/2, sh/2) | ||
| + | view:setScale(sw, -sh, 1) | ||
| + | |||
| + | -- a particle set showing a bubble, for a fountain | ||
| + | local fountain = Particles.new(true, true) | ||
| + | --fountain:setTexture(Texture.new("bubble.png")) | ||
| − | -- | + | -- position |
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
fountain:setX(0) | fountain:setX(0) | ||
fountain:setY(0) | fountain:setY(0) | ||
fountain:setZ(0) | fountain:setZ(0) | ||
| − | -- | + | -- order |
| + | view:setContent(fountain) | ||
| + | stage:addChild(view) | ||
| + | |||
| + | -- look at it | ||
| + | view:lookAt(0,-4,-2, fountain:getX(),fountain:getY(),fountain:getZ(), 0,1,0) | ||
| + | |||
| + | -- our emitter for fountain | ||
function Particles:fountain() | function Particles:fountain() | ||
| − | local da= | + | local da = random()*6.28 |
| − | local dh= | + | local dh = cos(os:clock()/2) |
| − | local dr= | + | local dr = random()*.001+.008*sin(os:clock()/2) |
self:addParticles({ | self:addParticles({ | ||
{ | { | ||
| − | x=0,y=0,z=0, | + | x=0, y=0, z=0, |
| − | size=. | + | size=.04, ttl=196, |
| − | speedY=. | + | speedY=.02+.02*abs(dh), speedX=dr*sin(da), speedZ=dr*cos(da), |
| − | decay=vector(1,1,1),acceleration=vector(0,-.0005,0), | + | decay=vector(1,1,1), acceleration=vector(0,-.0005,0), |
| − | color= | + | color=random(0xff00ff), |
} | } | ||
}) | }) | ||
end | end | ||
| − | -- | + | -- game loop |
| − | |||
| − | |||
| − | |||
stage:addEventListener(Event.ENTER_FRAME,function(e) | stage:addEventListener(Event.ENTER_FRAME,function(e) | ||
| − | for i=1, | + | for i = 1, 8 do fountain:fountain() end |
end) | end) | ||
| − | </ | + | </syntaxhighlight> |
{|- | {|- | ||
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[[Particles:clearTexture]] ''clears texture for all particles''<br/><!--GIDEROSMTD:Particles:clearTexture(slot) clears texture for all particles--> | [[Particles:clearTexture]] ''clears texture for all particles''<br/><!--GIDEROSMTD:Particles:clearTexture(slot) clears texture for all particles--> | ||
[[Particles:getDeadParticles]] ''gets dead particles''<br/><!--GIDEROSMTD:Particles:getDeadParticles() gets dead particles--> | [[Particles:getDeadParticles]] ''gets dead particles''<br/><!--GIDEROSMTD:Particles:getDeadParticles() gets dead particles--> | ||
| − | [[Particles:getNearestParticle]] ''gets the index of the nearest particle to the given point''<br/><!--GIDEROSMTD:Particles:getNearestParticle(x,y) | + | [[Particles:getNearestParticle]] ''gets the index of the nearest particle to the given point''<br/><!--GIDEROSMTD:Particles:getNearestParticle(x,y) gets the index of the nearest particle to the given point--> |
| + | [[Particles:getNumParticles]] ''gets the number of active particles''<br/><!--GIDEROSMTD:Particles:getNumParticles() gets the number of active particles--> | ||
[[Particles:getParticleAcceleration]] ''gets particle acceleration''<br/><!--GIDEROSMTD:Particles:getParticleAcceleration(i) gets particle dacceleration--> | [[Particles:getParticleAcceleration]] ''gets particle acceleration''<br/><!--GIDEROSMTD:Particles:getParticleAcceleration(i) gets particle dacceleration--> | ||
[[Particles:getParticleAngle]] ''gets particle angle''<br/><!--GIDEROSMTD:Particles:getParticleAngle(i) gets particle angle--> | [[Particles:getParticleAngle]] ''gets particle angle''<br/><!--GIDEROSMTD:Particles:getParticleAngle(i) gets particle angle--> | ||
| Line 113: | Line 123: | ||
[[Particles:removeParticles]] ''removes particles by index in table or as arguments''<br/><!--GIDEROSMTD:Particles:removeParticles(particle indeces) removes particles by index in table or as arguments--> | [[Particles:removeParticles]] ''removes particles by index in table or as arguments''<br/><!--GIDEROSMTD:Particles:removeParticles(particle indeces) removes particles by index in table or as arguments--> | ||
[[Particles:scaleParticles]] ''scales or resizes all particles in this sprite''<br/><!--GIDEROSMTD:Particles:scaleParticles(scale,absolute) scales or resizes all particles in this sprite--> | [[Particles:scaleParticles]] ''scales or resizes all particles in this sprite''<br/><!--GIDEROSMTD:Particles:scaleParticles(scale,absolute) scales or resizes all particles in this sprite--> | ||
| + | [[Particles:setMinimumSize]] ''sets particles minimum size''<br/><!--GIDEROSMTD:Particles:setMinimumSize(minSize) sets particles minimum size--> | ||
[[Particles:setParticleAcceleration]] ''sets particle acceleration''<br/><!--GIDEROSMTD:Particles:setParticleAcceleration(i,acceleration,accelerationAlpha,accelerationGrowth,accelerationAngular) sets particle acceleration--> | [[Particles:setParticleAcceleration]] ''sets particle acceleration''<br/><!--GIDEROSMTD:Particles:setParticleAcceleration(i,acceleration,accelerationAlpha,accelerationGrowth,accelerationAngular) sets particle acceleration--> | ||
[[Particles:setParticleAngle]] ''sets particle angle''<br/><!--GIDEROSMTD:Particles:setParticleAngle(i,angle) sets particle angle--> | [[Particles:setParticleAngle]] ''sets particle angle''<br/><!--GIDEROSMTD:Particles:setParticleAngle(i,angle) sets particle angle--> | ||
Latest revision as of 03:04, 17 November 2025
Supported platforms: ![]()
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Available since: Gideros 2016.06
Inherits from: Sprite
Description
A particle system which allows to draw several identical dots or bitmaps, with varying colour and orientation.
Note: starting from Gideros 2022.5, Particles 3D was added
Example
Particles 2D
-- gideros particles
local particleGFX = Texture.new("gfx/yourgfx.png")
local stars = Particles.new()
stars:setTexture(particleGFX)
stage:addChild(stars)
-- GAME LOOP
function onEnterFrame(e)
if (e.time // 1) % 4 == 0 then
stars:addParticles({
{
x=math.random(480),y=math.random(320),
size=32,angle=math.random(360),
color=0xff00ff,alpha=0.8,
ttl=16*2,
speedX=0.01,speedY=0.01,speedAngular=0.15,
speedGrowth=0.9,
},
{
x=math.random(480),y=math.random(320),
size=16,angle=math.random(360),
color=0x00ffff,alpha=0.8,
ttl=16*16,
speedX=0.02,speedY=0.02,speedAngular=0.2,
speedGrowth=-0.1,
},
})
end
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
Particles 3D
application:setBackgroundColor(0x5500ff)
local abs, cos, sin, random = math.abs, math.cos, math.sin, math.random
-- set up the 3D view and projection
local sw, sh = application:getContentWidth(), application:getContentHeight()
local projection = Matrix.new()
projection:perspectiveProjection(60, sw/sh, 0.01, 1000) -- fov, aspect, near, far
local view = Viewport.new()
view:setProjection(projection)
view:setPosition(sw/2, sh/2)
view:setScale(sw, -sh, 1)
-- a particle set showing a bubble, for a fountain
local fountain = Particles.new(true, true)
--fountain:setTexture(Texture.new("bubble.png"))
-- position
fountain:setX(0)
fountain:setY(0)
fountain:setZ(0)
-- order
view:setContent(fountain)
stage:addChild(view)
-- look at it
view:lookAt(0,-4,-2, fountain:getX(),fountain:getY(),fountain:getZ(), 0,1,0)
-- our emitter for fountain
function Particles:fountain()
local da = random()*6.28
local dh = cos(os:clock()/2)
local dr = random()*.001+.008*sin(os:clock()/2)
self:addParticles({
{
x=0, y=0, z=0,
size=.04, ttl=196,
speedY=.02+.02*abs(dh), speedX=dr*sin(da), speedZ=dr*cos(da),
decay=vector(1,1,1), acceleration=vector(0,-.0005,0),
color=random(0xff00ff),
}
})
end
-- game loop
stage:addEventListener(Event.ENTER_FRAME,function(e)
for i = 1, 8 do fountain:fountain() end
end)
MethodsParticles.new creates new particles group |
EventsConstants |