Difference between revisions of "Particles"

From GiderosMobile
 
(2 intermediate revisions by the same user not shown)
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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:''' [[Special:MyLanguage/Sprite|Sprite]]<br/>
+
'''Inherits from:''' [[Sprite]]<br/>
  
 
=== Description ===
 
=== Description ===
Line 48: Line 48:
 
'''Particles 3D'''
 
'''Particles 3D'''
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Set up a fullscreen 3D viewport
+
application:setBackgroundColor(0x5500ff)
local sw,sh=application:getContentWidth(),application:getContentHeight()
+
 
local view=D3.View.new(sw,sh,45,0.1,1000)
+
local abs, cos, sin, random = math.abs, math.cos, math.sin, math.random
stage:addChild(view)
+
 
local scene=view:getScene()
+
-- 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"))
  
-- We will embed our particles in a 3D mesh, to enable depth testing
+
-- position
local sc=Mesh.new(true)
 
scene:addChild(sc)
 
-- A particle set showing a bubble, for a fountain
 
local fountain=Particles.new(true,true)
 
fountain:setTexture(Texture.new("Bubble.png",true))
 
sc:addChild(fountain)
 
 
fountain:setX(0)
 
fountain:setX(0)
 
fountain:setY(0)
 
fountain:setY(0)
 
fountain:setZ(0)
 
fountain:setZ(0)
  
-- Our emitter for fountain
+
-- 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=math.random()*6.28
+
local da = random()*6.28
local dh=math.cos(os:clock()/2)
+
local dh = cos(os:clock()/2)
local dr=math.random()*.001+.008*math.sin(os:clock()/2)
+
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=.05,ttl=200,
+
size=.04, ttl=196,
speedY=.025+.025*math.abs(dh),speedX=dr*math.sin(da),speedZ=dr*math.cos(da),
+
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=math.random(0x0, 0xffffff),
+
color=random(0xff00ff),
 
}
 
}
 
})
 
})
 
end
 
end
  
-- Look at it
+
-- game loop
view:lookAt(0,4,3, 0,0,0)
 
 
 
-- Game loop
 
 
stage:addEventListener(Event.ENTER_FRAME,function(e)
 
stage:addEventListener(Event.ENTER_FRAME,function(e)
for i=1,16 do fountain:fountain() end
+
for i = 1, 8 do fountain:fountain() end
 
end)
 
end)
 
</syntaxhighlight>
 
</syntaxhighlight>
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[[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: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
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)

Methods

Particles.new creates new particles group
Particles:addParticles adds particles
Particles:clearTexture clears texture for all particles
Particles:getDeadParticles gets dead particles
Particles:getNearestParticle gets the index of the nearest particle to the given point
Particles:getNumParticles gets the number of active particles
Particles:getParticleAcceleration gets particle acceleration
Particles:getParticleAngle gets particle angle
Particles:getParticleColor gets particle color and alpha value
Particles:getParticleDecay gets particle decay factor
Particles:getParticleExtra gets particle extra value
Particles:getParticlePosition gets particle position
Particles:getParticleSize gets particle size in pixels
Particles:getParticleSpeed gets particle speed
Particles:getParticleTag gets particle associated tag
Particles:getParticleTtl gets particle initial time to live
Particles:getParticles gets particles
Particles:isPaused tells if the Particle set is paused
Particles:removeParticles removes particles by index in table or as arguments
Particles:scaleParticles scales or resizes all particles in this sprite
Particles:setMinimumSize sets particles minimum size
Particles:setParticleAcceleration sets particle acceleration
Particles:setParticleAngle sets particle angle
Particles:setParticleColor sets particle color
Particles:setParticleDecay sets particle decay factor
Particles:setParticleExtra sets particle extra value
Particles:setParticlePosition sets particle position
Particles:setParticleSize sets particle size
Particles:setParticleSpeed sets particle speed
Particles:setParticleTag sets particle tag
Particles:setParticleTtl sets particle time to live
Particles:setPaused pauses or resumes the Particle set
Particles:setTexture sets texture to all particles

Events

Constants