Difference between revisions of "B2.ParticleSystem"
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__NOTOC__ | __NOTOC__ | ||
− | |||
<!-- GIDEROSOBJ:b2.ParticleSystem --> | <!-- GIDEROSOBJ:b2.ParticleSystem --> | ||
'''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/> | ||
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=== Description === | === Description === | ||
− | Defines particle system in box2d world using LiquidFun. | + | Defines a particle system in box2d world using LiquidFun. |
=== Examples === | === Examples === | ||
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color = 0xFF0000, | color = 0xFF0000, | ||
alpha=1, | alpha=1, | ||
− | flags= | + | flags=b2.ParticleSystem.FLAG_COLOR_MIXING | b2.ParticleSystem.FLAG_POWDER, |
}) | }) | ||
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| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
=== Methods === | === Methods === | ||
− | [[ | + | [[b2.ParticleSystem:containsParticle]] <br/><!--GIDEROSMTD:b2.ParticleSystem:containsParticle(id) --> |
− | [[ | + | [[b2.ParticleSystem:createParticle]] ''creates a new particle system''<br/><!--GIDEROSMTD:b2.ParticleSystem:createParticle(particleDef) creates a new particle system--> |
− | [[ | + | [[b2.ParticleSystem:createParticleGroup]] ''creates a group of particles''<br/><!--GIDEROSMTD:b2.ParticleSystem:createParticleGroup(particleGoupDef) creates a group of particles--> |
− | [[ | + | [[b2.ParticleSystem:destroyParticle]] ''destroys a particle by id''<br/><!--GIDEROSMTD:b2.ParticleSystem:destroyParticle(id) destroys a particle by id--> |
− | [[ | + | [[b2.ParticleSystem:destroyParticles]] ''destroys multiple particles by their id''<br/><!--GIDEROSMTD:b2.ParticleSystem:destroyParticles(ids) destroys multiple particles by their id--> |
− | [[ | + | [[b2.ParticleSystem:getParticleCount]] ''gets the number of particles''<br/><!--GIDEROSMTD:b2.ParticleSystem:getParticleCount() gets the number of particles--> |
− | [[ | + | [[b2.ParticleSystem:getParticleGroupList]] '' ''<br/><!--GIDEROSMTD:b2.ParticleSystem:getParticleGroupList() --> |
− | [[ | + | [[b2.ParticleSystem:setTexture]] ''sets a texture to particles''<br/><!--GIDEROSMTD:b2.ParticleSystem:setTexture(texture,size) sets a texture to particles--> |
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
=== Events === | === Events === | ||
=== Constants === | === Constants === | ||
− | [[ | + | [[b2.ParticleSystem.FLAG_COLOR_MIXING]]<br/><!--GIDEROSCST:b2.ParticleSystem.FLAG_COLOR_MIXING 256--> |
− | [[ | + | [[b2.ParticleSystem.FLAG_ELASTIC]]<br/><!--GIDEROSCST:b2.ParticleSystem.FLAG_ELASTIC 16--> |
− | [[ | + | [[b2.ParticleSystem.FLAG_POWDER]]<br/><!--GIDEROSCST:b2.ParticleSystem.FLAG_POWDER 64--> |
− | [[ | + | [[b2.ParticleSystem.FLAG_SPRING]]<br/><!--GIDEROSCST:b2.ParticleSystem.FLAG_SPRING 8--> |
− | [[ | + | [[b2.ParticleSystem.FLAG_TENSILE]]<br/><!--GIDEROSCST:b2.ParticleSystem.FLAG_TENSILE 128--> |
− | [[ | + | [[b2.ParticleSystem.FLAG_VISCOUS]]<br/><!--GIDEROSCST:b2.ParticleSystem.FLAG_VISCOUS 32--> |
− | [[ | + | [[b2.ParticleSystem.FLAG_WALL]]<br/><!--GIDEROSCST:b2.ParticleSystem.FLAG_WALL 4--> |
− | [[ | + | [[b2.ParticleSystem.FLAG_WATER]]<br/><!--GIDEROSCST:b2.ParticleSystem.FLAG_WATER 0--> |
− | [[ | + | [[b2.ParticleSystem.FLAG_ZOMBIE]]<br/><!--GIDEROSCST:b2.ParticleSystem.FLAG_ZOMBIE 2--> |
|} | |} | ||
---- | ---- | ||
*'''[[LiquidFun]]''' | *'''[[LiquidFun]]''' |
Revision as of 23:36, 22 April 2022
Supported platforms:
Available since: Gideros 2015.06.30
Description
Defines a particle system in box2d world using LiquidFun.
Examples
Simple particle system example
-- create world
local world = b2.World.new(0, 9.8)
local ps1 = world:createParticleSystem({ radius=5})
ps1:setTexture(Texture.new("Bubble.png"))
stage:addChild(ps1)
ps1:createParticleGroup({shape=shape2,
position={x=500,y=250},
color = 0xFF0000,
alpha=1,
flags=b2.ParticleSystem.FLAG_COLOR_MIXING | b2.ParticleSystem.FLAG_POWDER,
})
ps1:createParticleGroup({shape=shape1,
position={x=400,y=50},
color = 0x0000FF,
alpha=1,
flags=0
})
-- step the world and then update the position and rotation of sprites
local function onEnterFrame()
world:step(1/60, 8, 3)
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
Methodsb2.ParticleSystem:containsParticle |
EventsConstantsb2.ParticleSystem.FLAG_COLOR_MIXING |