Particles

From GiderosMobile
Revision as of 03:17, 26 April 2022 by MoKaLux (talk | contribs) (added particle 3d example)

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: Gideros 2022.5 adds Particles 3D

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

-- Set up a fullscreen 3D viewport
local sw,sh=application:getContentWidth(),application:getContentHeight()
local view=D3.View.new(sw,sh,45,0.1,1000)
stage:addChild(view)
local scene=view:getScene()

-- We will embed our particles in a 3D mesh, to enable depth testing
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:setY(0)
fountain:setZ(0)

-- Our emitter for fountain
function Particles:fountain()
	local da=math.random()*6.28
	local dh=math.cos(os:clock()/2)
	local dr=math.random()*.001+.008*math.sin(os:clock()/2)
	self:addParticles({
		{
			x=0,y=0,z=0,
			size=.05,ttl=200,
			speedY=.025+.025*math.abs(dh),speedX=dr*math.sin(da),speedZ=dr*math.cos(da),
			decay=vector(1,1,1),acceleration=vector(0,-.0005,0),
			color=math.random(0x0, 0xffffff),
		}
	})
end

-- Look at it
view:lookAt(0,4,3, 0,0,0)

-- Game loop
stage:addEventListener(Event.ENTER_FRAME,function(e)
	for i=1,16 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: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: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