Difference between revisions of "B2.ParticleSystem"

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

Latest revision as of 18:07, 12 July 2023

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
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)

Methods

b2.ParticleSystem:containsParticle
b2.ParticleSystem:createParticle creates a new particle system
b2.ParticleSystem:createParticleGroup creates a group of particles
b2.ParticleSystem:destroyParticle destroys a particle by id
b2.ParticleSystem:destroyParticles destroys multiple particles by their id
b2.ParticleSystem:getParticleCount gets the number of particles
b2.ParticleSystem:getParticleGroupList
b2.ParticleSystem:setTexture sets a texture to particles

Events

Constants

b2.ParticleSystem.FLAG_BARRIER
b2.ParticleSystem.FLAG_COLOR_MIXING
b2.ParticleSystem.FLAG_DESTRUCTION_LISTENER
b2.ParticleSystem.FLAG_ELASTIC
b2.ParticleSystem.FLAG_FIXTURE_CONTACT_FILTER
b2.ParticleSystem.FLAG_FIXTURE_CONTACT_LISTENER
b2.ParticleSystem.FLAG_PARTICLE_CONTACT_FILTER
b2.ParticleSystem.FLAG_PARTICLE_CONTACT_LISTENER
b2.ParticleSystem.FLAG_POWDER
b2.ParticleSystem.FLAG_REACTIVE
b2.ParticleSystem.FLAG_REPULSIVE
b2.ParticleSystem.FLAG_SPRING
b2.ParticleSystem.FLAG_STATIC_PRESSURE
b2.ParticleSystem.FLAG_TENSILE
b2.ParticleSystem.FLAG_VISCOUS
b2.ParticleSystem.FLAG_WALL
b2.ParticleSystem.FLAG_WATER
b2.ParticleSystem.FLAG_ZOMBIE