Difference between revisions of "B2.ParticleSystem"

From GiderosMobile
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stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)</source>
 
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)</source>
 
{|-
 
{|-
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=== Methods ===
 
=== Methods ===
[[b2.ParticleSystem:containsParticle]] {{<translate></translate>}}<br/>
+
[[b2.ParticleSystem:containsParticle]] <br/>
[[b2.ParticleSystem:createParticle]] {{<translate>create new particle</translate>}}<br/>
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[[b2.ParticleSystem:createParticle]] ''<translate>create new particle</translate>''<br/>
[[b2.ParticleSystem:createParticleGroup]] {{<translate>create group of particles</translate>}}<br/>
+
[[b2.ParticleSystem:createParticleGroup]] ''<translate>create group of particles</translate>''<br/>
[[b2.ParticleSystem:destroyParticle]] {{<translate>destroy particle by id</translate>}}<br/>
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[[b2.ParticleSystem:destroyParticle]] ''<translate>destroy particle by id</translate>''<br/>
[[b2.ParticleSystem:destroyParticles]] {{<translate></translate>}}<br/>
+
[[b2.ParticleSystem:destroyParticles]] <br/>
[[b2.ParticleSystem:getParticleCount]] {{<translate></translate>}}<br/>
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[[b2.ParticleSystem:getParticleCount]] <br/>
[[b2.ParticleSystem:getParticleGroupList]] {{<translate></translate>}}<br/>
+
[[b2.ParticleSystem:getParticleGroupList]] <br/>
[[b2.ParticleSystem:setTexture]] {{<translate>set texture to particles</translate>}}<br/>
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[[b2.ParticleSystem:setTexture]] ''<translate>set texture to particles</translate>''<br/>
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=== Events ===
 
=== Events ===
 
=== Constants ===
 
=== Constants ===

Revision as of 15:34, 23 August 2018

Supported platforms:
Available since: Gideros 2015.06.30

Description

Defines particle system in box2d world using Liquid fun

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=0
})

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 create new particle
b2.ParticleSystem:createParticleGroup create group of particles
b2.ParticleSystem:destroyParticle destroy particle by id
b2.ParticleSystem:destroyParticles
b2.ParticleSystem:getParticleCount
b2.ParticleSystem:getParticleGroupList
b2.ParticleSystem:setTexture set texture to particles

Events

Constants

b2.ParticleSystem.FLAG_COLOR_MIXING
b2.ParticleSystem.FLAG_ELASTIC
b2.ParticleSystem.FLAG_POWDER
b2.ParticleSystem.FLAG_SPRING
b2.ParticleSystem.FLAG_TENSILE
b2.ParticleSystem.FLAG_VISCOUS
b2.ParticleSystem.FLAG_WALL
b2.ParticleSystem.FLAG_WATER
b2.ParticleSystem.FLAG_ZOMBIE