Difference between revisions of "B2.ParticleSystem"

From GiderosMobile
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__NOTOC__
 
__NOTOC__
 
<!-- GIDEROSOBJ:b2.ParticleSystem -->
 
<!-- GIDEROSOBJ:b2.ParticleSystem -->
'''<translate>Supported platforms</translate>:''' <br/>
+
'''<translate>Supported platforms</translate>:''' [[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/>
 
'''<translate>Available since</translate>:''' Gideros 2015.06.30<br/>
 
'''<translate>Available since</translate>:''' Gideros 2015.06.30<br/>
 
=== <translate>Description</translate> ===
 
=== <translate>Description</translate> ===

Revision as of 17:42, 31 August 2018

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 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