Difference between revisions of "B2.ParticleSystem:createParticleGroup"

From GiderosMobile
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<source lang="lua">
 
<source lang="lua">
 
b2.ParticleSystem:createParticleGroup(particleGroupDef)
 
b2.ParticleSystem:createParticleGroup(particleGroupDef)
</source>
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=== Parameters ===
 
=== Parameters ===
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flags=b2.ParticleSystem.FLAG_VISCOUS,
 
flags=b2.ParticleSystem.FLAG_VISCOUS,
 
})
 
})
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</syntaxhighlight>
  
 
{{B2.ParticleSystem}}
 
{{B2.ParticleSystem}}

Revision as of 17:36, 12 July 2023

Available since: Gideros 2011.6
Class: b2.ParticleSystem

Description

Creates a group of multiple particles with the same properties. The possible table properties are:

  • flags: the particle-behavior flags
  • groupFlags: the group-construction flags
  • position: the world position of the group. Moves the group's shape a distance equal to the value of position
  • angle: the world angle of the group in radians. Rotates the shape by an angle equal to the value of angle
  • linearVelocity: the linear velocity of the group's origin in world co-ordinates
  • angularVelocity: the angular velocity of the group
  • color: the color of all particles in the group
  • alpha: the alpha of all particles in the group
  • strength: the strength of cohesion among the particles in a group with flag b2.ParticleSystem.FLAG_ELASTIC or b2.ParticleSystem.FLAG_SPRING
  • shape: the shape where particles will be added
  • lifetime: lifetime of the particle group in seconds. A value <= 0.0f indicates a particle group with infinite lifetime

<source lang="lua"> b2.ParticleSystem:createParticleGroup(particleGroupDef) </syntaxhighlight>

Parameters

particleGroupDef: (table) table with particle group data

Example

<source lang="lua"> require "liquidfun" local world = b2.World.new(0, 9.8) local shape = b2.PolygonShape.new() shape:setAsBox(128, 128) local ps = world:createParticleSystem( { radius = 16 } ) ps:setTexture(Texture.new("gfx/myparticle.png")) stage:addChild(ps) ps:createParticleGroup({ shape = shape, position = { x = 128, y = 128}, color = 0xffffff, alpha=1, flags=b2.ParticleSystem.FLAG_VISCOUS, }) </syntaxhighlight>





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