## **簡單粒子系統**
在GameMaker Studio 2中創建粒子的最簡單方法是使用內置的效果機制。使用內部的粒子系統產生效果,基本上是繪制圖形效果一個非常快的方法,而且在使用這些函數時不必擔心所有的細節\(比如內存管理\)。你只需指定效果的類型,它被創建的位置,它的大小,它的顏色然后讓GameMaker Studio 2完成所有的工作。
**以下功能用于構建粒子效果的:**
* **effect_create_below**
* **effect_create_above**
* **effect_clear**
**對于上述函數可以使用的預先定義的效果,也有許多不同的常量:**
* **ef_cloud**
* **ef_ellipse**
* **ef_explosion**
* **ef_firework**
* **ef_flare**
* **ef_rain**
* **ef_ring**
* **ef_smoke**
* **ef_smokeup**
* **ef_snow**
* **ef_spark**
* **ef_star**
盡管這些在范圍和定制上有限,但它們仍然可以被用來創建一些簡單的、巨大的效果。例如,在每一步中,在移動的導彈下面制造一小股灰色煙霧,就會產生一個相當有說服力的煙霧軌跡,所以即使你是一個粒子大佬,也要記住這些效應是存在的,因為它們仍然可以為你節省一些時間。
- 簡言
- 額外接口
- asset_get_index
- asset_get_type
- 粒子(PARTICLE)
- 簡單粒子系統
- effect_create_below
- effect_create_above
- effect_clear
- ef_all
- 粒子系統
- 粒子系統的創建
- part_system_exists
- part_system_create
- part_system_create_layer
- part_system_get_layer
- part_system_layer
- part_system_clear
- part_system_depth
- part_system_position
- part_system_destroy
- part_particles_clear
- part_particles_count
- 系統繪圖
- part_system_automatic_update
- part_system_automatic_draw
- part_system_update
- part_system_drawit
- part_system_draw_order
- 直接創建粒子
- part_particles_create
- part_particles_create_colour
- 粒子類型
- part_type_exists
- part_type_create
- part_type_destroy
- part_type_clear
- part_type_shape
- part_type_sprite
- part_type_size
- part_type_scale
- part_type_speed
- part_type_direction
- part_type_gravity
- part_type_orientation
- part_type_colour_mix
- part_type_colour_rgb
- part_type_colour_hsv
- part_type_colour1
- part_type_colour2
- part_type_colour3
- part_type_alpha1
- part_type_alpha2
- part_type_alpha3
- part_type_blend
- part_type_life
- part_type_step
- part_type_death
- 粒子發射器
- part_emitter_exists
- part_emitter_create
- part_emitter_clear
- part_emitter_region
- part_emitter_burst
- part_emitter_stream
- part_emitter_destroy
- part_emitter_destroy_all
- 數組(array)
- 數據結構(Data structures)
- 心得分享
- ds_exists
- ds_set_precision
- 網格(grid)
- ds_grid_create
- ds_grid_destroy
- ds_grid_width
- ds_grid_height
- ds_grid_resize
- ds_grid_clear
- ds_grid_set
- ds_grid_set_disk
- ds_grid_set_grid_region
- ds_grid_set_region
- ds_grid_shuffle
- ds_grid_sort
- ds_grid_get
- ds_grid_get_max
- ds_grid_get_mean
- ds_grid_get_min
- ds_grid_get_sum
- ds_grid_get_disk_max
- ds_grid_get_disk_mean
- ds_grid_get_disk_min
- ds_grid_get_disk_sum
- ds_grid_add
- ds_grid_add_region
- ds_grid_add_disk
- ds_grid_add_grid_region
- ds_grid_multiply
- ds_grid_multiply_disk
- ds_grid_multiply_region
- ds_grid_multiply_grid_region
- ds_grid_value_exists
- ds_grid_value_disk_exists
- ds_grid_value_x
- ds_grid_value_y
- ds_grid_value_disk_x
- ds_grid_value_disk_y
- ds_grid_copy
- ds_grid_read
- ds_grid_write
- 列表(list)
- 映射(map)
- 隊列(Queues)
- 優先隊列(Priority Queues)
- 堆棧(stack)