## part\_system\_create\_layer
#### **描述**
這個函數將在給定的圖層上創建一個新的粒子系統。您將函數layer_create()創建圖層后返回的唯一圖層ID或用字符串為圖層的名稱(例如“instance_layer”)賦予該值,然后將設置標記為永久的或不持久的。如果粒子系統被標記為永久性的,那么它將在所有房間被創建之后持續存在(并且如果在后續房間中不存在對應圖層,則自動分配托管層),但是如果為不持久,則系統將是在創建它的房間銷毀的末尾自動銷毀(這與您調用函數part_system_destroy相同,也將銷毀與系統關聯的所有發射器)。該函數將為粒子系統返回一個唯一的ID值,該值用于需要提供系統ID的所有其他函數調用中。
**重要**!如果您將粒子系統標記為持久性的,那么它(以及分配給它的任何發射器)在不使用時需要使用銷毀函數手動清理,否則會出現內存泄漏,從而對最終游戲產生不好的影響。
#### **語法:**
part_system_create_layer(layer_id, persistent);
| 參數 | 描述 |
| :--- | :--- |
| layer | 這個函數將在給定的圖層上創建一個新的粒子系統。 填寫圖層ID或字符串來指定(可以是任何圖層類型) |
| persistent | 將粒子系統標記為永久(設置為true)或不設置(設置為false) |
**返回: **
數值(系統粒子的唯一值)
#### 舉例:
```js
global.p_sys = part_system_create_layer("effects_layer", true);
```
上面的代碼將在給定的圖層上創建一個新的粒子系統,并將其標記為保留在后續的房間中。 粒子系統的ID存儲在全局范圍變量中以備將來使用。
- 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)