part_particles_create_colour
在給定的位置和給定的顏色從粒子系統中創建粒子。
語法:
part_particles_create_colour(ind, x, y, parttype, colour, number);
| 參數 | 描述 |
| --- | --- |
| ind | 粒子系統的ID |
| x | 創建的X坐標 |
| y | 創建的Y坐標 |
| parttype | 創建的粒子類型ID |
| colour | 粒子混合顏色 |
| number | 創建的粒子數量 |
返回: N/A
描述
這種功能對于那些不需要粒子發射器提供的功能的效果是很好的(例如,從導彈中產生煙,或者簡單的爆炸效果),因為它允許你在游戲房間的任何位置快速和簡單地創建粒子。同時,當前函數允許你創建粒子時對其著色以覆蓋他原有的顏色,不過它并不會影響粒子本身的顏色,僅僅是針對當前的繪制而已。請注意,您必須在此之前創建了粒子系統和粒子類型。
舉例:
~~~
if speed > 1
{
part_particles_create_colour(sname, x, y, p_MagicSmoke, choose(c_aqua, c_lime, c_fuschia, c_orange), 1);
}
~~~
上面的例子當速度大于1時,會在實例位置持續創建1個隨機顏色(4選1)的粒子。
- 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)