## **part_type_orientation**
**設置粒子的朝向。**
#### **語法:**
part_type_orientation( ind, ang_min, ang_max, ang_incr, ang_wiggle, ang_relative );
| 參數 | 描述 |
| --- | --- |
| ind | 粒子類型ID |
| ang_min | 粒子的最小起始朝向角度 |
| ang_max | 粒子的最大起始朝向角度 |
| ang_incr | 每步增加(或減小,如果為負值)的朝向角度 |
| ang_wiggle | 朝向角度每步順時針/逆時針擺動的量 |
| ang_relative | 是(true)否(false)相對于粒子的運動方向設置角度 |
**返回:** N/A
#### **描述**
該函數用于確定粒子精靈創建時的朝向,也可用于使粒子朝向在生命周期內進行改變。最小和最大朝向的默認值都為0,但可以按照GameMaker Studio 2標準的方向0度向右,90度向上,180度向左和270度向下進行改變,也可以設置不同值來隨機化方向。如果將它們設置為相同的值,則粒子將全部以相同的方向創建。
您還可以設置一個增量值,該增量值將在生命周期的每一步增加(正數)或減少(負數)朝向的角度。該值可以是(+/-)0.01的最小值。
您也可以設置“擺動”因子,與其他粒子功能相同。這是一個在粒子生命周期內每步都隨機添加或減去粒子朝向的角度值。顯然,較大的值比較小的值更明顯,而這個值甚至可以是負值,最大范圍在-20和20之間。
最后,你可以選擇是否相對于粒子的運動方向設置角度,也就是說,當粒子開始運動時,粒子的朝向會跟隨運動方向而改變。值得注意的是,如果粒子的速度因為減少而變為0的時候,那么他的朝向為將為0°,所以相對取向將導致粒子精靈“跳”到另一個朝向。
#### **舉例:**
~~~
part_type_shape(particle2, pt_shape_spark);
part_type_size(particle2, 0.10, 0.50, 0.01, 0);
part_type_scale(particle2, 0.30, 0.30);
part_type_colour1(particle2, 8454143);
part_type_alpha1(particle2, 0.50);
part_type_speed(particle2, 4, 4, -0.07, 1);
part_type_direction(particle2, 0, 359, 0, 20);
part_type_orientation(particle2, 0, 359, 0, 20, 1);
part_type_blend(particle2, 1);
part_type_life(particle2, 1, 5);
~~~
上面的代碼將設置各種粒子值,包括在0到359之間的隨機值的朝向。它也會每一步隨機的數量加在它的每一步0到20之間的任何地方,而且方向是相對于運動的方向調整
- 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)