## **part_type_death**
**將粒子類型設置為在其生命周期結束時發出另一個粒子類型的粒子。**
#### **語法:**
part_type_death(ind, death_number, death_type);
| 參數 | 描述 |
| --- | --- |
| ind | 粒子類型ID |
| death_number | 消亡時產生的新粒子數量(設置為負值,代表有一定1/所填值的釋放幾率) |
| death_type | 新的粒子類型ID |
**返回:** N/A
#### **描述**
這個函數可以用來使你的粒子在其生命周期結束時爆發另一種類型的粒子。
注意:切勿使用相同的粒子類型,因為這將導致無限循環,并可能在數秒內崩潰游戲!另外,使用這個時要非常小心,因為這會大大增加屏幕上的粒子數量,并導致游戲速度明顯下降。
#### **舉例:**
~~~
particle1 = part_type_create();
part_type_shape(particle1, pt_shape_flare);
part_type_size(particle1, 0.20, 0.30, 0.50, 0);
part_type_scale(particle1, 0.10, 0.20);
part_type_colour3(particle1, 33023, 8454143, 33023);
part_type_alpha3(particle1, 0.30, 0.50, 0);
part_type_speed(particle1, 0.40, 1, 0, 0);
part_type_direction(particle1, 0, 359, 0, 20);
part_type_gravity(particle1, 0.20, 90);
part_type_orientation(particle1, 90, 90, 0, 0, 1);
part_type_blend(particle1, 1);
part_type_life(particle1, 1, 40);
particle2 = part_type_create();
part_type_shape(particle2, pt_shape_smoke);
part_type_size(particle2, 1, 1, 0, 0);
part_type_scale(particle2, 0.50, 0.50);
part_type_colour1(particle2, 12632256);
part_type_alpha3(particle2, 0.10, 0.40, 0);
part_type_speed(particle2, 0.50, 0.50, 0, 0);
part_type_direction(particle2, 0, 359, 0, 0);
part_type_gravity(particle2, 0.20, 90);
part_type_orientation(particle2, 0, 359, 0, 1, 1);
part_type_blend(particle2, 0);
part_type_life(particle2, 60, 60);
part_type_death(particle1, 1, particle2);
~~~
上面的代碼創建并定義了兩個粒子,并將在變量“粒子1”中建立的粒子設置為消亡時創建1個“粒子2”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)