## 粒子發射器
GameMaker Studio 2使用發射器在屏幕上可以有不同形式和分布的區域發射粒子。他們也可以創建一個連續的粒子流,或者他們可以一次爆發大量的粒子,這取決于函數的使用方式。
由于粒子發射器是動態創建的資源,因此您必須創建它并將返回的索引存儲在變量中,以在所有其他函數調用發射器,并且在不再需要發射器時還要銷毀發射器,這一點非常重要。否則你產生內存泄漏,游戲會變得卡頓,并最終崩潰。同樣值得注意的是,即使索引本身被銷毀或者替換,粒子發射器也依然是永遠存在。所以,即使你換了房間或者重新開始游戲,系統和粒子仍然會留在所有的房間里,所以你最好確保在你不再需要的時候摧毀它們。
以下功能可用于設置發射器并讓它們創建粒子。請注意,它們每個都需要粒子系統的索引作為第一個參數。
* 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
- 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)