Difference between revisions of "love.graphics.newParticleSystem"

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</source>
 
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=== Arguments ===
 
=== Arguments ===
{{param|Texture|texture|The texture (Image or Canvas) to use.}}
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{{param|Texture|texture|The texture ([[Image]] or [[Canvas]]) to use.}}
 
{{param|number|buffer|The max number of particles at the same time.}}
 
{{param|number|buffer|The max number of particles at the same time.}}
 
=== Returns ===
 
=== Returns ===
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== See Also ==
 
== See Also ==
 
* [[parent::love.graphics]]
 
* [[parent::love.graphics]]
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* [[ParticleSystem:clone]]
 
* [[Constructs::ParticleSystem]]
 
* [[Constructs::ParticleSystem]]
 
[[Category:Functions]]
 
[[Category:Functions]]

Revision as of 20:07, 6 January 2015

Creates a new ParticleSystem.

O.png This function can be slow if it is called repeatedly, such as from love.update or love.draw. If you need to use a specific resource often, create it once and store it somewhere it can be reused!  



Function

Synopsis

system = love.graphics.newParticleSystem( image, buffer )

Arguments

Image image
The image to use.
number buffer
The max number of particles at the same time.

Returns

ParticleSystem system
A new ParticleSystem.

Function

Available since LÖVE 0.9.1
This variant is not supported in earlier versions.

Synopsis

system = love.graphics.newParticleSystem( texture, buffer )

Arguments

Texture texture
The texture (Image or Canvas) to use.
number buffer
The max number of particles at the same time.

Returns

ParticleSystem system
A new ParticleSystem.

Examples

Creation and usage of a particle system

You can use the löve logo as an example image.

function love.load()
	local img = love.graphics.newImage('logo.png');

	psystem = love.graphics.newParticleSystem(img, 32);
	psystem:setParticleLifetime(2, 5); -- Particles live at least 2s and at most 5s.
	psystem:setEmissionRate(5);
	psystem:setSizeVariation(1);
	psystem:setLinearAcceleration(-20, -20, 20, 20); -- Random movement in all directions.
	psystem:setColors(255, 255, 255, 255, 255, 255, 255, 0); -- Fade to black.
end

function love.draw()
	-- Draw the particle system at the center of the game window.
	love.graphics.draw(psystem, love.graphics.getWidth() * 0.5, love.graphics.getHeight() * 0.5);
end

function love.update(dt)
	psystem:update(dt);
end

See Also


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