Hot Particles - particle editor

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ReFreezed
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Re: Hot Particles - particle editor

Post by ReFreezed »

Jayverb wrote: Tue Feb 16, 2021 7:15 pm That would be great for placing stuff on a background image :)
Yeah, I was thinking that.
Jayverb wrote: Tue Feb 16, 2021 7:15 pm How would I put this in the main.lua ? So I can access a parameter say on particleDatas[2] for example.
Just access parameters with the dot syntax. In the example there are two particle systems, which means these two code snippets do the same thing:

Code: Select all

for _, particleData in ipairs(particleDatas) do
	particleData.system:update(dt)
end

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particleDatas[1].system:update(dt) -- Use the dot to access table fields.
particleDatas[2].system:update(dt)
Look at the Lua manual if you're unsure about syntax rules in Lua.
Jayverb wrote: Tue Feb 16, 2021 7:15 pm Also what part do shaders play ?
You can specify a custom shader in the program if you want to render particles in a different way. If you're not using shaders then just ignore/exclude everything shader-related.
Tools: Hot Particles, LuaPreprocess, (more)
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Jayverb
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Re: Hot Particles - particle editor

Post by Jayverb »

@ReFreezed
Gotcha ! That's exactly what I needed to know, Thanks !
So am I writing

Code: Select all

particleDatas[1].system:setPosition(x-200,y-200)
and that should do the trick keeping local intact.. because system=ps ?
I have looked into shaders and yes that's a whole other kettle of fish :ultrahappy:
Looking forward to spending some time creating some assets.
I have to say that this feels like the perfect place to start with love2d using your program as a basis, it's a hella lot of fun. :shock:
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ReFreezed
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Re: Hot Particles - particle editor

Post by ReFreezed »

Update 1.8

Changes since 1.7:
  • Particle systems can now have individual position offsets.
  • Fixed particle path previews not using the specified area distribution.
  • Templates: Values have been moved to the 'exported' namespace (i.e. particleSystems is now exported.particleSystems). (Values are also available in the old place so existing templates still work.)
  • Templates: Added exported.emitterPosition and exported.particleSystems[n].emitterOffset.
  • Templates: Deprecated exported.particleSystems[n].offset. (Use exported.particleSystems[n].textureOffset instead.) ('offset' is an alias for 'textureOffset' so existing templates still work.)
  • Templates: exported.particleSystems[n].texturePreset is now empty if a custom texture is used.
  • The default templates have been updated.
I've also updated the examples repository.
Tools: Hot Particles, LuaPreprocess, (more)
Games: Momento Temporis: Light from the Deep, Energize!
"If each mistake being made is a new one, then progress is being made."
Jayverb
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Re: Hot Particles - particle editor

Post by Jayverb »

Re Update 1.8,
Thanks for this ! Happy days :)
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Re: Hot Particles - particle editor

Post by Jayverb »

@ReFreezed
Does this mean we can overlay on top of a background image to export and emitter positions will be correct ?
Will have to test asap, thanks again !
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Re: Hot Particles - particle editor

Post by ReFreezed »

@Jayverb
Yes. Just look at what the updated default exporter outputs to see where you can get the coordinates.
No problem! :)
Tools: Hot Particles, LuaPreprocess, (more)
Games: Momento Temporis: Light from the Deep, Energize!
"If each mistake being made is a new one, then progress is being made."
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