part_particles_create_colour
在给定的位置和给定的颜色从粒子系统中创建粒子。
语法:
part_particles_create_colour(ind, x, y, parttype, colour, number);
| 参数 | 描述 |
| --- | --- |
| ind | 粒子系统的ID |
| x | 创建的X坐标 |
| y | 创建的Y坐标 |
| parttype | 创建的粒子类型ID |
| colour | 粒子混合颜色 |
| number | 创建的粒子数量 |
返回: N/A
描述
这种功能对于那些不需要粒子发射器提供的功能的效果是很好的(例如,从导弹中产生烟,或者简单的爆炸效果),因为它允许你在游戏房间的任何位置快速和简单地创建粒子。同时,当前函数允许你创建粒子时对其着色以覆盖他原有的颜色,不过它并不会影响粒子本身的颜色,仅仅是针对当前的绘制而已。请注意,您必须在此之前创建了粒子系统和粒子类型。
举例:
~~~
if speed > 1
{
part_particles_create_colour(sname, x, y, p_MagicSmoke, choose(c_aqua, c_lime, c_fuschia, c_orange), 1);
}
~~~
上面的例子当速度大于1时,会在实例位置持续创建1个随机颜色(4选1)的粒子。
- 简言
- 额外接口
- asset_get_index
- asset_get_type
- 粒子(PARTICLE)
- 简单粒子系统
- effect_create_below
- effect_create_above
- effect_clear
- ef_all
- 粒子系统
- 粒子系统的创建
- 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
- 系统绘图
- part_system_automatic_update
- part_system_automatic_draw
- part_system_update
- part_system_drawit
- part_system_draw_order
- 直接创建粒子
- part_particles_create
- part_particles_create_colour
- 粒子类型
- 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
- 粒子发射器
- 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
- 数组(array)
- 数据结构(Data structures)
- 心得分享
- ds_exists
- ds_set_precision
- 网格(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)
- 队列(Queues)
- 优先队列(Priority Queues)
- 堆栈(stack)