## **part_type_sprite**
**将创建的粒子的形状设置为指定的精灵。**
#### **语法:**
part_type_sprite(ind, sprite, animate, stretch, random);
| 参数 | 描述 |
| --- | --- |
| ind | 粒子类型ID |
| sprite | 需要设置精灵的索引 |
| animate | 是否播放动画,是(true)或 否(false),类似image_speed |
| stretch | 是否延伸精灵动画以匹配其生命周期 |
| random | 是否随机选择子图像,是(true)或 否(false) |
**返回: **N/A
#### **描述**
此功能可用于设置粒子类型以使用游戏中的自定义精灵。您可以选择精灵,然后并设置它的动画效果,如果您选择了播放动画效果,那么您也可以选择让子图像以一定间隔进行播放,以便动画将开始和结束在创建每个粒子的生命周期的开始和结束时(假设它的生命周期设置为最小15步和最大30步,则无论生命周期的值如何,都将使动画与之匹配,运行速度更快对于更短的生命周期或更慢对于更长的生命周期)。你也可以选择一个随机的子图像,如果不播放动画则随机选择一个不同的子图像来创建精灵,如果播放动画,它将在随机点开始动画。
#### **举例:**
~~~
global.p1 = part_type_create();
part_type_sprite(global.p1 , spr_Coins, 1, 0, 0);
part_type_size(global.p1, 1, 3, 0, 0);
part_type_scale(global.p1, 1, 1);
part_type_colour1(global.p1, c_white);
part_type_alpha2(global.p1, 1, 0);
part_type_speed(global.p1, 2, 4, 0, 0);
part_type_direction(global.p1, 0, 180, 0, 0);
part_type_gravity(global.p1, 0.20, 270);
part_type_orientation(global.p1, 0, 0, 0, 0, 1);
part_type_blend(global.p1, 1);
part_type_life(global.p1, 15, 60);
~~~
以上代码将在全局变量“p1”中索引的粒子类型设置为在“spr_Coins”中索引的精灵的形状,然后设置各种其他粒子属性。
- 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)