## **part_type_death**
**将粒子类型设置为在其生命周期结束时发出另一个粒子类型的粒子。**
#### **语法:**
part_type_death(ind, death_number, death_type);
| 参数 | 描述 |
| --- | --- |
| ind | 粒子类型ID |
| death_number | 消亡时产生的新粒子数量(设置为负值,代表有一定1/所填值的释放几率) |
| death_type | 新的粒子类型ID |
**返回:** N/A
#### **描述**
这个函数可以用来使你的粒子在其生命周期结束时爆发另一种类型的粒子。
注意:切勿使用相同的粒子类型,因为这将导致无限循环,并可能在数秒内崩溃游戏!另外,使用这个时要非常小心,因为这会大大增加屏幕上的粒子数量,并导致游戏速度明显下降。
#### **举例:**
~~~
particle1 = part_type_create();
part_type_shape(particle1, pt_shape_flare);
part_type_size(particle1, 0.20, 0.30, 0.50, 0);
part_type_scale(particle1, 0.10, 0.20);
part_type_colour3(particle1, 33023, 8454143, 33023);
part_type_alpha3(particle1, 0.30, 0.50, 0);
part_type_speed(particle1, 0.40, 1, 0, 0);
part_type_direction(particle1, 0, 359, 0, 20);
part_type_gravity(particle1, 0.20, 90);
part_type_orientation(particle1, 90, 90, 0, 0, 1);
part_type_blend(particle1, 1);
part_type_life(particle1, 1, 40);
particle2 = part_type_create();
part_type_shape(particle2, pt_shape_smoke);
part_type_size(particle2, 1, 1, 0, 0);
part_type_scale(particle2, 0.50, 0.50);
part_type_colour1(particle2, 12632256);
part_type_alpha3(particle2, 0.10, 0.40, 0);
part_type_speed(particle2, 0.50, 0.50, 0, 0);
part_type_direction(particle2, 0, 359, 0, 0);
part_type_gravity(particle2, 0.20, 90);
part_type_orientation(particle2, 0, 359, 0, 1, 1);
part_type_blend(particle2, 0);
part_type_life(particle2, 60, 60);
part_type_death(particle1, 1, particle2);
~~~
上面的代码创建并定义了两个粒子,并将在变量“粒子1”中建立的粒子设置为消亡时创建1个“粒子2”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)