## 粒子发射器
GameMaker Studio 2使用发射器在屏幕上可以有不同形式和分布的区域发射粒子。他们也可以创建一个连续的粒子流,或者他们可以一次爆发大量的粒子,这取决于函数的使用方式。
由于粒子发射器是动态创建的资源,因此您必须创建它并将返回的索引存储在变量中,以在所有其他函数调用发射器,并且在不再需要发射器时还要销毁发射器,这一点非常重要。否则你产生内存泄漏,游戏会变得卡顿,并最终崩溃。同样值得注意的是,即使索引本身被销毁或者替换,粒子发射器也依然是永远存在。所以,即使你换了房间或者重新开始游戏,系统和粒子仍然会留在所有的房间里,所以你最好确保在你不再需要的时候摧毁它们。
以下功能可用于设置发射器并让它们创建粒子。请注意,它们每个都需要粒子系统的索引作为第一个参数。
* 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
- 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)