## **part_emitter_stream**
**从给定的发射器中每一步都会创造出粒子。**
#### **语法:**
part_emitter_stream(ps, ind, parttype, number);
| 参数 | 描述 |
| --- | --- |
| ps | 关联的粒子系统ID |
| ind | 发射器ID |
| parttype | 要创建粒子的ID |
| number | 每步要创建粒子的数量 |
**返回:** N/A
#### **描述**
这个函数允许你设置一个发射器来传输一个特定类型的粒子,通常在create事件中使用,因为它是一个一次性的代码,它设置发射器在游戏的每一步中创造出指定的粒子。粒子按照由函数part_emitter_region设置的分布,形状和位置发射。你可以再次调用这个函数并设置粒子的数量为零来“关闭”粒子流,而函数也会接受负数的数量,在这种情况下,发射器将产生基于随机机会的粒子。例如,如果您将粒子编号设置为-5,则每一步都会产生一个粒子1:5的几率。如果您需要一次性显示粒子而不是每一步都产生粒子,您应该使用函数part_emitter_burst。
#### **举例:**
~~~
part_emitter_stream(global. Sname, p_emit1, p1, 1);
~~~
上面的代码将在游戏的每一步中流1粒子,直到发射器被破坏或者流被设置为0。
- 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)