ParticleSystem

From Crumbled World Wiki

ParticleSystemExampleCode

Inheritance

RenderNode


Static functions

return function description
ParticleSystem new(table dataTab) Create a new Instance of the the ParticleSystem

Functions

return function description
update()
setLine(Vec3 startPos, Vec3 endPos, float timePos)
bool isRendering()
setScale(float scale) Scales the particle effect 1.0 is default size
setEmitterPos(Vec3 pos) Where the particles will spawn. This does not effect the already spawned particles
setEmitterPos(Vec3 pos, Vec3 atVec) Where the particles will spawn and ad a target vector for vector based particle effects. This does not effect the already spawned particles
setEmitterLine(Line3D line) Particles will spawn equaly over the line
setEmitterLine(Line3D line, Vec3 atVec)
setAtVector(Vec3 atVec)
setFullAlphaOnRange(float range)
ageParticles(float time) Ages the particle system by a set amount of time
activate(Vec3 pos)
activate(Vec3 pos, Vec3 atVec)
deactivate()
deactivate(double duration) Will deactivate the partices. but they will fade out during a set time.
bool isActive() Returns true if any particle is still active, else it return false.
setScale(float scale) Set the scale of the particle effect from 0.0 to infinity.
setSpawnRadius(float radius) Set the radius where particles can spawn, from 0.0 to infinity.
setSpawnRate(float rate) Set the percentage of how many particles will spawn, where 1.0 is 100%. the math is rate * default spawn rate
setProportionRightForNoneWallboardParticle(float proportion) how wide the particle should be if pixel wise it is 10px,100px then the proportion should be 10 to keep the shape
resetSpawnTimer()