Property | Type | Description | |
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bounce | float | ||
frequency | float | ||
gravity | float | ||
lifespan | float | ||
maxParticleSpeed | |||
maxRotation | float | ||
minParticleSpeed | |||
minRotation | float | ||
on | bool | ||
particleClass | Object | ||
particleDrag |
Property | Type | Description | |
---|---|---|---|
_counter | uint | ||
_explode | bool | ||
_point | |||
_quantity | uint | ||
_timer | float |
Method | Description | |
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FlxEmitter ( float X, float Y, uint size ) : System |
Creates a new
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at ( FlxObject flxObject ) : void |
Change the emitter's midpoint to match the midpoint of a
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destroy ( ) : void |
Clean up memory.
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emitParticle ( ) : void |
This function can be used both internally and externally to emit the next particle.
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kill ( ) : void |
Call this function to turn off all the particles and the emitter.
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makeParticles ( Microsoft.Xna.Framework.Graphics.Texture2D graphics, uint Quantity = 50, uint BakedRotations, bool Multiple = false, float Collide = 0.8f ) : FlxEmitter |
This function generates a new array of particle sprites to attach to the emitter.
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setRotation ( float Min, float Max ) : void |
A more compact way of setting the angular velocity constraints of the emitter.
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setSize ( uint Width, uint Height ) : void |
A more compact way of setting the width and height of the emitter.
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setXSpeed ( float Min, float Max ) : void |
A more compact way of setting the X velocity range of the emitter.
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setYSpeed ( float Min, float Max ) : void |
A more compact way of setting the Y velocity range of the emitter.
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start ( bool Explode = true, float Lifespan, float Frequency = 0.1f, uint Quantity ) : void |
Call this function to start emitting particles.
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update ( ) : void |
Called automatically by the game loop, decides when to launch particles and when to "die".
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public FlxEmitter ( float X, float Y, uint size ) : System | ||
X | float | The X position of the emitter. |
Y | float | The Y position of the emitter. |
size | uint | Optional, specifies a maximum capacity for this emitter. |
return | System |
public at ( FlxObject flxObject ) : void | ||
flxObject | FlxObject | The FlxObject that you want to sync up with. |
return | void |
public makeParticles ( Microsoft.Xna.Framework.Graphics.Texture2D graphics, uint Quantity = 50, uint BakedRotations, bool Multiple = false, float Collide = 0.8f ) : FlxEmitter | ||
graphics | Microsoft.Xna.Framework.Graphics.Texture2D | Texture for the particles - can be one square or a spritesheet. Set Multiple to true if it is a spritesheet and it will automatically create the particles as long as each frame on the spritesheet is square |
Quantity | uint | The number of particles to generate |
BakedRotations | uint | |
Multiple | bool | Whether or not the Texture contains multiple sprites for particles |
Collide | float | The collidability of the particle, 1 = Full and 0 = None |
return | FlxEmitter |
public setRotation ( float Min, float Max ) : void | ||
Min | float | The minimum value for this range. |
Max | float | The maximum value for this range. |
return | void |
public setSize ( uint Width, uint Height ) : void | ||
Width | uint | The desired width of the emitter (particles are spawned randomly within these dimensions). |
Height | uint | The desired height of the emitter. |
return | void |
public setXSpeed ( float Min, float Max ) : void | ||
Min | float | The minimum value for this range. |
Max | float | The maximum value for this range. |
return | void |
public setYSpeed ( float Min, float Max ) : void | ||
Min | float | The minimum value for this range. |
Max | float | The maximum value for this range. |
return | void |
public start ( bool Explode = true, float Lifespan, float Frequency = 0.1f, uint Quantity ) : void | ||
Explode | bool | Whether the particles should all burst out at once. |
Lifespan | float | How long each particle lives once emitted. 0 = forever. |
Frequency | float | Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds. |
Quantity | uint | How many particles to launch. 0 = "all of the particles". |
return | void |
public FlxPoint,flxSharp.flxSharp maxParticleSpeed | ||
return |
public FlxPoint,flxSharp.flxSharp minParticleSpeed | ||
return |