프로퍼티 | 타입 | 설명 | |
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delay | float | ||
justEmitted | bool | ||
maxParticleSpeed | Vector2 | ||
minParticleSpeed | Vector2 | ||
particleDrag | Vector2 |
메소드 | 설명 | |
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At ( FlxObject Object ) : void |
Change the emitter's position to the origin of a
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CreateSprites ( Microsoft.Xna.Framework.Graphics.Texture2D graphics, int quantity ) : |
This function generates a new array of sprites to attach to the emitter.
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CreateSprites ( Microsoft.Xna.Framework.Graphics.Texture2D graphics, int quantity, bool Multiple ) : |
This function generates a new array of sprites to attach to the emitter.
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CreateSprites ( Microsoft.Xna.Framework.Graphics.Texture2D graphics, int quantity, bool Multiple, float Collide, float Bounce ) : |
This function generates a new array of sprites to attach to the emitter.
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EmitParticle ( ) : void |
This function can be used both internally and externally to emit the next particle.
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FlxEmitter ( ) : System.Collections.Generic |
Creates a new
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FlxEmitter ( int x, int y ) : System.Collections.Generic | ||
Kill ( ) : void |
Call this function to turn off all the particles and the emitter.
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SetRotation ( ) : void |
A more compact way of setting the angular velocity constraints of the emitter. @param Min The minimum value for this range. @param Max The maximum value for this range.
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SetRotation ( float Min, float Max ) : void | ||
SetSize ( int Width, int Height ) : void |
A more compact way of setting the width and height of the emitter. @param Width The desired width of the emitter (particles are spawned randomly within these dimensions). @param Height The desired height of the emitter.
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SetXSpeed ( ) : void |
A more compact way of setting the X velocity range of the emitter. @param Min The minimum value for this range. @param Max The maximum value for this range.
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SetXSpeed ( float Min, float Max ) : void | ||
SetYSpeed ( ) : void |
A more compact way of setting the Y velocity range of the emitter. @param Min The minimum value for this range. @param Max The maximum value for this range.
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SetYSpeed ( float Min, float Max ) : void | ||
Start ( ) : void |
Call this function to start emitting particles. @param Explode Whether the particles should all burst out at once. @param Delay You can set the delay (or lifespan) here if you want. @param quantity How many particles to launch. Default value is 0, or "all the particles".
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Start ( bool Explode, float Delay ) : void | ||
Start ( bool Explode, float Delay, int Quantity ) : void | ||
Stop ( ) : void |
Call this function to stop the emitter without killing it. @param Delay How long to wait before killing all the particles. Set to 'zero' to never kill them.
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Stop ( float Delay ) : void | ||
Update ( ) : void |
Called automatically by the game loop, decides when to launch particles and when to "die".
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메소드 | 설명 | |
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UpdateMembers ( ) : void |
Internal function that actually goes through and updates all the group members. Overridden here to remove the position update code normally used by a FlxGroup.
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메소드 | 설명 | |
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Initialize ( int x, int y ) : void | ||
UpdateEmitter ( ) : void |
Internal function that actually performs the emitter update (called by update()).
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public CreateSprites ( Microsoft.Xna.Framework.Graphics.Texture2D graphics, int quantity ) : |
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graphics | Microsoft.Xna.Framework.Graphics.Texture2D | If you opted to not pre-configure an array of FlxSprite objects, you can simply pass in a particle image or sprite sheet. |
quantity | int | The number of particles to generate when using the "create from image" option. |
리턴 |
public CreateSprites ( Microsoft.Xna.Framework.Graphics.Texture2D graphics, int quantity, bool Multiple ) : |
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graphics | Microsoft.Xna.Framework.Graphics.Texture2D | If you opted to not pre-configure an array of FlxSprite objects, you can simply pass in a particle image or sprite sheet. |
quantity | int | The number of particles to generate when using the "create from image" option. |
Multiple | bool | Whether the image in the graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!). |
리턴 |
public CreateSprites ( Microsoft.Xna.Framework.Graphics.Texture2D graphics, int quantity, bool Multiple, float Collide, float Bounce ) : |
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graphics | Microsoft.Xna.Framework.Graphics.Texture2D | If you opted to not pre-configure an array of FlxSprite objects, you can simply pass in a particle image or sprite sheet. |
quantity | int | The number of particles to generate when using the "create from image" option. |
Multiple | bool | Whether the image in the graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!). |
Collide | float | Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box. |
Bounce | float | Whether the particles should bounce after colliding with things. 0 means no bounce, 1 means full reflection. |
리턴 |
public FlxEmitter ( ) : System.Collections.Generic | ||
리턴 | System.Collections.Generic |
public FlxEmitter ( int x, int y ) : System.Collections.Generic | ||
x | int | |
y | int | |
리턴 | System.Collections.Generic |
public Start ( bool Explode, float Delay, int Quantity ) : void | ||
Explode | bool | |
Delay | float | |
Quantity | int | |
리턴 | void |