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Here is a very basic one (see section "Reference" for all available particle properties): Attach them to an emitter then and you are ready to go. For a fire effect, for example, you would create one particle type for the smoke, another one for the flames and maybe a third one to show some sparks flying around. You can create as many different particle types and attach as many of them to an emitter as you like. Local MyEmitter = Particles.GetEmitter("name")Ī particle type describes how particles behave, so a particle type contains all relevant properties of a certain kind of particle. Otherwise, it cannot be garbage collected and will remain in memory! So be careful when storing emitter handles on your own! If you store an emitter's handle, you must set this reference to the emitter to "nil" before you delete the emitter.
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So if you put the emitter into a display group, it's particles will be drawn inside this group only. Principally, all particles of an emitter will be drawn inside the emitter's parent. Therefore, you can also place an emitter within a certain group. An emitter's handle can be used like any common graphics object. This handle can then be used to freely position, rotate or move the emitter. You can also receive a handle to the created emitter. Particles.CreateEmitter("name", x,y, rotation, visible, loop, autoDestroy) Emitters can be created and deleted at any time, but it's a good practice to create them right before your level starts, re-use them during the game and delete them on level clean-up: Access all the library's features like this: Once included, all Particle Candy functions are available using the global variable 'Particles' (or '_G.Particles') then from anywhere in your code. Browse for the 'lib_particle_a' file and add it to your project. In Gideros Manager, right-click your project's name and choose 'Add existing file'.
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Local Particles = require("lib_particle_candy") lua file in the directory of your project and include it with the following command (just place the name of the library within the quotes, without the ".lua" extension) :
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