11/13/2022 0 Comments Docs2 particles![]() Tangential_acceleration_variance (float): The variation in Tangential_acceleration (float): The amount of tangentialĪcceleration to be applied to particles generated by emitter_type 0 Radial_acceleration_variance (float): The variation in To be applied to particles generated by emitter_type 0 Radial_acceleration (float): The amount of radial acceleration Generated by emitter_type 0 (Gravity emitter). Speed_variance (float): The variance in speed for particles Speed (float): The speed a particle will be emitted at if the Y_variance (float): The y component of pos_variance. X_variance (float): The x component of pos_variance. This property returns a copyĭirectly, instead set pos_variance again. Pos_variance (tuple): The amount of variance from the location ofĮmitter per particle. Start_rotation_variance (float): The variance in starting rotationĮnd_rotation (float): The ending rotation for a particle inĮnd_rotation_variance (float): The variance in ending rotation Start_rotation (float): The starting rotation for a particle in Actual size of particle will be scale * size ofĮnd_scale_variance (float): The amount of variance in end_scale Start_scale_variance (float): The amount of variance in start_scaleĮnd_scale (float): The scaling factor for the particles at theĮnd of their life. Actual size of particle will be scale * size Start_scale (float): The scaling factor for the particles at theīeginning of their life. Gravity_y (float): The y component of gravity. Gravity_x (float): The x component of gravity. Gravity (tuple): The amount of gravity that will effect particles Number_of_particles (int): The number of particles this effect Gravity emitter, and 1 for radial emitter. Paused (bool): If True this emitter will not create new particles.Įmitter_type (int): The type of the emitter. Life_span_variance (float): The amount of variance in life_span Life_span (float): The number of seconds a particle should exist Y_offset (float): The y component of pos_offset.Įmit_angle_offset (float): The offset in degrees from the parentĮmit_angle_variance (float): The amount of variance in the angle X_offset (float): The x component of pos_offset. Pos_offset (tuple): The (x, y) offset this Emitter should be from Texture (str): The name of the texture being used for this particleĪs registered in resource_managers.TextureManager. Attributes:Įffect_name (str): The name of this effect, as loaded byĮmitterSystem.load_effect or EmitterSystem.load_effect_from_data. Up to a max of MAX_EMITTERS asĭefined in particle_config.pxi can be attached to a single entity. You should not create one directly but instead allowĮmitterSystem to create them for you. The ParticleEmitter class controls the creation of particles for any Will be -1 if the component isĮmitters (list): List of length MAX_EMITTERS (defaults to 8, youĬan change this by recompiling kivent_particles after Attributes:Įntity_id (unsigned int): The entity_id this component is currentlyĪssociated with. Prefer to use EmitterSystem.add_effect and remove_effect. The component associated with EmitterSystem. update ( self, float dt ) ¶ class kivent_particles.emitter. Removes an effect from an existing entity without destroying the wholeĬomponent. Index (int): Index of the emitter to be removed in the Entity’s add_effect ( self, unsigned int entity_id, str effect_name ) ¶Įntity_id (unsigned int): Id of the entity to remove the effect #DOCS2 PARTICLES UPDATE#That will handle the creation and update of individual particles for Particle_system (ObjectProperty): Reference to the ParticleSystem Loaded_effects (list): Returns a list of the names for each effect This GameSystem will use the entities PositionSystem2D and RotateSystem2DĬomponents to influence the location of particles. EmittersĬan then be added during init_entity by including the name of the effects This can beĭone either through providing a dictionary of properties, using You need to load an emitter before attaching it to an Entity. Value in particle_config.pxi and recompile kivent_particles. If you wish to have more emitters, change this EachĮntity can have up to particle_config.MAX_EMITTERS emitters attached at The EmitterSystem manages attaching particle effects to entities. Processing Depends On: EmitterSystem, PositionSystem2D, RotateSystem2D Emitters ¶ class kivent_particles.emitter. ![]()
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