love.graphics.newParticleSystem
Creates a new ParticleSystem.
This function can be slow if it is called repeatedly, such as from love.update or love.draw. If you need to use a specific resource often, create it once and store it somewhere it can be reused!
Function
Synopsis
system = love.graphics.newParticleSystem( image, buffer )
Arguments
Image image
- The image to use.
number buffer
- The max number of particles at the same time.
Returns
ParticleSystem system
- A new ParticleSystem.
Function
Available since LÖVE 0.9.1
This variant is not supported in earlier versions.
Synopsis
system = love.graphics.newParticleSystem( texture, buffer )
Arguments
Texture texture
- The texture (Image or Canvas) to use.
number buffer
- The max number of particles at the same time.
Returns
ParticleSystem system
- A new ParticleSystem.
Examples
Creation and usage of a particle system
You can use the LÖVE logo as an example image.
function love.load() local img = love.graphics.newImage('logo.png') psystem = love.graphics.newParticleSystem(img, 32) psystem:setParticleLifetime(2, 5) -- Particles live at least 2s and at most 5s. psystem:setEmissionRate(5) psystem:setSizeVariation(1) psystem:setLinearAcceleration(-20, -20, 20, 20) -- Random movement in all directions. psystem:setColors(255, 255, 255, 255, 255, 255, 255, 0) -- Fade to transparency. end function love.draw() -- Draw the particle system at the center of the game window. love.graphics.draw(psystem, love.graphics.getWidth() * 0.5, love.graphics.getHeight() * 0.5) end function love.update(dt) psystem:update(dt) end
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