love.graphics.newParticleSystem

Creates a new ParticleSystem.

O.png 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 black.
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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