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ParticleSystem:emit
Available since LÖVE 0.9.0 |
This function is not supported in earlier versions. |
Emits a burst of particles from the particle emitter.
Function
Synopsis
ParticleSystem:emit( numparticles )
Arguments
number numparticles
- The amount of particles to emit. The number of emitted particles will be truncated if the particle system's max buffer size is reached.
Returns
Nothing.
Examples
Spawn a bunch of particles
This example will create a burst of particles when the spacebar is pressed. 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:setLinearAcceleration(-5, -5, 50, 100); -- Randomized movement towards the bottom of the screen.
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
function love.keypressed(key)
if key == ' ' then
psystem:emit(32)
end
end
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:setLinearAcceleration(-5, -5, 50, 100); -- Randomized movement towards the bottom of the screen.
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
function love.keypressed(key)
if key == ' ' then
psystem:emit(32)
end
end
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