part_type_sprite(ind, sprite, animate, stretch, random);
参数 | 描述 |
---|---|
ind | The index of the particle type to change. |
sprite | The index of the sprite to set the particle type to. |
animate | Whether to follow the sprite's animation normally (true) or not (false). |
stretch | Whether to stretch the sprite's animation to match the particle lifespan (true) or not (false). |
random | Whether to choose a random sub-image (true) or not (false). |
返回: N/A(无返回值)
This function can be used to set a particle type to use a custom
sprite from the game assets. You can select the sprite and then
tell GameMaker Studio 2 to use the sprite and animate it or
not, and if you choose animated, then you can also choose to have
the sub-images changed at an interval such that the animation will
begin and end at the beginning and end of the lifetime of each
particle created (so that if you have a lifetime set to a15 step
minimum and a 30 step maximum, no matter what value the lifetime
has the animation will be made to fit, with it running faster for
the shorter lifetimes and slower for the longer). You can also
select to choose a random sub-image so that if the sprite is not
animated, a different image will be chosen at random to create the
sprite, or if the particle is animated it will start the animation
at a random point.
global.p1 = part_type_create();
part_type_sprite(global.p1 , spr_Coins, 1, 0, 0);
part_type_size(global.p1, 1, 3, 0, 0);
part_type_scale(global.p1, 1, 1);
part_type_colour1(global.p1, c_white);
part_type_alpha2(global.p1, 1, 0);
part_type_speed(global.p1, 2, 4, 0, 0);
part_type_direction(global.p1, 0, 180, 0, 0);
part_type_gravity(global.p1, 0.20, 270);
part_type_orientation(global.p1, 0, 0, 0, 0, 1);
part_type_blend(global.p1, 1);
part_type_life(global.p1, 15, 60);
The above code sets the particle type indexed in the global variable "p1" to the shape of the sprite indexed in "spr_Coins", and then sets various other particle properties.