本文整理汇总了C++中local::CreateParticle方法的典型用法代码示例。如果您正苦于以下问题:C++ local::CreateParticle方法的具体用法?C++ local::CreateParticle怎么用?C++ local::CreateParticle使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类local
的用法示例。
在下文中一共展示了local::CreateParticle方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Initialize
func Initialize()
{
SetAction("Travel");
SetRDir(10);
SetObjectLayer(nil);
//AddEffect("MoveTo", this, 1, 1, this);
ox=GetX();
oy=GetY();
rangedummy = CreateObject(Dummy, 0, 0, GetOwner());
rangedummy.Visibility = VIS_Owner;
rangedummy->SetAction("HangOnto", this);
var props =
{
R = 255,
G = 0,
B = 0,
Alpha = 40,
Size = 70,
BlitMode = GFX_BLIT_Additive,
Rotation = PV_Step(10, 0, 1),
Attach = ATTACH_Back | ATTACH_MoveRelative
};
rangedummy->CreateParticle("Shockwave2", 0, 0, 0, 0, 0, props, 1);
moveparticle =
{
Alpha = 100,
Size = AttackSize * 2,
R = pR,
G = pG,
B = pB,
Rotation = PV_Random(0,360),
BlitMode = GFX_BLIT_Additive,
};
moveparticle2 =
{
Size = PV_Linear(2,0),
BlitMode = GFX_BLIT_Additive,
R = pR,
G = pG,
B = pB,
Attach=ATTACH_Back,
};
movetrailparticles =
{
Size = PV_Linear(5,0),
BlitMode = GFX_BLIT_Additive,
R = pR,
G = pG,
B = pB,
Attach=ATTACH_Back,
};
followtrailparticles =
{
Size = PV_Linear(5,0),
BlitMode = GFX_BLIT_Additive,
R = 50,
G = 50,
B = 50,
Attach=ATTACH_Back,
};
hometrailparticles =
{
Size = PV_Linear(5,0),
BlitMode = GFX_BLIT_Additive,
R = 0,
G = 255,
B = 255,
Attach=ATTACH_Back,
};
hometrailparticles2 =
{
Size = PV_Linear(2,0),
BlitMode = GFX_BLIT_Additive,
R = 0,
G = 255,
B = 255,
Attach=ATTACH_Back,
};
}
示例2: FxHomeCallTimer
func FxHomeCallTimer(object target, proplist fx, int time)
{
if(!master)
{
KillBall();
return -1;
}
if(GetEffect("Blocked", this))
{
ox=GetX();
oy=GetY();
return;
}
DrawParticleLine("Flash", 0, 0, ox-GetX(), oy-GetY(), 1, 0, 0, 15, hometrailparticles);
if(time%7 == 0)
{
for(var i = 0; i < 360; i+=5)
{
CreateParticle("Flash", Sin(i, 3), -Cos(i, 5), 0, 0, 10, hometrailparticles2, 2);
}
}
fx.x = master->GetX();
fx.y = master->GetY();
var angle = Angle(GetX(), GetY(), fx.x, fx.y, 10);
var txdir = Sin(angle, Speed + 12, 10);
var tydir = -Cos(angle, Speed + 12, 10);
SetXDir((GetXDir() + (txdir - GetXDir())/2));
SetYDir((GetYDir() + (tydir - GetYDir())/2));
CheckForEnemies(HomeCallSize);
ox=GetX();
oy=GetY();
var dst = Distance(GetX(), GetY(), fx.x, fx.y);
if(dst < 8)
{
AddShield(master);
Sound("Ball::ball_shield", false, 20);
var particles =
{
Prototype = Particles_Glimmer(),
R = pR,
G = pG,
B = pB,
Alpha = 255,
Size = PV_Linear(10, 0),
OnCollision = PC_Bounce(),
};
CreateParticle("StarSpark", 0, 0, PV_Random(-60,60), PV_Random(-60, 60), 25, particles, 5);
var particle =
{
Alpha = PV_Linear(255, 0),
Size = 50,
R = pR,
G = pG,
B = pB,
BlitMode = GFX_BLIT_Additive,
};
master->CreateParticle("StarSpark", 0, 0, 0, 0, 7, particle, 4);
FollowMaster();
return -1;
}
}