part_particles_create_colour(ind, x, y, parttype, colour, number);
Argument | Description |
---|---|
ind | The index of the particle system. |
x | The x coordinate of where to create the particles. |
y | The y coordinate of where to create the particles. |
parttype | The index (type) of the particles to be created. |
colour | The colour blending for the particles. |
number | The number of particles to create. |
Returns: N/A
This function is ideal for those effects that do not require any
of the functionality offered by particle emitters (for
example, to create smoke from a missile, or a simple explosion
effect) as it permits you to quickly and easily create particles at
any position in the game room. You can also colour the particles
"on the fly" as they are created with this function, and this
colour will over-ride the predefined colour of the particle, but it
does not blend this colour over the particles lifetime. Note that
you must have created the particle system and the particle type
previously for this function to be used.
if speed > 1
{
part_particles_create_colour(sname, x, y,
p_MagicSmoke, choose(c_aqua, c_lime, c_fuschia, c_orange), 1);
}
The above code will generate a single particle every step that the instance with the code has a speed greater than one. These particles will be of a random colour.