Changes between Version 2 and Version 3 of ParticleFormat
- Timestamp:
- Apr 9, 2011, 3:07:46 PM (13 years ago)
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ParticleFormat
v2 v3 40 40 </particles> 41 41 }}} 42 43 Particle files supporting '''hotloading''': if you edit the XML while the game is running, it should automatically reload the file and start rendering the new effect when you switch back to the game. (Note the game is usually paused when its window is not focused, so the new animation won't play until you re-focus the window.) 42 44 43 45 All effect files must specify a texture and '''blend mode'''. The blend mode controls how each particle is drawn on top of the background, and is one of the following: … … 85 87 Currently they're very limited so the only thing you can do is: 86 88 * '''`<force x=`"'''''number'''''`" y=`"'''''number'''''`" z=`"'''''number'''''`"/>`''' - each particle will be subjected to a constant acceleration force (in metres per second per second) in each direction. Each attribute will default to 0, so typically you can just write e.g. `<force y="-2.5"/>` to get downwards acceleration (simulating gravity). 89 90 == Using particles == 91 92 To make use of particle effects in the game, you have to create an actor that links to them. An actor XML file like 93 {{{ 94 <?xml version="1.0" encoding="utf-8"?> 95 <actor version="1"> 96 <group> 97 <variant name="Base"> 98 <particles file="flame.xml"/> 99 </variant> 100 </group> 101 <material>basic_trans.xml</material> 102 </actor> 103 }}} 104 will typically be sufficient. You can then use that actor directly in the game, or as a prop attached to a prop-point on another actor.