Attract-Mode Support Forum
Attract-Mode Support => Scripting => Topic started by: Arcadefan1 on January 06, 2019, 11:18:08 AM
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Hi guys!
I am playing around with particle animation. I have one question. How can I make a particle animation visible or invisible!
ParticleAnimation.visible = false;
This doesn't work.
Can someone give me a hint please?
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ParticleAnimation.alpha = 0;
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That doesn't seem to work. The particle animation stays visible.
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Default Config values:
when = When.ToNewSelection, // optional when to start animation
// - default is When.Immediate
time = 500 // optional length of the animation in ms
// - default is 1000
delay = 0 // optional time to wait before starting animation
wait = false // optional whether this is a waiting transition animation
loop = false // optional whether to loop the animation (at end, start from beginning)
// - integer|true|false (def)
pulse = false, // optional whether to pulse animation (play in reverse at end)
// - integer|true|false (def)
restart = true, // optional whether the animation should restart if it is already running and should run again
// - true (def)|false
ParticleAnimation Config values:
resources = [ "1.png", "2.png" ] // optional an array of image resources that will be used
// - a default image is used if nothing is specified
ppm = 60 // optional particles per minute
// - default is 60
x = 480 // optional x location of the particle emitter
y = 480 // optional y location of the particle emitter
// - default is screen center
width = 1 // optional width of the particle emitter
height = 1 // optional height of the particle emitter
limit = 0 // optional limit of emitted particles
movement = true // optional if particles are affected by speed, accel, gravity, xOscillate
angle = [ 0, 0 ] // optional min and max angle of particles emitted
speed = [ 150, 150 ] // optional min and max speed of particles emitted over lifespan
scale = [ 1.0, 1.0 ] // optional min and max scale of particles emitted over lifespan
startScale = [ 1.0, 1.0 ] // optional min and max scale of particle at emission
rotate = [ 0, 0 ] // optional mix and max rotation of particle over lifespan
rotateToAngle = false // optional whether to rotate to angle?
fade = 0 // optional length of time in ms to fade the particles alpha value
gravity = 0 // optional gravity modification ( -75 to 75 )
accel = 0 // optional add acceleration ( 0 to 20 )
bound = [ 0, 0, 0, 0 ] // optional a bounding rectangle that particles will not leave
xOscillate = [ 0, 0 ] // optional modify amp/freq of particle emission (
lifespan = 5000 // optional lifespan of particle
particlesontop = true // optional ???
pointSwarm = [ 0, 0 ] // optional ???
blendmode = "none" // optional ???
randomFrame = false // optional ???
Notes:
The ParticleAnimation system is based on the HyperTheme particle system.
Alpha property isnt created.
So I suppose you need to add a new alpha property or just use 'fade'
fade = 0 // optional length of time in ms to fade the particles alpha value
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I seem to have a more basic problem with this. I can't change any property of the particle animation after it is created. Let say I try to set "y" to 0. no matter what syntax I try, I am not getting anywhere.
local particle_cfg = {
resources = [ "resources/mario.png", "resources/link.png" ], //file resources - comma separated
ppm = 30, //how many particles per minute will be created
x = 50, //the x location of the particle emitter
y = 100, //the y location of the particle emitter
width = 100, //the width of the particle emitter
height = 360, //the height of the particle emitter
speed = [ 100, 250 ], //randomizes the speed of the resource when it is first created
angle = [ 0, 15 ], //the angle where particles will be emitted (min, max)
startScale = [ 1, 1 ], //randomizes the scale of the resource when it is first created
gravity = 0, //gravity attached to the particle
fade = 0, //fade the alpha over time
lifespan = 10000, //how long the resource will 'live'
scale = [ 0.5, 0.5 ], //scale the resource over its lifespan
}
animation.add( ParticleAnimation( particle_cfg ) );
// try to change the y property after the animation was created
ParticleAnimation.y = 0;
This is the code I have put I n my layout file. Whatever syntax I have tried to change the value of "y" after the animation was created didn't work.
The final question is:
How do I change any property of the particle animation after it was created with the initial settings?
Any help is appreciated:)