Simplified particle type generation for GameMaker: Studio and GameMaker: Studio 2
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particore Add README Jul 9, 2017
README.md Fix README typo Jul 9, 2017

README.md

Particore

Simplified particle type generation for GameMaker: Studio and GameMaker: Studio 2

Usage

To use Particore, download the latest release, and add the scripts to your project. The easiest way to do this is to drag the scripts into the editor.

What Particore Does

Particore is largely a convenience wrapper around the part_type functions. The part_type functions require you to always provide the particle ID you want to customize, and require a lot of arguments, which can often be useless. Particore wraps these functions to provide a quick control flow as well as reasonable defaults for most of these values, so that you only specify what you need to.

Example:

// Create a new particle and mark it as the active particle type
partType = pt_new();

// Set some properties on this particle type!
pt_color(c_red);
pt_speed(2, 5);
pt_sprite(spr_particle);
pt_direction(PT.Any);
pt_orientation(PT.Relative);
pt_life(60, 120);

Defaulting

Since Particore allows you to omit most arguments, it uses a defaulting strategy that is as follows:

  1. For min and max values, omitting the max sets it to the min value.
  2. For boolean values, the default is false.
  3. For numeric values (besides min/max), the default is 0. (Few exceptions)
  4. For particle functions with a 2 and 3 version (color and alpha), argument count determines which function is used.

API

pt_new()

Creates a new particle type and sets it as the current working particle.

pt_with(partType)

Sets the given part type as the current working particle.

var part = part_type_create();
pt_with(part);
pt_color(c_red);

pt_shape(shape)

Shorthand for part_type_shape. Sets the shape of the current working particle to one of the built-in particle shapes.

var part = pt_new();
pt_shape(pt_shape_cloud);

pt_blend(additive)

Shorthand for part_type_blend. It takes a boolean, true for additive blending, false for normal.

var part = pt_new();
pt_blend(true);

pt_sprite(sprite, optionalAnimate, optionalStretch, optionalRandom)

Shorthand for part_type_sprite. Only the first argument is required.

var part = pt_new();
pt_sprite(spr_particle);

pt_size(minSize, optionalMaxSize, optionalIncr, optionalWiggle)

Shorthand for pt_type_size. Only the first argument is required.

var part = pt_new();
pt_size(.75, 1.25);

pt_speed(minSpeed, optionalMaxSpeed, optionalIncr, optionalWiggle)

Shorthand for part_type_speed. Only the first argument is required.

var part = pt_new();
pt_speed(2, 4);

pt_direction(minDir, optionalMaxDir, optionalIncr, optionalWiggle)

Shorthand for part_type_direction. Only the first argument is required.

You can also pass in only PT.Any for a default set of 0, 364, 0, 0 if you want to make a particle that just goes any direction.

var straightPart = pt_new();
pt_direction(90);

var allDirPart = pt_new();
pt_direction(PT.Any);

pt_orientation(minDir, optionalMaxDir, optionalIncr, optionalWiggle)

Shorthand for part_type_orientation. Only the first argument is required.

You can pass in PT.Any here for a default set of 0, 364, 0, 0.

You can also pass in PT.Relative to enable relative orientation to the direction.

var downPart = pt_new();
pt_orientation(270);

var anyPart = nt_new();
pt_orientation(PT.Any);

var relativePart = pt_new();
pt_orientation(PT.Relative);

pt_life(minLife, optionalMaxLife)

Shorthand for part_type_life. Only the first argument is required. Omitting a max lifespan sets the max and min to be the same.

var part = pt_new();
pt_life(60, 120);

pt_step(stepPart, optionalStepCount)

Shorthand for part_type_step. Only the first argument is required.

optionalStepCount defaults to 1.

var stepPart = pt_new();

var part = pt_new();
pt_step(stepPart);

pt_death(deathPart, optionalDeathCount)

Shorthand for part_type_death. Only the first argument is required.

optionalDeathCount defaults to 1.

var deathPart = pt_new();

var part = pt_new();
pt_death(deathPart);

pt_color(color, optionalColor2, optionalColor3)

Shorthand for part_type_color, part_type_color2, and part_type_color3 depending on how many arguments have been provided.

var part = pt_new();
pt_color(c_red, c_yellow);

pt_alpha(alpha, alpha2, alpha3)

Shorthand for part_type_alpha, part_type_alpha2, and part_type_alpha3 depending on how many arguments have been provided.

var part = pt_new();
pt_alpha(1, 0);

pt_free(partType)

Shorthand for part_type_destroy

var part = pt_new();
pt_free(part);

GM Core

Particore is a part of the GM Core project.

License

Copyright (c) 2017 Michael Barrett

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.