new ParticleSystem()
Default Constructor
Particle System support
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Methods
(static) collideWithRigidSet(objSet, pSet)
Handles the collisions between a GameObjectSet and a ParticleGameObjectSet
Parameters:
Name | Type | Description |
---|---|---|
objSet |
GameObjectSet | The GameObjectSet having its rigid shapes being checked for collisions |
pSet |
ParticleGameObjectSet | The ParticleGameObjectSet having its particles checked for collisions |
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(static) getSystemtAcceleration() → {Array.<Float>}
Return the Acceleration for the particle system
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Returns:
Current Acceleration [X, Y]
- Type
- Array.<Float>
(static) processObjSet(obj, pSet)
Processes the collisions between a GameObject and a ParticleObjectSet
Parameters:
Name | Type | Description |
---|---|---|
obj |
GameObject | The object being checked for collision |
pSet |
ParticleObjectSet | The Particle Set being checked for collision |
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(static) resolveCirclePos(circShape, particle) → {Boolean}
Resolve collision between a particle and a RigidCircle
Parameters:
Name | Type | Description |
---|---|---|
circShape |
RigidCircle | The Rigid Circle being checked for collision |
particle |
Particle | The particle being checked for collision |
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Returns:
Whether there was a collision or not
- Type
- Boolean
(static) resolveRectPos(rectShape, xf) → {Boolean}
Resolve collision between a particle and a RigidRectangle
Parameters:
Name | Type | Description |
---|---|---|
rectShape |
RigidRectangle | The Rigid Rectangle being checked for collision |
xf |
Transform | The transform of the particle to check for collision |
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Returns:
Whether there was a collision or not
- Type
- Boolean
(static) setSystemtAcceleration(g)
Set the Acceleration for the particle system
Parameters:
Name | Type | Description |
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g |
Array.<Float> | new Acceleration [X, Y] |
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(static) update(pSet)
Update the Particle Set
Parameters:
Name | Type | Description |
---|---|---|
pSet |
ParticleGameObjectSet | The particleSet to be update |
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