Fission FSN
Loading...
Searching...
No Matches
Particle syntax
imageFileName = scenes/santaISS/particles/rocket.png;
/// particle image file
animFileName = particles/gfx/animals/birdL.xml;
/// particle animation file from old Filmstrip
animFileName = particles/gfx/animals/birdL.scml;
/// particle animation file from Spriter
particleFileName = scenes/santaISS/particles/pJet.txt;
/// attached particle file that follows each generated particle
alphaMode = normal;
alphaMode = add;
/// blend mode for image particle and maybe xml anim
linkToEmitter = false;
/// links particle to an object, mainly for GUI collection effects
particleLifeMs = 38000;
/// lifespan of a single emmitted particle in milliseconds, 1000 = 1 second
emitterLifeMs = 0;
/// lifespan of the emmitter all particles will end once time is up
maxParticles = 5;
/// maximum number of active particles. No more will be emmitted once this number is reached
emitSpeed = 1;
/// number of particles emmitted per second. Used in conjunction with particleLifeMs and maxParticles to control the flow of particles. So 1 particle a second for 10000 milliseconds will create 10 particles in 10 seconds.
An emitSpeed of 3 and particleLifeMs will create 30 particles in 10 seconds. If the maxParticles is set to 10 then emmission will stop after 10 particles are active and only start emmitting again after the active particles begin to turn off as the emitterLifeMs reaches 0.
emitPosXY = 300.0, 00.0 rndRangeXY = 100.0, 20.0;
/// creation position of each particle relative to the particle emmitter, usualy a scene trigger. rndRangeXY creates a random value on each axis based on the values. So this example X would be 200 to 400 a random range of +/-100 at coordinate center of 300.
velocityXY = -2.0, -1.0 rndRangeXY = 0.0, 0.0;
/// the velocity of each individual particle -1 X is left and -1 Y is up. The rndRangeXY will add or subtract a random value between 0 and the assigned numbers to the XY velocity
velocityDeltaXY = -2.0, -0.12 rndRangeXY = 0.0, 0.0;
/// Adds a value to the X and Y speed every cycle accelerating or decelerating the particle over time. rndRangeXY will add or subtract a random value between 0 and the assigned numbers to the XY
pivot = 0, 0;
/// Pixel offset pivot from the center of the image for rotation (currently just on image particles)
angle = 0.0 rndRange = 0.5;
/// Angle each particle emmits at. rndRange will add or subtract a random value between 0 and the assigned number to the rotation
angleDelta = 10.0 rndRange = 0.0;
/// Adds a value to the rotaion of the particle every cycle causing it to rotate. rndRange will add or subtract a random value between 0 and the assigned number to the initial angleDelta but only on spawn not each cycle.
scale = 0.7 rndRange = 0.0;
/// Sets the initial scale of each particle as it is generated. rndRange will add or subtract a random value between 0 and the assigned number to the initial scale
scaleDelta = -0.04 rndRange = 0.00;
/// Adds a value to the scale of the particle every cycle causing it to enlarge or shrink over time. rndRange will add or subtract a random value between 0 and the assigned number to the initial scaleDelta but only on spawn not each cycle.
scaleX = 1.5 rndRange = 1.0;
scaleX = 1.5 rndRange = 1.0;
/// Effectively the same as scale but works X and Y individually. Scaling -1 in X will horizontally flip a particle and scaling -1 in the Y will vertically flip it.
scaleXDelta = 0.02 rndRange = 0.0;
scaleYDelta = 0.04 rndRange = 0.0;
/// Effectively the same as scaleDelta but works with X and Y individually
oscillationX = 0,
-470,9000,
-470,51000,
rndRangeOT = 0.5, 0.0;
oscillationY = 0,
-20,9000,
-20,51000,
rndRangeOT = 0.5, 0.0;
/// A movement graph that moves particle in the X and Y according to coordinates and time intervals.
/// 1st value is the offset from the particles spawn point and the 2ns value is the time in milliseconds it takes to travel there.
/// Optional rndRangeOT is percentage (1.0 == 100%) random variation for (O) - oscillation and / or (T) - time. Oscillation can vary by more than 100%, but time MUST BE WITHIN 100% range
angleParam = -0.0,
0.0f, 150,
15.0f, 400,
0.0f, 5000;
/// A rotaion graph similar to movement. 1st value is the rotation and 2nd value is the time in milliseconds.
scaleParam = 1,
2,1000,
1,1000,
0,1000,
3,1000;
/// A scale graph to alter the scale of a particle over time. 1st value is the scale and 2nd value is the time in milliseconds.
scaleXParam = 1,
0,1000,
-1,1000,
0,1000,
1,1000;
/// A scale graph to alter the scale of a particles X over time. 1st value is the scale and 2nd value is the time in milliseconds. The above graph will create an effect like and object is rotating in 3D
scaleXParam = 1,
0,1000;
/// The same as scaleXParam only in Y axis.
colour = ffffffff;
/// Sets the colour of a particle in Hex. 1st six letters or numbers are the RGB colours and the last two are the Alpha.
colourGraph = ffffff00,
ffffff40, 1000,
ffffff70, 35000,
ffffff00, 4000;
/// Sets the colour of a particle over time. 1st value is the colour 2ns is the time in milliseconds.
Prerun = 1000;
/// Runs the particle for a set number of milliseconds before the level starts.