An emitter is an object that spreads particles.
Emitters are used exactly like Pivots. Once an emitter
has been created, it can be rotated, positioned, moved around, aligned
to a vector, linked to a parent, short: you can handle
it exactly the same way as any other Blitz entity:
MyEmitter = CreateEmitter()
PositionEntity MyEmitter,0,10,0
RotateEntity MyEmitter,0,0,45
ShowEntity MyEmitter
Each emitter is invisible by default. To
make it visible, simply use:
ShowEntity MyEmitter
Emitters are displayed as cubes. Particles are always sprayed from an emitter's negative Y-Axis
(you could also say from the top of an emitter, if it has not been rotated).
Each emitter has a red cap that makes it easy for you to determine
it's spreading direction.
There is no limit on creating emitters, so you are free
to create as many emitters as you may need. Emitters do not
waste much memory, but it's a good practice to create only
a few emitters and re-use them, when needed. For explosion
effects, for example, a single emitter will be enough in most
cases. If you want to blow something up, just move the emitter
to the desired position,re-scale it (if needed) and launch it. The user won't notice
it, if you only use one emitter here, so better keep it tight and simple.
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