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PARTICLE CANDY FOR CORONA® |
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Particle Candy is an extremely flexible yet simple and straightforward to use particle engine library to create all imaginable stuff of special effects in your games like smoke, trails, fire, explosions, debris, flares, dust, clouds, shots, light rays, water fontains, even weather effects like rain, snow -everything you can imagine. It's a single .lua file that you just include using require( ) on top of your code and you're immediately ready to create professional special effects.
The Particle Candy engine proved its power and flexibility since 1995 in many commercial game titles. Originally developed for Blitz3D, it became one of the most popular Blitz libraries during the last years and is now available for the Corona® iPhone / Android SDK. For the Corona® SDK, Particle Candy has been rewritten from scratch to make the most efficient use of Corona® features, performance and memory management.
Particle Candy review & introduction
In his well-written and detailed Particle Candy review, Jayant from oz-apps.com gives a great and understandable introduction to Particle Candy and the concept of particles in general. This article is a great starting point if you're new to Particle Candy or never used particles in your games so far.
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| | THE FEATURES | |
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LIBRARY
- Comes with many clean, easy-to-follow sample codes!
- Clean, commented LUA code that can be extended by your own!
- Light-weight, high-performance library (~30KB only!)
- Supports Sprite Sheets (create particles from animated images)
- Supports Texture Atlases (place particles images on a single texture)
- Supports hardware suspend & resume (f.e. "Home" button on iPhone)
- Particle engine can be frozen & resumed at any time
- Optional debug mode with detailed error messages
EMITTERS
- Unlimited amount of emitters*
- Move, rotate, parent emitters like common display objects
- Various emitter emission shapes (point, line, circle, disc etc.)
- Scale effects to any size (distant explosions etc.)
- Loop emitters (and define a pause delay between loops)
- Start & stop emitters at any time, using individual start delays
- Auto-destroy emitters when they finished emission
- Attach as many different particle types to an emitter as you like
- Define individual emission rates, emission durations and delays
- Use one-shot emission or steady-over-time emission
- Attach sound effects to emitters and let them play automatically
PARTICLES
- Unlimited amount of particles*
- Supports simple and physics driven particles
- Draw particles in different groups (layers)
- Draw particles behind or in front of other images
- Use force fields to influence particles (gravity fields etc.)
- Motion-aligned particles (create water fountains, sparks etc.)
- Let particles bounce off from screen borders
- Define particle kill areas (remove particles on enter)
- Define bounce-off areas (particles will be rejected)
- Create a particle type once and re-use it many times
- Apply forces like gravity, attraction and bounce-off fields
- Particles fire events when destroyed
- Access each particle during runtime to gain full control
- Brighten / darken / color change particles over time
- All particle properties can be changed in realtime!
- Particles are fully customizable:
- Animated size
- Animated scale
- Animated rotation
- Animated fade-in, fade-out
- Variable speed
- Acceleration, deceleration
- Weight (mass)
- Bounciness
- Random direction change
- Any color (using a single image only)
* Only limited by device memory and performance
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