Getting Started with LinearParticle

This page explains how to get started with LinearParticle. To have a particle effect, at least one L_Particle object and one L_ParticleEffect ( L_DroppingEffect, L_ShootingEffect or L_ExplosionEffect ) object have to be created.

The following shows the simple initialization with a dropping effect and basic particle setting.
/* initialize LinearParticle, this is the first thing you need to do before using LinearParticle. */

// create surface
CL_Surface surface("image.png");

// create a sample of particle with life of 5000
L_Particle particle(&surface,5000);

// create dropping effect with dropping period of 16
L_DroppingEffect effect(0,0,16);

// add the particle to dropper effect

// initialize particle effect

After the effect has been initialized, three basic member functions L_ParticleEffect::trigger(), L_ParticleEffect::run(int) and L_ParticleEffect::draw(int=0,int=0) are needed to be called in order to run and draw the effect. L_ParticleEffect::set_position(int,int) is used to change the position of particle emission, if you change the position continuously every frame, you might get a trailing effect. The following is the code that in main loop.

// Call L_ParticleEffect::tirgger() to trigger emission of particles

// set position of the dropping point
effect.set_position(x_pos, y_pos);

/* pass frame time to L_ParticleEffect::run(int) for time based system,
a constant number would be a reference time unit for frame based system. */;

// draw dropping effect


When you are no longer using LinearParticle, deinitialize it to free resources hold by LinearParticle.
// deinitialize LinearParticle

No fancy effect with this example for getting started, it's recommended to check with the source code of examples that come with LinearParticle to learn using other features.

logo LinearParticle Documentation © 2006-2007 by Wong Chin Foo.
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