I am interested in developing a particle engine which I can call something like .createCollisionEffect(pos x, pos y, float duration);
And the engine will create a random-directional spur of particles for the specified duration. I found the following code but I would like to use 3 different textures so it randomly chooses one, However I am not sure how to manage the time and the 3 different textures: I found the following code:
public ParticleSystem createParticleSystem(final TextureRegion textureRegion) {
//X & Y for the particles to spawn at.
final float particlesXSpawn = 400;
final float particlesYSpawn = 300;
//Max & min rate are the maximum particles per second and the minimum particles per second.
final float maxRate = 10;
final float minRate = 5;
//This variable determines the maximum particles in the particle system.
final int maxParticles = 100;
//Particle emitter which will set all of the particles at a ertain point when they are initialized.
final PointParticleEmitter pointParticleEmtitter = new PointParticleEmitter(particlesXSpawn, particlesYSpawn);
//Creating the particle system.
final ParticleSystem particleSystem = new ParticleSystem(pointParticleEmtitter, maxRate, minRate, maxParticles, textureRegion);
//And now, lets create the initiallizers and modifiers.
//Velocity initiallizer - will pick a random velocity from -20 to 20 on the x & y axes. Play around with this value.
particleSystem.addParticleInitializer(new VelocityInitializer(-20, 20, -20, 20));
//Acceleration initializer - gives all the particles the earth gravity (so they accelerate down).
particleSystem.addParticleInitializer(new GravityInitializer());
//And now, adding an alpha modifier, so particles slowly fade out. This makes a particle go from alpha = 1 to alpha = 0 in 3 seconds, starting exactly when the particle is spawned.
particleSystem.addParticleModifier((IParticleModifier) new AlphaModifier(3, 1, 0));
//Lastly, expire modifier. Make particles die after 3 seconds - their alpha reached 0.
particleSystem.addParticleModifier(new ExpireModifier(3));
return particleSystem;
}
Can anyone provide some guidance ? Thanks in advance!
You have the basics in your code above. Here is how to do what you are looking for:
And now the secret sauce:
Stop your particle system: particleSystem.setParticlesSpawnEnabled(false);
On a collision, move your particle emitter where it should emit particles using: particleEmitter.setCenter(xPosition , yPosition);
Start a TimerHandler to shut off the particles when the time for spawning particles is over. TimerHandler is an Andengine class that works like a handler, but pauses and resumes with the game.
That should do ya!