粒子#

arcade.make_burst_emitter#

arcade.make_burst_emitter(center_xy: Union[Tuple[float, float], List[float]], filenames_and_textures: Sequence[Union[str, arcade.texture.Texture]], particle_count: int, particle_speed: float, particle_lifetime_min: float, particle_lifetime_max: float, particle_scale: float = 1.0, fade_particles: bool = True)[源代码]#

返回一次发射其所有粒子的发射器

arcade.make_interval_emitter#

arcade.make_interval_emitter(center_xy: Union[Tuple[float, float], List[float]], filenames_and_textures: Sequence[Union[str, arcade.texture.Texture]], emit_interval: float, emit_duration: float, particle_speed: float, particle_lifetime_min: float, particle_lifetime_max: float, particle_scale: float = 1.0, fade_particles: bool = True)[源代码]#

返回在给定时间内以恒定速率发射粒子的发射器

arcade.EternalParticle#

class arcade.EternalParticle(filename_or_texture: Union[str, arcade.texture.Texture], change_xy: Union[Tuple[float, float], List[float]], center_xy: Union[Tuple[float, float], List[float]] = (0.0, 0.0), angle: float = 0, change_angle: float = 0, scale: float = 1.0, alpha: int = 255, mutation_callback=None)[源代码]#

生命没有尽头的粒子

can_reap()[源代码]#

确定是否可以删除粒子

arcade.FadeParticle#

class arcade.FadeParticle(filename_or_texture: Union[str, arcade.texture.Texture], change_xy: Union[Tuple[float, float], List[float]], lifetime: float, center_xy: Union[Tuple[float, float], List[float]] = (0.0, 0.0), angle: float = 0, change_angle: float = 0, scale: float = 1.0, start_alpha: int = 255, end_alpha: int = 0, mutation_callback=None)[源代码]#

在其生命周期内在两个值之间设置Alpha动画的粒子

update()[源代码]#

推进粒子模拟

arcade.LifetimeParticle#

class arcade.LifetimeParticle(filename_or_texture: Union[str, arcade.texture.Texture], change_xy: Union[Tuple[float, float], List[float]], lifetime: float, center_xy: Union[Tuple[float, float], List[float]] = (0.0, 0.0), angle: float = 0, change_angle: float = 0, scale: float = 1.0, alpha: int = 255, mutation_callback=None)[源代码]#

存活一段时间后被删除的粒子

can_reap()[源代码]#

确定是否可以删除粒子

update()[源代码]#

推进粒子模拟

arcade.Particle#

class arcade.Particle(filename_or_texture: Union[str, arcade.texture.Texture], change_xy: Union[Tuple[float, float], List[float]], center_xy: Union[Tuple[float, float], List[float]] = (0.0, 0.0), angle: float = 0.0, change_angle: float = 0.0, scale: float = 1.0, alpha: int = 255, mutation_callback=None)[源代码]#

从发射器发射的精灵

can_reap()[源代码]#

确定是否可以删除粒子

update()[源代码]#

推进粒子模拟

arcade.EmitBurst#

class arcade.EmitBurst(count: int)[源代码]#

用于将发射器配置为在一次爆炸中发射粒子

arcade.EmitController#

class arcade.EmitController[源代码]#

客户端如何配置发射器发射粒子的速率的基类

子类允许客户端控制发射的速率和持续时间

arcade.EmitInterval#

class arcade.EmitInterval(emit_interval: float)[源代码]#

用于将发射器配置为具有恒定发射速率的基类。会无限期地排放。

arcade.EmitMaintainCount#

class arcade.EmitMaintainCount(particle_count: int)[源代码]#

用于配置发射器,使其发射粒子,以便始终保持给定计数

arcade.Emitter#

class arcade.Emitter(center_xy: Union[Tuple[float, float], List[float]], emit_controller: arcade.emitter.EmitController, particle_factory: Callable[[arcade.emitter.Emitter], arcade.particle.Particle], change_xy: Union[Tuple[float, float], List[float]] = (0.0, 0.0), emit_done_cb: Optional[Callable[[arcade.emitter.Emitter], None]] = None, reap_cb: Optional[Callable[[], None]] = None)[源代码]#

在粒子的整个生命周期内发射和管理粒子。粒子系统中的基础类。

can_reap() bool[源代码]#

确定是否可以删除发射器

get_pos() Union[Tuple[float, float], List[float]][源代码]#

获取发射器的位置

arcade.EmitterIntervalWithCount#

class arcade.EmitterIntervalWithCount(emit_interval: float, particle_count: int)[源代码]#

将发射器配置为以给定的间隔发射粒子,在发射给定数量的粒子后结束

arcade.EmitterIntervalWithTime#

class arcade.EmitterIntervalWithTime(emit_interval: float, lifetime: float)[源代码]#

将发射器配置为以给定间隔发射粒子,在给定秒数后结束