com.badlogic.gdx.graphics.g3d.particles.ParticleSystem Java Examples
The following examples show how to use
com.badlogic.gdx.graphics.g3d.particles.ParticleSystem.
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Example #1
Source File: GameScene.java From GdxDemo3D with Apache License 2.0 | 6 votes |
public void dispose() { ParticleSystem particleSystem = ParticleSystem.get(); for (ParticleEffect pfx : particleEffects) { particleSystem.remove(pfx); pfx.dispose(); } particleEffects.clear(); navMesh.dispose(); for (Array<GameObject> objs : gameObjects.values()) { for (GameObject obj : objs) { obj.dispose(); } } gameObjects.clear(); assets.dispose(); }
Example #2
Source File: Assets.java From gdx-proto with Apache License 2.0 | 5 votes |
public static void loadParticleEffects(ParticleSystem particleSystem) { ParticleEffectLoader.ParticleEffectLoadParameter loadParam = new ParticleEffectLoader.ParticleEffectLoadParameter(particleSystem.getBatches()); ParticleEffectLoader loader = new ParticleEffectLoader(new InternalFileHandleResolver()); manager.setLoader(ParticleEffect.class, loader); manager.load("particle/bullet-hit.pfx", ParticleEffect.class, loadParam); manager.load("particle/blue-explosion.pfx", ParticleEffect.class, loadParam); manager.finishLoading(); }
Example #3
Source File: Particles.java From gdx-proto with Apache License 2.0 | 5 votes |
public Particles() { inst = this; system = ParticleSystem.get(); PointSpriteParticleBatch psBatch = new PointSpriteParticleBatch(); psBatch.setCamera(View.inst.getCamera()); system.add(psBatch); Assets.loadParticleEffects(system); ParticleEffect bulletHit = Assets.manager.get("particle/bullet-hit.pfx"); ParticleEffect blueExplosion = Assets.manager.get("particle/blue-explosion.pfx"); bulletHitPool = new PFXPool(bulletHit); blueExplosionPool = new PFXPool(blueExplosion); }
Example #4
Source File: ParticleUtils.java From Skyland with MIT License | 4 votes |
public ParticleUtils() { particleSystem = ParticleSystem.get(); }
Example #5
Source File: ParticleUtils.java From Skyland with MIT License | 4 votes |
public ParticleSystem updateAndDraw() { update(); return particleSystem; }