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Special Effects
[Game]
Classes responsible for special effect objects, such as Explosion, Debris, Particles, etc. More...
Classes | |
class | Debris |
Base debris class. Uses the DebrisData datablock for properties of individual debris objects. More... | |
class | DebrisData |
Stores properties for an individual debris type. More... | |
class | DecalData |
A datablock describing an individual decal. More... | |
class | DecalManager |
The object that manages all of the decals in the active mission. More... | |
class | Explosion |
The emitter for an explosion effect, with properties defined by a ExplosionData object. More... | |
class | ExplosionData |
Defines the attributes of an Explosion: particleEmitters, debris, lighting and camera shake effects. More... | |
class | ForestWindEmitter |
Object responsible for simulating wind in a level. More... | |
class | LightAnimData |
A datablock which defines and performs light animation, such as rotation, brightness fade, and colorization. More... | |
class | Lightning |
An emitter for lightning bolts. More... | |
class | LightningData |
Common data for a Lightning emitter object. More... | |
class | LightningStrikeEvent |
Network event that triggers a lightning strike on the client when it is received. More... | |
class | ParticleData |
Contains information for how specific particles should look and react including particle colors, particle imagemap, acceleration value for individual particles and spin information. More... | |
class | ParticleEmitter |
This object is responsible for spawning particles. More... | |
class | ParticleEmitterData |
Defines particle emission properties such as ejection angle, period and velocity for a ParticleEmitter. More... | |
class | ParticleEmitterNode |
A particle emitter object that can be positioned in the world and dynamically enabled or disabled. More... | |
class | ParticleEmitterNodeData |
Contains additional data to be associated with a ParticleEmitterNode. More... | |
class | Precipitation |
Defines a precipitation based storm (rain, snow, etc). More... | |
class | PrecipitationData |
Defines the droplets used in a storm (raindrops, snowflakes, etc). More... | |
class | Splash |
Manages the ring used for a Splash effect. More... | |
class | SplashData |
Acts as the physical point in space in white a Splash is created from. More... | |
Modules | |
Decals | |
Decals are non-SimObject derived objects that are stored and loaded separately from the normal mission file. | |
Enumerations | |
enum | ParticleBlendStyle { NORMAL, ADDITIVE, SUBTRACTIVE, PREMULTALPHA } |
The type of visual blending style to apply to the particles. More... | |
Functions | |
float | calcExplosionCoverage (Point3F pos=Point3F(0.0f, 0.0f, 0.0f), int id=NULL, int covMask=NULL) |
Calculates how much an explosion effects a specific object. |
Detailed Description
Classes responsible for special effect objects, such as Explosion, Debris, Particles, etc.
Enumeration Type Documentation
enum ParticleBlendStyle |
The type of visual blending style to apply to the particles.
- Enumerator:
Function Documentation
float calcExplosionCoverage | ( | Point3F | pos = Point3F(0.0f, 0.0f, 0.0f) , |
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int | id = NULL , |
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int | covMask = NULL | |||
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Calculates how much an explosion effects a specific object.
Use this to determine how much damage to apply to objects based on their distance from the explosion's center point, and whether the explosion is blocked by other objects.
- Parameters:
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pos Center position of the explosion. id Id of the object of which to check coverage. covMask Mask of object types that may block the explosion.
- Returns:
- Coverage value from 0 (not affected by the explosion) to 1 (fully affected)
- Example:
// Get the position of the explosion. %position = %explosion.getPosition(); // Set a list of TypeMasks (defined in gameFunctioncs.cpp), seperated by the | character. %TypeMasks = $TypeMasks::StaticObjectType | $TypeMasks::ItemObjectType // Acquire the damage value from 0.0f - 1.0f. %coverage = calcExplosionCoverage( %position, %sceneObject, %TypeMasks ); // Apply damage to object %sceneObject.applyDamage( %coverage * 20 );
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