Post by Brightlord on Aug 16, 2024 19:36:59 GMT -7
This Lua dependency library allows you to render custom animations ("particles") at any point in your Lua script.
Includes create_particle(), destroy_particle(), and a few supplemental positioning functions for common use cases.
Also includes send_to_back() and send_to_front() for ordering your particles within a layer.
The frames for a particle are stored sequentially as individual png's in a folder (located in "img"). Name them "0", "1", "2", etc. Most spritesheet-related software can export frames as sequential png's
Particles have editable: lifetimes, positioning, movement, rotation, and spin.
They can also be toggled to "persist" by looping instead of expiring.
You can give a particle "countdown" to delay its creation for any number of seconds.
You can pause/un-pause a particle, as well as tell it to pause on a specific frame.
Particle animations can be looped multiple times with "loops."
Can also be individually hidden with the "visible" attribute.
Exhaustive usage instructions are included in comment lines on each function.
Currently-supported rendering layers:
SHIP
SHIP_MANAGER
SHIP_JUMP
SHIP_HULL
SHIP_ENGINES
SHIP_FLOOR
SHIP_BREACHES
SHIP_SPARKS
I've extensively tested this system on SHIP, SHIP_FLOOR, and SHIP_SPARKS, but I can't guarantee there won't be issues with some of the more obscure layers.
Please do ping me Brightlord on the Multiverse Discord server with any problems, complaints, or questions, <3
Co-created with Lizzard with generous assistance from:
Includes create_particle(), destroy_particle(), and a few supplemental positioning functions for common use cases.
Also includes send_to_back() and send_to_front() for ordering your particles within a layer.
The frames for a particle are stored sequentially as individual png's in a folder (located in "img"). Name them "0", "1", "2", etc. Most spritesheet-related software can export frames as sequential png's
Particles have editable: lifetimes, positioning, movement, rotation, and spin.
They can also be toggled to "persist" by looping instead of expiring.
You can give a particle "countdown" to delay its creation for any number of seconds.
You can pause/un-pause a particle, as well as tell it to pause on a specific frame.
Particle animations can be looped multiple times with "loops."
Can also be individually hidden with the "visible" attribute.
Exhaustive usage instructions are included in comment lines on each function.
Currently-supported rendering layers:
SHIP
SHIP_MANAGER
SHIP_JUMP
SHIP_HULL
SHIP_ENGINES
SHIP_FLOOR
SHIP_BREACHES
SHIP_SPARKS
I've extensively tested this system on SHIP, SHIP_FLOOR, and SHIP_SPARKS, but I can't guarantee there won't be issues with some of the more obscure layers.
Please do ping me Brightlord on the Multiverse Discord server with any problems, complaints, or questions, <3
Co-created with Lizzard with generous assistance from:
pepson
alder
Mr. Doom
The Dumb Dino
Direct download link for guest users: drive.google.com/file/d/1LeNtXHd_s_n-TxPkbnbkHVrYLPMtEJg3/view?usp=sharing
alder
Mr. Doom
The Dumb Dino
Direct download link for guest users: drive.google.com/file/d/1LeNtXHd_s_n-TxPkbnbkHVrYLPMtEJg3/view?usp=sharing