Now, in your physics games you should know that you can only have a single particle system, and that setting the global properties for that system will not only change all subsequent particles created, but those already in the game room. So, if you use the function physics_particle_set_radius(radius) įor example, to change the radius of the particle, you will change the radius of all the particles already in the room (note that the particles that you create are really just single, circular fixtures and their global properties are pretty much the same as those that you would set for a regular fixture, like density, linear damping radius, etc. That's not to say that you can't have different properties for each particle or each particle group, because you can! You can set a series of flags for each group or particle which changes their physical properties in some way, and you can also assign each particle or group to a specific user category so that you can change their flags using the appropriate functions at any time without affecting other particles in the physics simulation. Since most of the particle functions are pretty much self-explanatory (and the manual has most of the information that you require to use them), we are going to concentrate our attention on only a few details in this tech blog rather than create an example for you to play with (although you can download a little test project that shows some of these features at the end of the article). #How to use game maker studio 2 series#.#How to use game maker studio 2 manual#.
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