This function creates a simple particle effect at the given layer.
You supply a layer name or ID, and a particle kind, along with its position, size and colour. The size takes three possible values: 0 (small), 1 (medium), or 2 (large).
NOTE The effect types ef_rain and ef_snow don't use the x/y position (although you must still provide them).
The available constants for the different particle kinds are:
Constant | Example | Description |
---|---|---|
ef_cloud | ![]() | An effect that creates random cloud particles of varying sizes |
ef_ellipse | ![]() | An effect that creates expanding ellipses |
ef_explosion | ![]() | An effect that creates expanding fading explosions |
ef_firework | ![]() | An effect that creates multiple small particles to generate a firework explosion |
ef_flare | ![]() | An effect that generates a brilliant point that flares up and fades out |
ef_rain | ![]() | An effect that generates rain particles coming down from the top of the screen |
ef_ring | ![]() | An effect that generates expanding and fading circles |
ef_smoke | ![]() | An effect that generates little puffs of smoke |
ef_smokeup | ![]() | An effect that creates a smoke plume that rises up the screen |
ef_snow | ![]() | An effect that generates multiple snow particles falling down the screen |
ef_spark | ![]() | An effect that generates a small spark |
ef_star | ![]() | An effect that generates star particles |
effect_create_layer(layer_id, kind, x, y, size, colour);
Argument | Type | Description |
---|---|---|
layer_id | String or Layer | The layer at which to create the effect |
kind | Effect Type Constant | The kind of effect to create |
x | Real | The x position to create the effect at (unused by ef_rain and ef_snow) |
y | Real | The y position to create the effect at (unused by ef_rain and ef_snow) |
size | Real | The size of the effect (0 = small, 1 = medium, 2 = large) |
colour | Colour | The colour of the effect |
N/A
effect_create_layer("Particles", ef_spark, x, y, 1, c_yellow);
The code above creates a medium-sized yellow spark particle effect (ef_spark) at the (x, y) position of the calling instance, on an existing layer named "Particles". This code can be placed in a Step event of an object to create a continuous trail of sparks.