📄 hgeparticle_constructors.html
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<h1 style="margin-top:0px">hgeParticleSystem Constructors</h1>
<p>
To create and initalize a <b>hgeParticleSystem</b> object you may use on of these constructors:
</p>
<pre>
hgeParticleSystem(char *<i><b>filename</b></i>, hgeSprite *<i><b>sprite</b></i>, float <i><b>fps</b></i>=0);
hgeParticleSystem(hgeParticleSystemInfo *<i><b>psi</b></i>, float <i><b>fps</b></i>=0);
</pre>
<h2>Parameters</h2>
<dl>
<dt><i>filename</i>
<dd>Particle system description file name. This file should just hold a disk image of
<a href="hgeparticle_psinfo.html">hgeParticleSystemInfo</a> structure, describing the particle system.
<dt><i>sprite</i>
<dd>Pointer to a valid <a href="hgesprite__main.html">hgeSprite</a> object to use for the particle system.
<dt><i>psi</i>
<dd>Pointer to a valid <a href="hgeparticle_psinfo.html">hgeParticleSystemInfo</a> structure, describing the particle system.
<dt><i>fps</i>
<dd>Particle system update rate in frames per second. Use this parameter to keep the particle system
appearance independent of the frame rate and to reduce the computations a bit. If =0 or omitted,
the particle system is updated each time the <a href="hgeparticle_update.html">Update</a> method is called.
</dl>
<h2>Remarks</h2>
<p>
The particle system description file is loaded with
<a href="hgefunc_resourceload.html">Resource_Load</a>
function, so all it's features are applicable.
</p>
<h2>Requirements</h2>
<p>
<b>Header:</b> hgeparticle.h<br>
<b>Import library:</b> hgehelp.lib<br>
</p>
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