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📄 hgepmanager_spawnps.html

📁 2D游戏引擎hge的代码
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<h1 style="margin-top:0px">hgeParticleManager::SpawnPS</h1>
<p>
Creates a particle system instance.
</p>
<pre>
hgeParticleSystem *SpawnPS(
  hgeParticleSystemInfo *<i><b>psi</b></i>,
  float <i><b>x</b></i>,
  float <i><b>y</b></i>
);
</pre>
<h2>Parameters</h2>
<dl>
<dt><i>psi</i>
<dd>Pointer to a valid <a href="hgeparticle_psinfo.html">hgeParticleSystemInfo</a> structure, describing the particle system.
<dt><i>x</i>
<dd>Screen x-coordinate.
<dt><i>y</i>
<dd>Screen y-coordinate.
</dl>
<h2>Return value</h2>
<p>
If succeeded returns pointer to the created particle system,
otherwise returns 0.
</p>
<h2>Remarks</h2>
<p>
The maximum number of simultaneously allowed particle systems within one manager is 100.
If you try to create more particle systems, <b>SpawnPS</b> will return 0.
<br><br>
The manager monitors a particle system created by <b>SpawnPS</b> method and
removes it from memory as soon as it is stopped (either manually or
because of it's life time have passed) and all it's particles are dead.
<br><br>
If you want to access the particle system via the pointer returned by <b>SpawnPS</b>,
you should first ensure that the pointer is valid with <a href="hgepmanager_ispsalive.html">IsPSAlive</a> method.
Also, don't delete the returned pointer manually, this may cause system crash.
</p>
<h2>Requirements</h2>
<p>
<b>Header:</b> hgeparticle.h<br>
<b>Import library:</b> hgehelp.lib<br>
</p>
<h2>See also</h2>
<p>
<a href="hgepmanager_ispsalive.html">IsPSAlive</a>,
<a href="hgepmanager_killps.html">KillPS</a>
</p>
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