//Create a particle system and a variable
global.Tmp_Bullet_Shrapnel_Left_Particle_System = part_system_create();
//Create a particle type and a variable
global.Tmp_Bullet_Shrapnel_Left_Particle = part_type_create();
//Create variables for updating particles to delta time
globalvar Update_Particles_Tmp_Bullet_Left;
Update_Particles_Tmp_Bullet_Left = 1
/*
Adjust the particle's depth
part_system_depth(type variable, depth);
*/
part_system_depth(global.Tmp_Bullet_Shrapnel_Left_Particle, 3);
/*
Give particle its shape
part_type_shape(type variable, shape using pt_shape_shapehere);
Particle shapes:
pixel, disc, square, line, star, circle, ring, sphere, flare,
spark, explosion, cloud, smoke, snow
*/
part_type_shape(global.Tmp_Bullet_Shrapnel_Left_Particle, pt_shape_smoke);
/*
Give particle its size
part_type_size(type variable, minimum size, maximum size,
size change per frame, random change to size per frame);
*/
part_type_size(global.Tmp_Bullet_Shrapnel_Left_Particle, 0.05, 0.25, 0, 0);
/*
Give particle its scale
part_type_scale(type variable, x axis number to be multiplied by size,
y axis number to be multiplied by size);
*/
part_type_scale(global.Tmp_Bullet_Shrapnel_Left_Particle, 1, 1);
/*
Give particle its color
part_type_color1(type variable, color- using c_colorhere);
color2 if 2 colors, then use 2 colors
color3 if 3 colors, then use 3 colors
*/
part_type_color3(global.Tmp_Bullet_Shrapnel_Left_Particle, c_orange, c_red, c_red);
/*
Give particle its alpha
part_type_alpha1(type variable,
0 for transparency or 1 for no transparency);
alpha2 if 2 alphas, then use 2 alphas
alpha3 if 3 alphas, then use 3 alphas
*/
part_type_alpha3(global.Tmp_Bullet_Shrapnel_Left_Particle, 1, 1, 0);
/*
Give particle its speed
part_type_speed(type variable, minimum speed, maximum speed,
speed change per frame, speed change at random per frame);
*/
part_type_speed(global.Tmp_Bullet_Shrapnel_Left_Particle, 7, 13, -0.7, 0);
/*
Give particle its direction
part_type_direction(type variable, minimum direction the particle goes in,
maximum direction the particle goes in,
change in direction per frame,
change in direction at random per frame);
*/
part_type_direction(global.Tmp_Bullet_Shrapnel_Left_Particle, 340, 380, 0, 5);
/*
Give particle its orientation
part_type_orientation(type variable, minimum starting angle,
maximum starting angle, angle change per frame,
angle change at random per frame,
relative to direction of motion- using true or false);
*/
part_type_orientation(global.Tmp_Bullet_Shrapnel_Left_Particle, 0, 0, 0, 0, true);
/*
Give particle its blend
part_type_blend(type variable, compound colors as they overlap
so colors are brighter as they're layered- using
true or false);
*/
part_type_blend(global.Tmp_Bullet_Shrapnel_Left_Particle, false);
/*
Give particle its life, which determines how long it lasts
part_type_life(type variable, minimum time to last,
maximum time to last);
Amount of time is based on number of frames, and the selected
time is actually randomized between the minimum and maximum times
*/
part_type_life(global.Tmp_Bullet_Shrapnel_Left_Particle, 2500, 10000);
//Disable automatic particle updates
part_system_automatic_update(global.Tmp_Bullet_Shrapnel_Left_Particle_System, false);