We have learned how particle systems work and how to integrate them into our game. We included ParticleSystem
and the particles themselves into our GameEngine
. We also learned about initializers and modifiers and how to create new ones to extend the system if we want to.
Then we saw how to compose a GameObject
that has other GameObject
instances inside it. In particular, particle systems do normally belong to another GameObject
. For this, the ParticleSystem
hooks into the lifecycle of the GameObject
. We updated the GameEngine
to make it easier to add GameObjects
that are compositions.
Finally, we examined two examples of one shots and two examples of emitters that covered a variety of different parameters.
All in all, these four ParticleSystem
instances make the game feel much more alive. Let's move on to the last step of making the game feel alive: sound effects.