lichin-lin / pico-ps

A particle system for PICO-8, currently in Alpha

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pico-ps: a PICO-8 Particle System

This particle system is a fast and extensive implementation for the fantasy console PICO-8. It is not "lightweight", weighing in at just over 1500 tokens. Play the web demo here: https://www.lexaloffle.com/bbs/?tid=33987

Features

  • Continuous emissions (default)
  • Burst emissions
  • Gravity
  • Random colours
  • Speed over lifetime and speed spread
  • Life spread
  • Angles and angle spread
  • Size over lifetime and size spread
  • Emission areas
  • Colour over life
  • Sprite animation
  • Random sprites
  • Object Pooling

Future Features

I'd like to get these features implemented next:

  • Colour over life done!
  • Local space emission
  • Easier emitter creation done!
  • Sprite animation done!
  • Emission shapes / emission in area done!
  • Embedded smoothing already there
  • Further optimisation
  • Collision
  • Polish up demos done!
  • Rework backend to use entity-component system not happening soz

How To Use

I'd recommend downloading the project and running the ps-demo.p8 demo to get a feel for the features that the system has. The code can be helpful on how to implement the system into your game, but you can get started quickly by viewing how the ps-tiny-demo.p8 spawns a particle emitter. Generally speaking, the emitter creates particle objects and updates and draws them. I recommend looking over the code in ps.lua, but you may want to copy the code and view in a text editor of your choice, as it gets kinda horizontal.

To use the particle system in your game, please download ps.lua to your cart's folder and put #include ps.lua at the top of your game's code. This will include the contents of the code in your code, and you can create emitters wherever you like. Emitters are created through the function in the table like

local e = emitter.create(64, 64, 1, 50)

You can set the rest of the parameters through the ps_set_x series of functions (detailed below). e.g.

ps_set_speed(e, speed_initial, speed_final, speed_spread)

with speed_final and speed_spread being optional. There is also a clone() function if you want to make a few emitters that are similar.

Updating and Drawing

For updating the emitters, they need the time function updated. You can then call update() on each of your emitters you have active.

update_time()
self.ps.update(self.ps, delta_time)

or if you have more than one emitter:

update_time()
for e in all(self.emitters) do
 e.update(e, delta_time) end

and for drawing you can just call draw():

self.ps.draw(self.ps)

or for multiple:

for e in all(self.emitters) do
 e.draw(e) end

Please also be sure to initialise the prev_time global in your _init() function too:

prev_time = time()

Documentation

Emitters

The emitter is basically the 'spawner' of the particles. The particle is the thing you see, and the emitter is what makes it appear. This is why you have to pass in a lot more details to the emitter than you do the particle. The emitter is set up so you can have multiple running in the same game, either added to your world's entities collection or your game object. Steps for a successful emission:

  1. Construct the emitter once and set the parameters you want use. Check the spawn_emitter(emitter_string) function in ps-demo.p8 to see how to construct.
  2. Add the emitter to either your global collection of entities, or your game object
  3. Call the update_time() function every frame.
  4. Call update() and draw() on the emitter each frame (using the game loop preferably)
  5. Voila you have an emitter

Emitter Functions

Call these on your emitter. create can be called on the emitter type like: emitter.create(64, 64, 1, 0). It is also implied that you pass in the emitter class/table so that lua can use the self keyword, like: my_emitter.start_emit(my_emitter).

Function Parameters Usage
create() x, y, frequency, max_p, burst (default: false), gravity (default: false) The constructor function for an emitter. Have to specify position, frequency and maximum particles. All other features can be set with the setter functions below.
start_emit() Starts the emitter to emit (create new) particles. If the emitter is set to burst, then it will fire off a burst and stop emitting immediately.
stop_emit() Stops the emitter from emitting. Will not remove the particles or stop them from updating, only stop more from spawning.
is_emitting() Returns true or false if the emitter is currently emitting.
clone() Creates a new emitter and copies all of the values on the emitter you called it on.

Emitter Set Functions

These functions are global and can just be called. Do not call them like my_emitter.ps_set_pos(my_emitter, x, y), just use ps_set_pos(my_emitter, x, y). The e parameter is the emitter that you want to set the values on.

Function Parameters Usage
ps_set_pos() e, x, y The coordinates of the emitter, particles will spawn from this location.
ps_set_frequency() e, frequency How frequently you want particles to spawn, uses a "particles per frame" approach. E.g. a frequency of 2 will spawn 2 particles each frame, a frequency of 0.5 will spawn 1 particle every 2 frames.
ps_set_max_p() e, max_p The maximum number of particles the emitter is allowed to spawn. 0 = unlimited.
ps_set_gravity() e, gravity Are the particles affected by gravity? Pass in true for yes or false for no. Will be affected by whatever is in the calc_gravity(a) function
ps_set_burst() e, burst, burst_amount (default: max_p) Is this a burst emitter? Pass in true for yes or false for no. Will make the emitter shoot out particles and then immediately stop emitting. If you're hooking this up to an object that bursts whenever it does something, just call start_emit() and it will emit the next burst. burst_amount is the amount of particles to emit every time you start the emitter and "burst".
ps_set_pooling() e, pooling Does this emitter use object pooling? Pass in true for yes or false for no. Object pooling loads all of the objects it might need as it needs them (lazy) and then will keep re-using them. Uses more memory for a bit less CPU.
ps_set_rnd_colour() e, rnd_colour Do you want every particle to be a random colour? Pass in true for yes or false for no. Will use a random pico-8 colour when there is one colour supplied, otherwise will use a random colour from the colours list.
ps_set_rnd_sprite() e, rnd_sprite Do you want every particle to be a random sprite? Pass in true for yes or false for no. Will override the sprite animation and use the sprite list to get random sprites from.
ps_set_area() e, width (default: 0), height (default: 0) Do you want to use an area for your emission and not just from a point? Specify the width and height of the box and the emitter will center it and spawn from it. Call the function without passing a width or height and it will stop using the area.
ps_set_colours() e, colours Pass in a list of colours, e.g. {1, 5, 6} for the particle to cycle through evenly (colour over life). You can pass in a list with one colour in it to just have the particles use one colour. Also interacts with the rnd_colour setter function.
ps_set_sprites() e, sprites The sprite(s) you want to display. Pass in a list of sprites e.g. {3, 4, 5} or {3}. If you don't want sprites, don't call the setter or pass in nil. When passing more than one sprite, the particle will transition between the sprites in an even manner. To 'hold' a sprite for longer, you can use it more than once like {45, 45, 45, 46, 47}. Also interacts with the rnd_sprite setter function.
ps_set_life() e, life, life_spread (default: 0) Set the time (in seconds) it takes for the particle to die. i.e. the time it will stay on screen. Needs a value greater than 0. Spread adds a randomly calculated addition on top of the supplied life. Value of 0 = same lifetime for every particle, value > 0 = varying lifetimes.
ps_set_angle() e, angle, angle_spread (default: 360) Set the angle at which the particles will be emitted in degrees. 0 comes out east (right), and it goes anti-clockwise. 90 degrees will be north (up), 180 degrees comes out west (left) etc. Spread allows particles in a random area of the angle. e.g. an angle value of 180 and a spread value of 30 will spawn your particles with an angle anywhere between 180-210.
ps_set_speed() e, speed_initial, speed_final (default: speed_initial), speed_spread_initial (default: 0), speed_spread_final (default: initial) Set the speed of your particles. Can specify a different final speed to make the particles speed up or slow down. You can specify spread to both of the values to apply some random.
ps_set_size() e, size_initial, size_final (default: size_initial), size_spread_initial (default: 0), size_spread_final (default: initial) Set the size of your particles. Can specify a different final size to make the particles grow or shrink. You can specify spread to both of the values to apply some random.

Particles

Generally you don't need to touch the particle class, everything is handled through the emitter.

Parameter Meaning Example Value
x The x coordinate that the particle spawns at 64
y The y coordinate that the particle spawns at 20
gravity Is this particle affected by gravity? true or false false
colour The colour it is. Uses PICO-8's colour system 7
sprite The sprite it displays. will overwrite the colour. nil or sprite number. 23
life The lifetime of the particle. In seconds. 4
angle The angle you want the particle to come flying out at in radians. The range is 0-360. However, 0 angle is coming out at an eastward direction and it travels anticlockwise 90
speed_initial The speed you want the particle to start moving at 4
speed_final The velocity you want the particle to finish at when it dies 1
size_initial The particle's original size 0
size_final The size you want the particle to grow/shrink to 5

About

A particle system for PICO-8, currently in Alpha

License:MIT License


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