Sets the shape of created particles to one of the fourteen in-built shapes.


GML Code Example

part_type_shape(ind, shape);

Argument Description
ind The index of the particle type to set.
shape The shape to choose.

Returns: N/A


With this function you can set the sprite shape to use for the particle type, with the following constants being acceptable:

Constant Description
ind The index of the particle type to set.
pt_shape_pixel A 1x1 pixel. (This is the default setting.)
pt_shape_disk A filled circle.
pt_shape_square A filled square.
pt_shape_line An 8px wide horizontal line.
pt_shape_star A five-point filled star.
pt_shape_circle A 3px outlined circle.
pt_shape_ring A circle with an inward glow (looks like a bubble).
pt_shape_sphere A circle with an outward glow ' solid in the middle, glowing outwards.
pt_shape_flare A harshly glowing point (looks like an actual star in the night).
pt_shape_spark A spark effect ' like a star with multiple points fading out.
pt_shape_explosion A squarish cloud of smoke ' requires multiple colours to resemble an explosion.
pt_shape_cloud A thin cloud, requires up scaling and multiple particles to resemble a cloud.
pt_shape_smoke A smooth version of the explosion effect. Use multiple to create a smoke cloud.
pt_shape_snow A generic snowflake shape.


GML Code Example

global.p1 = part_type_create();
 part_type_shape(global.p1, pt_shape_square);
 part_type_size(global.p1, 1, 3, 0, 0);
 part_type_scale(global.p1, 1, 1);
 part_type_colour1(global.p1, c_white);
 part_type_alpha2(global.p1, 1, 0);
 part_type_speed(global.p1, 2, 4, 0, 0);
 part_type_direction(global.p1, 0, 180, 0, 0);
 part_type_gravity(global.p1, 0.20, 270);
 part_type_orientation(global.p1, 0, 0, 0, 0, 1);
 part_type_blend(global.p1, 1);
 part_type_life(global.p1, 15, 60);

The above code sets the particle type indexed in the global variable "p1" to the shape of a square, then sets various other particle properties.

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