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<h1>&nbsp;TombEngine</h1>
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<h2>1 Modules</h2>
<ul class="nowrap">
<li> <here>Effects</here></li>
<li> <a href="../1 modules/Flow.html">Flow</a></li>
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<h2>2 Classes</h2>
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<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
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<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
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<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
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<h2>5 Lua utility modules</h2>
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<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
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<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
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</div>
<div id="content">
<h1>Table <code>Effects</code></h1>
<p>Functions to generate effects.</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#EmitLightningArc">EmitLightningArc(origin, target, [color.], [life], [amplitude], [beamWidth], [detail], [smooth], [endDrift])</a></td>
<td class="summary">Emit a lightning arc.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitParticle">EmitParticle(pos, vel, spriteID, [gravity], [rotVel], [startColor], [endColor], [blendMode], [startSize], [endSize], [life], [damage], [poison], [spriteSeqID], [startRot])</a></td>
<td class="summary">Emit a particle.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitAdvancedParticle">EmitAdvancedParticle(particleData)</a></td>
<td class="summary">Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitShockwave">EmitShockwave(pos, [innerRadius], [outerRadius], [color], [lifetime], [speed], [angle], [hurtsLara])</a></td>
<td class="summary">Emit a shockwave, similar to that seen when a harpy projectile hits something.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitLight">EmitLight(pos, [color], [radius], [shadows], [name])</a></td>
<td class="summary">Emit dynamic light that lasts for a single frame.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitSpotLight">EmitSpotLight(pos, dir, [color], [radius], [falloff], [distance], [shadows], [name])</a></td>
<td class="summary">Emit dynamic directional spotlight that lasts for a single frame.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitBlood">EmitBlood(pos, [count])</a></td>
<td class="summary">Emit blood.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitAirBubble">EmitAirBubble(pos, [size], [amp])</a></td>
<td class="summary">Emit an air bubble in a water room.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitFire">EmitFire(pos, [size])</a></td>
<td class="summary">Emit fire for one frame.</td>
</tr>
<tr>
<td class="name" ><a href="#MakeExplosion">MakeExplosion(pos, [size], [shockwave])</a></td>
<td class="summary">Make an explosion.</td>
</tr>
<tr>
<td class="name" ><a href="#MakeEarthquake">MakeEarthquake([strength])</a></td>
<td class="summary">Make an earthquake</td>
</tr>
<tr>
<td class="name" ><a href="#GetWind">GetWind()</a></td>
<td class="summary">Get the wind vector for the current game frame.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitStreamer">EmitStreamer(mov, tag, pos, dir, [rot], [startColor], [endColor], [width], [life], [vel], [expRate], [rotRate], [edgeFeatherMode], [lengthFeatherMode], [blendID])</a></td>
<td class="summary">Emit an extending streamer effect.</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#ParticleData">ParticleData</a></td>
<td class="summary">Structure for EmitAdvancedParticle table.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "EmitLightningArc"></a>
<strong>EmitLightningArc(origin, target, [color.], [life], [amplitude], [beamWidth], [detail], [smooth], [endDrift])</strong>
</dt>
<dd>
Emit a lightning arc.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">origin</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
</li>
<li><span class="parameter">target</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
</li>
<li><span class="parameter">color.</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
<em>Default: Color(255&#44; 255&#44; 255).</em>
</li>
<li><span class="parameter">life</span>
<span class="types"><span class="type">float</span></span>
Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths.
<em>Default: 1.</em>
</li>
<li><span class="parameter">amplitude</span>
<span class="types"><span class="type">int</span></span>
Strength of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255].
<em>Default: 20.</em>
</li>
<li><span class="parameter">beamWidth</span>
<span class="types"><span class="type">int</span></span>
Beam width. Clamped to [1, 127].
<em>Default: 2.</em>
</li>
<li><span class="parameter">detail</span>
<span class="types"><span class="type">int</span></span>
Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127].
<em>Default: 10.</em>
</li>
<li><span class="parameter">smooth</span>
<span class="types"><span class="type">bool</span></span>
If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes.
<em>Default: false.</em>
</li>
<li><span class="parameter">endDrift</span>
<span class="types"><span class="type">bool</span></span>
If true, the end of the arc will be able to gradually drift away from its destination in a random direction.
<em>Default: false.</em>
</li>
</ul>
</dd>
<dt>
<a name = "EmitParticle"></a>
<strong>EmitParticle(pos, vel, spriteID, [gravity], [rotVel], [startColor], [endColor], [blendMode], [startSize], [endSize], [life], [damage], [poison], [spriteSeqID], [startRot])</strong>
</dt>
<dd>
Emit a particle.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position.
</li>
<li><span class="parameter">vel</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Directional velocity.
</li>
<li><span class="parameter">spriteID</span>
<span class="types"><span class="type">int</span></span>
Sprite ID in the sprite sequence slot.
</li>
<li><span class="parameter">gravity</span>
<span class="types"><span class="type">float</span></span>
Effect of gravity. Positive value ascends, negative value descends.
<em>Default: 0.</em>
</li>
<li><span class="parameter">rotVel</span>
<span class="types"><span class="type">float</span></span>
Rotational velocity in degrees.
<em>Default: 0.</em>
</li>
<li><span class="parameter">startColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at start of life.
<em>Default: Color(255&#44; 255&#44; 255).</em>
</li>
<li><span class="parameter">endColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at end of life. This will finish long before the end of the particle's life due to internal math.
<em>Default: Color(255&#44; 255&#44; 255).</em>
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Render blend mode.
<em>Default: TEN.Effects.BlendID.ALPHA_BLEND.</em>
</li>
<li><span class="parameter">startSize</span>
<span class="types"><span class="type">float</span></span>
Size at start of life.
<em>Default: 10.</em>
</li>
<li><span class="parameter">endSize</span>
<span class="types"><span class="type">float</span></span>
Size at end of life.
<em>Default: 0.</em>
</li>
<li><span class="parameter">life</span>
<span class="types"><span class="type">float</span></span>
Lifespan in seconds.
<em>Default: 2.</em>
</li>
<li><span class="parameter">damage</span>
<span class="types"><span class="type">bool</span></span>
Harm the player on collision.
<em>Default: false.</em>
</li>
<li><span class="parameter">poison</span>
<span class="types"><span class="type">bool</span></span>
Poison the player on collision.
<em>Default: false.</em>
</li>
<li><span class="parameter">spriteSeqID</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
Sprite sequence slot ID.
<em>Default: Objects.ObjID.DEFAULT_SPRITES.</em>
</li>
<li><span class="parameter">startRot</span>
<span class="types"><span class="type">float</span></span>
Rotation at start of life.
<em>Default: random.</em>
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">EmitParticle(
pos,
Vec3(<span class="global">math</span>.random(), <span class="global">math</span>.random(), <span class="global">math</span>.random()),
<span class="number">22</span>, <span class="comment">-- spriteID
</span> <span class="number">0</span>, <span class="comment">-- gravity
</span> -<span class="number">2</span>, <span class="comment">-- rotVel
</span> Color(<span class="number">255</span>, <span class="number">0</span>, <span class="number">0</span>), <span class="comment">-- startColor
</span> Color(<span class="number">0</span>, <span class="number">255</span>, <span class="number">0</span>), <span class="comment">-- endColor
</span> TEN.Effects.BlendID.ADDITIVE, <span class="comment">-- blendMode
</span> <span class="number">15</span>, <span class="comment">-- startSize
</span> <span class="number">50</span>, <span class="comment">-- endSize
</span> <span class="number">20</span>, <span class="comment">-- life
</span> <span class="keyword">false</span>, <span class="comment">-- damage
</span> <span class="keyword">true</span>, <span class="comment">-- poison
</span> Objects.ObjID.DEFAULT_SPRITES, <span class="comment">-- spriteSeqID
</span> <span class="number">180</span>) <span class="comment">-- startRot</span></pre>
</ul>
</dd>
<dt>
<a name = "EmitAdvancedParticle"></a>
<strong>EmitAdvancedParticle(particleData)</strong>
</dt>
<dd>
Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">particleData</span>
<span class="types"><a class="type" href="../1 modules/Effects.html#ParticleData">ParticleData</a></span>
Table containing particle data.
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> particle =
{
pos = GetMoveableByName(<span class="string">"camera_target_6"</span>):GetPosition(),
vel = Vec3(<span class="number">0</span>, <span class="number">0</span>, <span class="number">10</span>),
spriteSeqID = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
spriteID = <span class="number">0</span>,
life = <span class="number">10</span>,
maxYVel = <span class="number">0</span>,
gravity = <span class="number">0</span>,
friction = <span class="number">10</span>,
startRot = <span class="number">0</span>,
rotVel = <span class="number">0</span>,
startSize = <span class="number">80</span>,
endSize = <span class="number">80</span>,
startColor = TEN.Color(<span class="number">128</span>, <span class="number">128</span>, <span class="number">128</span>),
endColor = TEN.Color(<span class="number">128</span>, <span class="number">128</span>, <span class="number">128</span>),
blendMode = TEN.Effects.BlendID.ADDITIVE,
wind = <span class="keyword">false</span>,
damage = <span class="keyword">true</span>,
poison = <span class="keyword">false</span>,
burn = <span class="keyword">false</span>,
damageHit = <span class="number">80</span>,
soundID = <span class="number">197</span>,
light = <span class="keyword">true</span>,
lightRadius = <span class="number">6</span>,
lightFlicker = <span class="number">5</span>,
animated = <span class="keyword">true</span>,
frameRate = <span class="number">0.25</span>,
animType = TEN.Effects.ParticleAnimationType.LOOP,
}
EmitAdvancedParticle(particle)</pre>
</ul>
</dd>
<dt>
<a name = "EmitShockwave"></a>
<strong>EmitShockwave(pos, [innerRadius], [outerRadius], [color], [lifetime], [speed], [angle], [hurtsLara])</strong>
</dt>
<dd>
Emit a shockwave, similar to that seen when a harpy projectile hits something.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Origin Position.
</li>
<li><span class="parameter">innerRadius</span>
<span class="types"><span class="type">int</span></span>
Initial inner radius of the shockwave circle - 128 will be approx a click, 512 approx a block.
<em>Default: 0.</em>
</li>
<li><span class="parameter">outerRadius</span>
<span class="types"><span class="type">int</span></span>
Initial outer radius of the shockwave circle.
<em>Default: 128.</em>
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color.
<em>Default: Color(255&#44; 255&#44; 255).</em>
</li>
<li><span class="parameter">lifetime</span>
<span class="types"><span class="type">float</span></span>
Lifetime in seconds (max 8.5 because of inner maths weirdness).
<em>Default: 1.0.</em>
</li>
<li><span class="parameter">speed</span>
<span class="types"><span class="type">int</span></span>
Initial speed of the shockwave's expansion (the shockwave will always slow as it goes).
<em>Default: 50.</em>
</li>
<li><span class="parameter">angle</span>
<span class="types"><span class="type">int</span></span>
Angle about the X axis - a value of 90 will cause the shockwave to be entirely vertical.
<em>Default: 0.</em>
</li>
<li><span class="parameter">hurtsLara</span>
<span class="types"><span class="type">bool</span></span>
If true, the shockwave will hurt Lara, with the damage being relative to the shockwave's current speed.
<em>Default: false.</em>
</li>
</ul>
</dd>
<dt>
<a name = "EmitLight"></a>
<strong>EmitLight(pos, [color], [radius], [shadows], [name])</strong>
</dt>
<dd>
Emit dynamic light that lasts for a single frame.
If you want a light that sticks around, you must call this each frame.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
position of the light
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
light color.
<em>Default: Color(255&#44; 255&#44; 255).</em>
</li>
<li><span class="parameter">radius</span>
<span class="types"><span class="type">int</span></span>
Measured in "clicks" or 256 world units.
<em>Default: 20.</em>
</li>
<li><span class="parameter">shadows</span>
<span class="types"><span class="type">bool</span></span>
Determines whether light should generate dynamic shadows for applicable moveables.
<em>Default: false.</em>
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
If provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights).
<em>Optional.</em>
</li>
</ul>
</dd>
<dt>
<a name = "EmitSpotLight"></a>
<strong>EmitSpotLight(pos, dir, [color], [radius], [falloff], [distance], [shadows], [name])</strong>
</dt>
<dd>
Emit dynamic directional spotlight that lasts for a single frame.
If you want a light that sticks around, you must call this each frame.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
position of the light
</li>
<li><span class="parameter">dir</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
normal which indicates light direction
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color.
<em>Default: Color(255&#44; 255&#44; 255).</em>
</li>
<li><span class="parameter">radius</span>
<span class="types"><span class="type">int</span></span>
Overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units.
<em>Default: 10.</em>
</li>
<li><span class="parameter">falloff</span>
<span class="types"><span class="type">int</span></span>
Radius, at which light starts to fade out, measured in "clicks".
<em>Default: 5.</em>
</li>
<li><span class="parameter">distance</span>
<span class="types"><span class="type">int</span></span>
Distance, at which light cone fades out, measured in "clicks".
<em>Default: 20.</em>
</li>
<li><span class="parameter">shadows</span>
<span class="types"><span class="type">bool</span></span>
Determines whether light should generate dynamic shadows for applicable moveables.
<em>Default: false.</em>
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
If provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights).
<em>Optional.</em>
</li>
</ul>
</dd>
<dt>
<a name = "EmitBlood"></a>
<strong>EmitBlood(pos, [count])</strong>
</dt>
<dd>
Emit blood.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
</li>
<li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span>
Sprite count.
<em>Default: 1.</em>
</li>
</ul>
</dd>
<dt>
<a name = "EmitAirBubble"></a>
<strong>EmitAirBubble(pos, [size], [amp])</strong>
</dt>
<dd>
Emit an air bubble in a water room.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position where the effect will be spawned. Must be in a water room.
</li>
<li><span class="parameter">size</span>
<span class="types"><span class="type">float</span></span>
Sprite size.
<em>Default: 32.</em>
</li>
<li><span class="parameter">amp</span>
<span class="types"><span class="type">float</span></span>
Oscillation amplitude.
<em>Default: 32.</em>
</li>
</ul>
</dd>
<dt>
<a name = "EmitFire"></a>
<strong>EmitFire(pos, [size])</strong>
</dt>
<dd>
Emit fire for one frame. Will not hurt player. Call this each frame if you want a continuous fire.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Position.
</li>
<li><span class="parameter">size</span>
<span class="types"><span class="type">float</span></span>
Fire size.
<em>Default: 1.</em>
</li>
</ul>
</dd>
<dt>
<a name = "MakeExplosion"></a>
<strong>MakeExplosion(pos, [size], [shockwave])</strong>
</dt>
<dd>
Make an explosion. Does not hurt Lara
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
</li>
<li><span class="parameter">size</span>
<span class="types"><span class="type">float</span></span>
This will not be the size of the sprites, but rather the distance between the origin and any additional sprites.
<em>Default: 512.</em>
</li>
<li><span class="parameter">shockwave</span>
<span class="types"><span class="type">bool</span></span>
If true, create a very faint white shockwave which will not hurt Lara.
<em>Default: false.</em>
</li>
</ul>
</dd>
<dt>
<a name = "MakeEarthquake"></a>
<strong>MakeEarthquake([strength])</strong>
</dt>
<dd>
Make an earthquake
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">strength</span>
<span class="types"><span class="type">int</span></span>
How strong should the earthquake be? Increasing this value also increases the lifespan of the earthquake.
<em>Default: 100.</em>
</li>
</ul>
</dd>
<dt>
<a name = "GetWind"></a>
<strong>GetWind()</strong>
</dt>
<dd>
Get the wind vector for the current game frame.
This represents the 3D displacement applied by the engine on things like particles affected by wind.()
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Wind vector.
</ol>
</dd>
<dt>
<a name = "EmitStreamer"></a>
<strong>EmitStreamer(mov, tag, pos, dir, [rot], [startColor], [endColor], [width], [life], [vel], [expRate], [rotRate], [edgeFeatherMode], [lengthFeatherMode], [blendID])</strong>
</dt>
<dd>
Emit an extending streamer effect.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">mov</span>
<span class="types"><span class="type">Moveable</span></span>
Moveable object with which to associate the effect.
</li>
<li><span class="parameter">tag</span>
<span class="types"><span class="type">int</span></span>
Numeric tag with which to associate the effect on the moveable.
</li>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position.
</li>
<li><span class="parameter">dir</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Direction vector of movement velocity.
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
Start rotation in degrees.
<em>Default: 0.</em>
</li>
<li><span class="parameter">startColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at the start of life.
<em>Default: Color(255&#44; 255&#44; 255).</em>
</li>
<li><span class="parameter">endColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at the end of life.
<em>Default: Color(0&#44; 0&#44; 0).</em>
</li>
<li><span class="parameter">width</span>
<span class="types"><span class="type">float</span></span>
Width in world units.
<em>Default: 0.</em>
</li>
<li><span class="parameter">life</span>
<span class="types"><span class="type">float</span></span>
Lifetime in seconds.
<em>Default: 1.</em>
</li>
<li><span class="parameter">vel</span>
<span class="types"><span class="type">float</span></span>
Movement velocity in world units per second.
<em>Default: 0.</em>
</li>
<li><span class="parameter">expRate</span>
<span class="types"><span class="type">float</span></span>
Width expansion rate in world units per second.
<em>Default: 0.</em>
</li>
<li><span class="parameter">rotRate</span>
<span class="types"><span class="type">float</span></span>
Rotation rate in degrees per second.
<em>Default: 0.</em>
</li>
<li><span class="parameter">edgeFeatherMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
Edge feather mode.
<em>Default: Effects.StreamerFeatherMode.NONE.</em>
</li>
<li><span class="parameter">lengthFeatherMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
Length feather mode. <em>Not yet implemented.</em>
<em>Default: Effects.StreamerFeatherMode.LEFT.</em>
</li>
<li><span class="parameter">blendID</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Renderer blend ID.
<em>Default: Effects.BlendID.ALPHA_BLEND.</em>
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "ParticleData"></a>
<strong>ParticleData</strong>
</dt>
<dd>
Structure for EmitAdvancedParticle table.
<h3>Fields:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position.
</li>
<li><span class="parameter">vel</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Directional velocity in world units per second.
</li>
<li><span class="parameter">spriteSeqID</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
Sprite sequence slot ID.
<em>Default: Objects.ObjID.DEFAULT_SPRITES.</em>
</li>
<li><span class="parameter">spriteID</span>
<span class="types"><span class="type">int</span></span>
Sprite ID in the sprite sequence slot.
<em>Default: 0.</em>
</li>
<li><span class="parameter">life</span>
<span class="types"><span class="type">float</span></span>
Lifespan in seconds.
<em>Default: 2.</em>
</li>
<li><span class="parameter">maxYVel</span>
<span class="types"><span class="type">float</span></span>
Maximum vertical velocity in world units per second.
<em>Default: 0.</em>
</li>
<li><span class="parameter">gravity</span>
<span class="types"><span class="type">float</span></span>
Effect of gravity in world units per second. Positive value ascend, negative value descend.
<em>Default: 0.</em>
</li>
<li><span class="parameter">friction</span>
<span class="types"><span class="type">float</span></span>
Friction affecting velocity over time in world units per second.
<em>Default: 0.</em>
</li>
<li><span class="parameter">startRot</span>
<span class="types"><span class="type">float</span></span>
Rotation at start of life.
<em>Default: random.</em>
</li>
<li><span class="parameter">rotVel</span>
<span class="types"><span class="type">float</span></span>
Rotational velocity in degrees per second.
<em>Default: 0.</em>
</li>
<li><span class="parameter">startSize</span>
<span class="types"><span class="type">float</span></span>
Size at start of life.
<em>Default: 10.</em>
</li>
<li><span class="parameter">endSize</span>
<span class="types"><span class="type">float</span></span>
Size at end of life.
<em>Default: 0.</em>
</li>
<li><span class="parameter">startColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at start of life.
<em>Default: Color(255&#44; 255&#44; 255).</em>
</li>
<li><span class="parameter">endColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at end of life. Note that this will finish long before the end of life due to internal math.
<em>Default: Color(255&#44; 255&#44; 255).</em>
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Render blend mode.
<em>Default: TEN.Effects.BlendID.ALPHA_BLEND.</em>
</li>
<li><span class="parameter">damage</span>
<span class="types"><span class="type">bool</span></span>
Harm the player on collision.
<em>Default: false.</em>
</li>
<li><span class="parameter">poison</span>
<span class="types"><span class="type">bool</span></span>
Poison the player on collision.
<em>Default: false.</em>
</li>
<li><span class="parameter">burn</span>
<span class="types"><span class="type">bool</span></span>
Burn the player on collision.
<em>Default: false.</em>
</li>
<li><span class="parameter">wind</span>
<span class="types"><span class="type">bool</span></span>
Affect position by wind in outside rooms.
<em>Default: false.</em>
</li>
<li><span class="parameter">damageHit</span>
<span class="types"><span class="type">int</span></span>
Player damage amount on collision.
<em>Default: 2.</em>
</li>
<li><span class="parameter">light</span>
<span class="types"><span class="type">bool</span></span>
Emit a colored light. <strong>Caution</strong>: Recommended only for a single particle. Too many particles with lights can overwhelm the lighting system.
<em>Default: false.</em>
</li>
<li><span class="parameter">lightRadius</span>
<span class="types"><span class="type">int</span></span>
Light radius in 1/4 blocks.
<em>Default: 0.</em>
</li>
<li><span class="parameter">lightFlicker</span>
<span class="types"><span class="type">int</span></span>
Interval at which the light should flicker.
<em>Default: 0.</em>
</li>
<li><span class="parameter">soundID</span>
<span class="types"><span class="type">int</span></span>
Sound ID to play. <strong>Caution</strong>: Recommended only for a single particle. Too many particles with sounds can overwhelm the sound system.
<em>Optional.</em>
</li>
<li><span class="parameter">animated</span>
<span class="types"><span class="type">bool</span></span>
Play animates sprite sequence.
<em>Default: false.</em>
</li>
<li><span class="parameter">animType</span>
<span class="types"><a class="type" href="../4 enums/Effects.ParticleAnimationType.html#">ParticleAnimationType</a></span>
Animation type of the sprite sequence.
<em>Default: TEN.Effects.ParticleAnimationType.LOOP.</em>
</li>
<li><span class="parameter">frameRate</span>
<span class="types"><span class="type">float</span></span>
Sprite sequence animation framerate.
<em>Default: 1.</em>
</li>
</ul>
</dd>
</dl>
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