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