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static Dust | CloneDust (Dust rf) |
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static Dust | CloneDust (int dustIndex) |
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static void | DrawDebugBox (Rectangle itemRectangle) |
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static int | dustWater () |
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static int | NewDust (Vector2 Position, int Width, int Height, int Type, float SpeedX=0f, float SpeedY=0f, int Alpha=0, Color newColor=default(Color), float Scale=1f) |
| Attempts to spawn a single Dust into the game world. The Position, Width, and Height parameters dictate a rectangle, the dust will be spawned randomly within that rectangle. SpeedX and SpeedY dictate the initial velocity, they will be slightly randomized as well. More...
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static Dust | NewDustDirect (Vector2 Position, int Width, int Height, int Type, float SpeedX=0f, float SpeedY=0f, int Alpha=0, Color newColor=default(Color), float Scale=1f) |
| Unlike Dust.NewDust(Vector2, int, int, int, float, float, int, Color, float), this method returns a Dust instance directly. More...
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static Dust | NewDustPerfect (Vector2 Position, int Type, Vector2? Velocity=null, int Alpha=0, Color newColor=default(Color), float Scale=1f) |
| Attempts to spawn a single Dust into the game world. Position indicates the spawn position and Velocity indicates the initial velocity. Unlike NewDust(Vector2, int, int, int, float, float, int, Color, float), position and velocity will not be slightly randomized, making this method suitable for visual effects that need exact positioning. More...
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static void | QuickBox (Vector2 topLeft, Vector2 bottomRight, int divisions, Color color, Action< Dust > manipulator) |
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static Dust | QuickDust (int x, int y, Color color) |
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static Dust | QuickDust (Point tileCoords, Color color) |
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static Dust | QuickDust (Vector2 pos, Color color) |
| Spawns dust 267 tinted to the provided color at the specified position with no velocity or gravity. Used solely for debugging purposes. More...
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static void | QuickDustLine (Vector2 start, Vector2 end, float splits, Color color) |
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static Dust | QuickDustSmall (Vector2 pos, Color color, bool floorPositionValues=false) |
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static void | UpdateDust () |
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bool | active |
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int | alpha |
| How transparent to draw this dust. 0 to 255. 255 is completely transparent. Used to fade dust out and sometimes to determine if a dust should despawn.
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Color | color |
| A tinting to the color this dust is drawn. Works best with sprites with low saturation, such as greyscale sprites. Not as effective with colored sprites.
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object | customData |
| Can be used to store any custom data. Typically used to store a Player, NPC, or Projectile instance that the dust will attempt to follow. ExampleAdvancedDust.csshowcases how customData can be used for advanced movement behavior.
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int | dustIndex |
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float | fadeIn |
| Used by some dust AI to control logic pertaining to the dust fading in. The specific behavior depends on the dust type. Defaults to 0f.
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bool | firstFrame |
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Rectangle | frame |
| The portion of the sprite sheet that this dust will be drawn using. Typical vanilla dust spawn with a randomly chosen 8x8 frame from a set of 3 options, but modded dust can use whatever dimensions are desired.
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bool | noGravity |
| Indicates if a dust should be affected by gravity or not. Not all vanilla dust have logic checking this value and modded dust with custom ModDust.Update(Dust) code would need to implement this into the logic for it to have effect. Defaults to false .
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bool | noLight |
| If true, the dust will not emit light. The specific behavior depends on the dust type, as many dust might not emit light or honor noLight. Defaults to false .
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bool | noLightEmittence |
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Vector2 | position |
| Current position of this dust.
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float | rotation |
| Current rotation of this dust.
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float | scale |
| The draw scale of the dust. Many dust rely on scale to determine when it should despawn. The Scale parameter of NewDust(Vector2, int, int, int, float, float, int, Color, float) will be slightly randomized (multiplied by a number between 80% to 120%) and then assigned to scale.
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ArmorShaderData | shader |
| The shader that will be applied to this dust when drawing. Typically assigned based on the dye attached to the accessory or equipment spawning the dust. This is done using code similar to dust.shader = GameShaders.Armor.GetSecondaryShader(player.cPet, player);
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int | type |
| The Dust ID of this dust. The Dust ID will be equal to either a DustID entry or ModContent.DustType<T>.
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Vector2 | velocity |
| Current velocity of this dust.
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Dust are particles effects used to add visual elements to weapons and other effects. Dust are completely visual and should never be used as a gameplay element. Dust count limits are imposed by the game to keep performance consistent, so Dust are not guaranteed to spawn when code attempts to spawn them.
Vanilla Dust are enumerated in the DustID class.
New Dust can be implemented using the ModDust class.
The Basic Dust Guide
teaches the basics on using Dust. In addition, the guide has resources teaching how to discover and use vanilla Dust.
static Dust Dust.NewDustPerfect |
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Vector2 |
Position, |
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int |
Type, |
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Vector2? |
Velocity = null , |
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int |
Alpha = 0 , |
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Color |
newColor = default(Color) , |
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float |
Scale = 1f |
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) |
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static |
Attempts to spawn a single Dust into the game world. Position indicates the spawn position and Velocity indicates the initial velocity. Unlike NewDust(Vector2, int, int, int, float, float, int, Color, float), position and velocity will not be slightly randomized, making this method suitable for visual effects that need exact positioning.
- Parameters
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Position | |
Type | |
Velocity | |
Alpha | |
newColor | |
Scale | |
- Returns
- The Dust instance spawned