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.
|ind||The index of the particle type to set.|
|shape||The shape to choose.|
global.p1 = part_type_create();
part_type_size(global.p1, 1, 3, 0, 0);
part_type_scale(global.p1, 1, 1);
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_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.