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authorDavid Thompson <dthompson2@worcester.edu>2021-10-07 20:17:50 -0400
committerDavid Thompson <dthompson2@worcester.edu>2021-10-07 20:17:50 -0400
commit0e699be281c8dea53e589e08a5831837e0eae7ea (patch)
tree4266aebec927b13ca56410be1901e3ee78dff49e /manuals/chickadee/Particles.html
parent38daa330f2194de5f39cd41b270c89d7b2e94427 (diff)
Updates for Chickadee 0.8.0 and Guile-SDL2 0.7.0.
Diffstat (limited to 'manuals/chickadee/Particles.html')
-rw-r--r--manuals/chickadee/Particles.html8
1 files changed, 4 insertions, 4 deletions
diff --git a/manuals/chickadee/Particles.html b/manuals/chickadee/Particles.html
index d058996..38943fa 100644
--- a/manuals/chickadee/Particles.html
+++ b/manuals/chickadee/Particles.html
@@ -1,6 +1,6 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
-<!-- Copyright (C) 2017-2020 David Thompson davet@gnu.org
+<!-- Copyright (C) 2017-2021 David Thompson davet@gnu.org
Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.3
@@ -85,7 +85,7 @@ ul.no-bullet {list-style: none}
Next: <a href="Tile-Maps.html" accesskey="n" rel="next">Tile Maps</a>, Previous: <a href="Vector-Paths.html" accesskey="p" rel="prev">Vector Paths</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
</div>
<hr>
-<span id="Particles-1"></span><h4 class="subsection">2.3.7 Particles</h4>
+<span id="Particles-1"></span><h4 class="subsection">5.3.6 Particles</h4>
<p>Effects like smoke, fire, sparks, etc. are often achieved by animating
lots of little, short-lived sprites known as &ldquo;particles&rdquo;. In fact,
@@ -127,8 +127,8 @@ at the coordinates <code>(320, 240)</code>:
particles. Achieving the desired particle effect involves tweaking
the following keyword arguments as needed:
</p>
-<p>- <var>blend-mode</var>: Pixel blending mode. Alpha blending is used by default.
-(see <a href="Blending.html">Blending</a> for more about blend modes).
+<p>- <var>blend-mode</var>: Pixel blending mode. Alpha blending is used by
+default. (see <a href="Render-Settings.html">Render Settings</a> for more about blend modes).
</p>
<p>- <var>start-color</var>: The tint color of the particle at the beginning of its
life. White by default.