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Modular Macro-powered Particle System for haxe

License: zlib License

Haxe 100.00%
particles particle-system modular haxe kha

sparkler's Introduction

Sparkler

A modular 2d particle system.

Features

  • Macro-powered.
  • Customizable.
  • You can create custom ParticleModule to extend functionality.
  • Local/World Space rendering.
  • Multiple frameworks support: Kha and Clay for now.

Sample Usage

var emitter = new ParticleEmitter<
	ColorListOverLifetimeModule,
	InitialVelocityModule,
	KhaSpriteRendererModule
>({
	cacheSize: 512,
	lifetime: 2,
	emitterLifetime: 5,
	emitRate: 50,
	colorListOverLifetime: {
		ease: null,
		list: [
			{
				time: 0,
				value: 0xFFFF0000
			},
			{
				time: 0.5,
				value: 0xFFFF00FF
			},
			{
				time: 1,
				value: 0x00FF00FF
			}
		]
	},
	initialVelocity: {x: 0, y: -200},
	khaSpriteRenderer: {
		image: kha.Assets.images.particle
	},
	sortFunc: function(a, b) {
		return a.age < b.age ? 1 : -1;
	}
});

emitter.start();

sparkler's People

Contributors

andreirudenko avatar sh-dave avatar

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sparkler's Issues

DirectionModule crashes without VelocityModule

DirectionModule crashes if there is no VelocityModule. I have the following setup:

modules: [
    new AreaSpawnModule({
        ...
    }),
    new ColorLifeModule({
        ...
    }),
    new SizeLifeModule({
        ...
    }),
    new DirectionModule({
        ...
    })
]

Which crashes here: https://github.com/RudenkoArts/sparkler/blob/master/sparkler/modules/DirectionModule.hx#L75

I don't know if it's by-design but it was not required in the "old Sparkler". It does not appear to correct in the README example either (there is a direction module but no velocity module).

Modules List

List of modules to implement so far. It will be changing over time.
Overall i don't want to bloat system, and thinking about better approach to structure

Spawn Area

  • PointSpawn
  • AreaSpawn
  • CircleSpawn
  • RingSpawn
  • PolylineSpawn

Emit

  • EmitDistance
  • EmitRate
  • ParticlesPerEmit

Color

  • InitialColor
  • InitialColorMinMax
  • ColorOverLifetime
  • ColorMinMaxOverLifetime
  • ColorListOverLifetime
  • ColorListMinMaxOverLifetime
  • ColorBySpeed

Scale

  • InitialScale
  • InitialScaleMinMax
  • ScaleOverLifetime
  • ScaleMinMaxOverLifetime
  • ScaleListOverLifetime
  • ScaleListMinMaxOverLifetime
  • ScaleBySpeed

Scale

  • InitialSize
  • InitialSizeMinMax
  • SizeOverLifetime
  • SizeMinMaxOverLifetime
  • SizeListOverLifetime
  • SizeListMinMaxOverLifetime
  • SizeBySpeed

Origin

  • Origin

Rotate

  • InitialRotation
  • InitialRotationMinMax
  • RotateOverLifetime
  • RotateMinMaxOverLifetime
  • RotateListOverLifetime
  • RotateListMinMaxOverLifetime
  • RotateToDirection

Move

  • MovementOverLifetime
  • MovementListOverLifetime

Force

  • Force
  • ForceMinMax
  • ForceOverLifetime
  • ForceMinMaxOverLifetime
  • ForceListOverLifetime
  • ForceListMinMaxOverLifetime

Velocity

  • InitialVelocity
  • InitialVelocityMinMax

Direction

  • Direction
  • DirectionMinMax
  • DirectionOverLifetime
  • DirectionMinMaxOverLifetime
  • DirectionListOverLifetime
  • DirectionListMinMaxOverLifetime

AngularVelocity

  • AngularVelocity
  • AngularVelocityMinMax
  • AngularVelocityOverLifetime
  • AngularVelocityMinMaxOverLifetime
  • AngularVelocityListOverLifetime
  • AngularVelocityListMinMaxOverLifetime
  • AngularVelocityBySpeed

RadialAccel

  • RadialAccel
  • TangentialAccel

Drag

  • Drag
  • DragMinMax
  • AngularDrag
  • AngularDragMinMax

Other

  • Burst
  • Noise
  • Wiggle
  • MagneticFields
  • Callback
  • Animation

Render

  • SpriteRenderer
  • TrailRenderer

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