particles library

Classes

AcceleratedParticle
A particle that serves as a container for basic acceleration physics.
Anchor
Represents a relative position inside some 2D object with a rectangular size or bounding box.
CircleParticle
Plain circle with no other behaviors.
ComponentParticle
ComposedParticle
A single Particle which manages multiple children by proxying all lifecycle hooks.
ComputedParticle
An abstract Particle container which delegates rendering outside Allows to implement very interesting scenarios from scratch.
CurvedParticle
A Particle which applies certain Curve for easing or other purposes to its progress getter.
ImageParticle
A Particle which renders given Image on a Canvas image is centered. If any other behavior is needed, consider using ComputedParticle.
MovingParticle
Statically move given child Particle by given Vector2.
PaintParticle
A particle which renders its child with certain Paint Could be used for applying composite effects. Be aware that any composite operation is relatively expensive, as involves copying portions of GPU memory. The less pixels copied, the faster it'll be.
Particle
Base class implementing common behavior for all the particles.
RotatingParticle
A particle which rotates its child over the lifespan between two given bounds in radians
ScaledParticle
A particle which rotates its child over the lifespan between two given bounds in radians
Sprite
A Sprite is a region of an Image that can be rendered in the Canvas.
SpriteAnimation
Represents a sprite animation, that is, a list of sprites that change with time.
SpriteAnimationData
SpriteAnimationFrame
Represents a single sprite animation frame.
SpriteAnimationFrameData
SpriteAnimationParticle
SpriteParticle
TranslatedParticle
Statically offset given child Particle by given Vector2.

Typedefs

ParticleGenerator = Particle Function(int)
A function which returns a Particle when called.
ParticleRenderDelegate = void Function(Canvas c, Particle particle)
A function which should render desired contents onto a given canvas. External state needed for rendering should be stored elsewhere, so that this delegate could use it