ParticleSystem class

A particle system uses a large number of sprites to draw complex effects such as explosions, smoke, rain, or fire. There are a number of properties that can be set to control the look of the particle system. Most of the properties have a base value and a variance, these values are used when creating each individual particle. For instance, by setting the life to 1.0 and the lifeVar to 0.5, each particle will get a life time in the range of 0.5 to 1.5.

Particles are created and added to the system at emissionRate, but the number of particles can never exceed the maxParticles limit.

Inheritance

Constructors

ParticleSystem(SpriteTexture texture, {double life: 1.5, double lifeVar: 1.0, Offset posVar: Offset.zero, double startSize: 2.5, double startSizeVar: 0.5, double endSize: 0.0, double endSizeVar: 0.0, double startRotation: 0.0, double startRotationVar: 0.0, double endRotation: 0.0, double endRotationVar: 0.0, bool rotateToMovement: false, double direction: 0.0, double directionVar: 360.0, double speed: 100.0, double speedVar: 50.0, double radialAcceleration: 0.0, double radialAccelerationVar: 0.0, double tangentialAcceleration: 0.0, double tangentialAccelerationVar: 0.0, int maxParticles: 100, double emissionRate: 50.0, ColorSequence colorSequence, int alphaVar: 0, int redVar: 0, int greenVar: 0, int blueVar: 0, BlendMode transferMode: BlendMode.plus, int numParticlesToEmit: 0, bool autoRemoveOnFinish: true, Offset gravity, String data})
Creates a new particle system with the given properties. The only required parameter is the texture, all other parameters are optional.

Properties

actions MotionController
@Deprecated('actions has been renamed to motions'), read-only, inherited
alphaVar int
Alpha varience of the colorSequence property.
read / write
autoRemoveOnFinish bool
If set to true, the particle system will be automatically removed as soon as there are no more particles left to draw.
read / write
blueVar int
Blue varience of the colorSequence property.
read / write
children List<Node>
A list of the children of this node. [...]
read-only, inherited
colorSequence ColorSequence
The ColorSequence used to animate the color of each individual particle over the duration of its life. When applied to a particle the sequence's color stops modified in accordance with the alphaVar, redVar, greenVar, and blueVar properties.
read / write
constraints List<Constraint>
A List of Constraints that will be applied to the node. The constraints are applied after the update method has been called.
read / write, inherited
direction double
The direction in which each particle will be emitted in degrees.
read / write
directionVar double
Variance of the direction property.
read / write
emissionRate double
The rate at which particles are emitted, defined in particles per second.
read / write
endRotation double
The end rotation of each individual particle.
read / write
endRotationVar double
Variance of the endRotation property.
read / write
endSize double
The end scale of each individual particle.
read / write
endSizeVar double
Variance of the endSize property.
read / write
gravity Offset
The gravity vector of the particle system.
read / write
greenVar int
Green varience of the colorSequence property.
read / write
handleMultiplePointers bool
If set to true the node will receive multiple pointers, otherwise it will only receive events the first pointer. [...]
read / write, inherited
hashCode int
The hash code for this object. [...]
read-only, inherited
insertionOffset Offset
Offset of where the particles are inserted, this is useful for doing particle systems where the source of the particles move (e.g. smoke trailing a rocket).
read / write
inverseTransformMatrix Matrix4
The inverse transform matrix used by this node.
read-only, inherited
life double
The time in seconds each particle will be alive.
read / write
lifeVar double
Variance of the life property.
read / write
maxParticles int
The maximum number of particles the system can display at a single time.
read / write
motions MotionController
The MotionController associated with this node. [...]
read-only, inherited
numParticlesToEmit int
Total number of particles to emit, if the value is set to 0 the system will continue to emit particles for an indifinte period of time.
read / write
opacity double
The over all opacity of the particle system. This value is multiplied by the opacity of the individual particles.
read / write
parent Node
The parent of this node, or null if it doesn't have a parent. [...]
read-only, inherited
paused bool
Decides if the node and its children is currently paused. [...]
read / write, inherited
position Offset
The position of this node relative to its parent. [...]
read / write, inherited
posVar Offset
The variance of a particles initial position.
read / write
radialAcceleration double
The radial acceleration of each induvidual particle.
read / write
radialAccelerationVar double
Variance of the radialAcceleration property.
read / write
redVar int
Red varience of the colorSequence property.
read / write
rotateToMovement bool
If true, each particle will be rotated to the direction of the movement of the particle. The calculated rotation will be added to the current rotation as calculated by the startRotation and endRotation properties.
read / write
rotation double
The rotation of this node in degrees. [...]
read / write, inherited
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited
scale double
The scale of this node relative its parent. [...]
read / write, inherited
scaleX double
The horizontal scale of this node relative its parent. [...]
read / write, inherited
scaleY double
The vertical scale of this node relative its parent. [...]
read / write, inherited
skewX double
The skew along the x-axis of this node in degrees. [...]
read / write, inherited
skewY double
The skew along the y-axis of this node in degrees. [...]
read / write, inherited
speed double
The speed at which each particle will be emitted.
read / write
speedVar double
Variance of the direction property.
read / write
spriteBox SpriteBox
The SpriteBox this node is added to, or null if it's not currently added to a SpriteBox. [...]
read-only, inherited
startRotation double
The start rotation of each individual particle.
read / write
startRotationVar double
Variance of the startRotation property.
read / write
startSize double
The start scale of each individual particle.
read / write
startSizeVar double
Variance of the startSize property.
read / write
tangentialAcceleration double
The tangential acceleration of each individual particle.
read / write
tangentialAccelerationVar double
Variance of the tangentialAcceleration property.
read / write
texture SpriteTexture
The texture used to draw each individual sprite.
read / write
transferMode BlendMode
The transfer mode used to draw the particle system. Default is BlendMode.plus.
read / write
transformMatrix Matrix4
The transformMatrix describes the transformation from the node's parent. [...]
read-only, inherited
userInteractionEnabled bool
The node will receive user interactions, such as pointer (touch or mouse) events. [...]
read / write, inherited
visible bool
The visibility of this node and its children.
read / write, inherited
zPosition double
The draw order of this node compared to its parent and its siblings. [...]
read / write, inherited

Methods

addChild(Node child) → void
Adds a child to this node. [...]
inherited
applyConstraints(double dt) → void
Called to apply the constraints to the node. Normally, this method is called automatically by the SpriteBox, but it can be called manually if the constraints need to be applied immediately.
inherited
computeTransformMatrix() Matrix4
Computes the transformation matrix of this node. This method can be overriden if a custom matrix is required. There is usually no reason to call this method directly.
inherited
convertPointFromNode(Offset point, Node node) Offset
Converts a point from another nodes coordinate system into the local coordinate system of this node. [...]
inherited
convertPointToBoxSpace(Offset nodePoint) Offset
Converts a point from the local coordinate system of the node to the coordinate system of the SpriteBox. [...]
inherited
convertPointToNodeSpace(Offset boxPoint) Offset
Converts a point from the coordinate system of the SpriteBox to the local coordinate system of the node. [...]
inherited
handleEvent(SpriteBoxEvent event) bool
Handles an event, such as a pointer (touch or mouse) event. [...]
inherited
invalidateTransformMatrix() → void
Invalidates the current transform matrix. If the computeTransformMatrix method is overidden, this method should be called whenever a property changes that affects the matrix.
inherited
isPointInside(Offset point) bool
Returns true if the point is inside the node, the point is in the local coordinate system of the node. [...]
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
inherited
paint(Canvas canvas) → void
Paints this node to the canvas. [...]
override
removeAllChildren() → void
Removes all children of this node. [...]
inherited
removeChild(Node child) → void
Removes a child from this node. [...]
inherited
removeFromParent() → void
Removes this node from its parent node. [...]
inherited
reset() → void
spriteBoxPerformedLayout() → void
Called whenever the SpriteBox is modified or resized, or if the device is rotated. [...]
inherited
toString() String
Returns a string representation of this object.
inherited
update(double dt) → void
Called before a frame is drawn. [...]
override

Operators

operator ==(dynamic other) bool
The equality operator. [...]
inherited