Rapid Render API
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    Class ParticleEmitter

    Creates and manages a pool of Particle instances.

    const emitter = new ParticleEmitter(rapid, { ... });
    emitter.start();

    // inside your game loop:
    emitter.update(dt);
    emitter.render();
    Index

    Constructors

    Properties

    animations: {
        color: ParticleAttributeStore;
        rotation: ParticleAttributeStore;
        scale: ParticleAttributeStore;
        speed: ParticleAttributeStore;
        velocity: ParticleAttributeStore;
    } = ...
    color: DynamicArrayBuffer = ...
    count: number = 0
    localSpace: boolean = DEFAULT_LOCAL_SPACE

    Whether spawned particles are positioned in local emitter space (default: true).

    rotation: DynamicArrayBuffer = ...
    scaleX: DynamicArrayBuffer = ...
    scaleY: DynamicArrayBuffer = ...

    Methods

    • Removes all particles and resets timers.

      Returns void

    • Spawns count particles immediately. Respects maxParticles if set.

      Parameters

      • count: number

      Returns void

    • Returns true if the emitter is running or still has live particles.

      Returns boolean

    • Convenience: emit emitRate particles in one shot (fire-and-forget burst).

      Returns void

    • Renders all live particles. In local-space mode the emitter's own transform is applied around the batch.

      Returns void

    • Sets particles-per-second emission rate (continuous mode).

      Parameters

      • rate: number

      Returns void

    • Sets the burst interval in seconds (0 = continuous).

      Parameters

      • time: number

      Returns void

    • Starts continuous particle emission.

      Returns void

    • Stops new particle emission; existing particles finish their lifecycle.

      Returns void

    • Updates the emitter and all live particles.

      Parameters

      • deltaTime: number

        Seconds elapsed since last frame

      Returns void

    • Parameters

      • deltaTime: number

      Returns number[]