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    Interface IParticleOptions

    Particle system configuration options

    interface IParticleOptions {
        animation: {
            acceleration?: ParticleAttribute<Vec2>;
            color?: ParticleAttribute<Color>;
            rotation?: ParticleAttribute<number>;
            scale?: ParticleAttribute<number>;
            speed?: ParticleAttribute<number>;
            velocity?: ParticleAttribute<Vec2>;
        };
        emitRadius?: number;
        emitRate?: number;
        emitRect?: { height: number; width: number };
        emitShape?: ParticleShape;
        emitTime?: number;
        life?: number | [number, number];
        localSpace?: boolean;
        maxParticles?: number;
        offset?: Vec2;
        offsetX?: number;
        offsetY?: number;
        origin?: number | Vec2;
        position?: Vec2;
        restoreTransform?: boolean;
        rotation?: number;
        saveTransform?: boolean;
        scale?: number | Vec2;
        shader?: GLShader;
        texture: Texture | Texture[] | [Texture, number][];
        uniforms?: Uniform;
        x?: number;
        y?: number;
        afterSave(): unknown;
        beforRestore(): unknown;
    }

    Hierarchy (View Summary)

    Index

    Properties

    animation: {
        acceleration?: ParticleAttribute<Vec2>;
        color?: ParticleAttribute<Color>;
        rotation?: ParticleAttribute<number>;
        scale?: ParticleAttribute<number>;
        speed?: ParticleAttribute<number>;
        velocity?: ParticleAttribute<Vec2>;
    }

    Particle animation properties collection

    Type declaration

    emitRadius?: number

    Circular emitter radius

    emitRate?: number

    Particle emission rate (particles per second)

    emitRect?: { height: number; width: number }

    Rectangular emitter dimensions

    emitShape?: ParticleShape

    Emitter shape

    emitTime?: number

    Emission time interval in seconds

    life?: number | [number, number]

    Particle lifetime in seconds, can be fixed value or range

    localSpace?: boolean

    Whether to use local coordinate system, true means particles are relative to emitter position, false means using global coordinates

    maxParticles?: number

    Maximum number of particles limit

    offset?: Vec2
    offsetX?: number
    offsetY?: number
    origin?: number | Vec2
    position?: Vec2
    restoreTransform?: boolean
    rotation?: number
    saveTransform?: boolean
    scale?: number | Vec2
    shader?: GLShader
    texture: Texture | Texture[] | [Texture, number][]

    Particle texture, can be a single texture, array of textures, or weighted texture array

    uniforms?: Uniform
    x?: number
    y?: number

    Methods