Engine
Raylib based game framework
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Component::ParticleEmitter Struct Reference

Spawn parameters and runtime state for a particle emitter. More...

#include <Components.hpp>

Public Attributes

float radius = 1
bool edgeOnly = false
float spawnRate = 10
u32 burst = 0
bool playing = true
float lifetimeMin = 1
float lifetimeMax = 1
float speedMin = 1
float speedMax = 1
bool useDirection = false
float directionAngle = 0
float directionSpread = 0
Color startColor = WHITE
Color endColor = {255, 255, 255, 0}
float startSize = 1
float endSize = 1
Texture2D texture = {}
std::vector< Rectangle > textureFrames
float angularVelocityMin = 0
float angularVelocityMax = 0
float initialRotationMin = 0
float initialRotationMax = 0
std::function< Component::Particle(const Component::ParticleEmitter &, const Vec2< float > &)> spawnOverride
float gravity = 0
float spawnAccumulator = 0

Detailed Description

Spawn parameters and runtime state for a particle emitter.


The documentation for this struct was generated from the following file: