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Engine
Raylib based game framework
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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 |
Spawn parameters and runtime state for a particle emitter.