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cturtle/particles

include "cturtle/particles";

Types​

ParticleBounds​

Object

FieldTypeWritableDescription
validboolyes
minXfloatyes
minYfloatyes
maxXfloatyes
maxYfloatyes

ParticleEmitterDesc​

Object

FieldTypeWritableDescription
ratefloatyes
maxLiveintyes
xfloatyes
yfloatyes
directionfloatyes
spreadfloatyes
speedMinfloatyes
speedMaxfloatyes
lifeMinfloatyes
lifeMaxfloatyes
gravityXfloatyes
gravityYfloatyes
gravityZfloatyes
dragfloatyes
spinMinfloatyes
spinMaxfloatyes
sizeCurveX1floatyes
sizeCurveY1floatyes
sizeCurveX2floatyes
sizeCurveY2floatyes
colorCurveX1floatyes
colorCurveY1floatyes
colorCurveX2floatyes
colorCurveY2floatyes
sizeStartfloatyes
sizeEndfloatyes
startRfloatyes
startGfloatyes
startBfloatyes
startAfloatyes
endRfloatyes
endGfloatyes
endBfloatyes
endAfloatyes
imagestringyes
materialstringyes
shaderstringyes
blendintyes
layerfloatyes
trailEnabledboolyes
fromEmitterboolyes
trailPointsintyes
widthHeadfloatyes
widthTailfloatyes
trailRfloatyes
trailGfloatyes
trailBfloatyes
trailAfloatyes
texturestringyes
trailLifetimefloatyes

Functions​

particle_create infallible​

infallible fn particle_create(ParticleEmitterDesc descriptor) -> task<int>

particle_create_resolved infallible​

infallible fn particle_create_resolved(
ParticleEmitterDesc descriptor,
int image,
int trailTexture) -> task<int>

particle_destroy infallible​

infallible fn particle_destroy(int emitter) -> task<bool>

particle_burst infallible​

infallible fn particle_burst(int emitter, int count) -> task<bool>

particle_set_position infallible​

infallible fn particle_set_position(int emitter, float x, float y) -> task<bool>

particle_set_direction infallible​

infallible fn particle_set_direction(
int emitter,
float direction,
float spread) -> task<bool>

particle_set_enabled infallible​

infallible fn particle_set_enabled(int emitter, bool enabled) -> task<bool>

particle_live_count infallible​

infallible fn particle_live_count(int emitter) -> task<int>

particle_entity infallible​

infallible fn particle_entity(int emitter) -> task<Entity>

particle_set_timeline infallible​

infallible fn particle_set_timeline(
int emitter,
array<float> positions,
float step,
int seed,
int initialBurst) -> task<bool>

particle_seek infallible​

infallible fn particle_seek(int emitter, float seconds) -> task<bool>

particle_bounds infallible​

infallible fn particle_bounds(int emitter) -> task<ParticleBounds>

particle_set_controls infallible​

infallible fn particle_set_controls(
array<int> emitters,
float direction,
array<float> spreads,
bool enabled) -> task<bool>