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Adds API docs to particle systems and removes redundant property
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@ -29,54 +29,121 @@ class _ParticleAccelerations {
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double tangentialAccel = 0.0;
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}
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/// A particle system uses a large number of sprites to draw complex effects
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/// such as explosions, smoke, rain, or fire. There are a number of properties
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/// that can be set to control the look of the particle system. Most of the
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/// properties have a base value and a variance, these values are used when
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/// creating each individual particle. For instance, by setting the [life] to
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/// 1.0 and the [lifeVar] to 0.5, each particle will get a life time in the
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/// range of 0.5 to 1.5.
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///
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/// Particles are created and added to the system at [emissionRate], but the
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/// number of particles can never exceed the [maxParticles] limit.
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class ParticleSystem extends Node {
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/// The texture used to draw each individual sprite.
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Texture texture;
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/// The time in seconds each particle will be alive.
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double life;
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/// Variance of the [life] property.
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double lifeVar;
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/// The variance of a particles initial position.
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Point posVar;
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/// The start scale of each individual particle.
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double startSize;
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/// Variance of the [startSize] property.
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double startSizeVar;
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/// The end scale of each individual particle.
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double endSize;
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/// Variance of the [endSize] property.
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double endSizeVar;
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/// The start rotation of each individual particle.
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double startRotation;
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/// Variance of the [startRotation] property.
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double startRotationVar;
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/// The end rotation of each individual particle.
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double endRotation;
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/// Variance of the [endRotation] property.
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double endRotationVar;
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/// If true, each particle will be rotated to the direction of the movement
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/// of the particle. The calculated rotation will be added to the current
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/// rotation as calculated by the [startRotation] and [endRotation]
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/// properties.
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bool rotateToMovement;
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/// The direction in which each particle will be emitted in degrees.
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double direction;
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/// Variance of the [direction] property.
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double directionVar;
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/// The speed at which each particle will be emitted.
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double speed;
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/// Variance of the [direction] property.
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double speedVar;
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/// The radial acceleration of each induvidual particle.
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double radialAcceleration;
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/// Variance of the [radialAcceleration] property.
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double radialAccelerationVar;
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/// The tangential acceleration of each individual particle.
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double tangentialAcceleration;
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/// Variance of the [tangentialAcceleration] property.
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double tangentialAccelerationVar;
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/// The gravity vector of the particle system.
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Vector2 gravity;
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/// The maximum number of particles the system can display at a single time.
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int maxParticles;
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/// Total number of particles to emit, if the value is set to 0 the system
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/// will continue to emit particles for an indifinte period of time.
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int numParticlesToEmit;
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/// The rate at which particles are emitted, defined in particles per second.
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double emissionRate;
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/// If set to true, the particle system will be automatically removed as soon
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/// as there are no more particles left to draw.
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bool autoRemoveOnFinish;
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/// The [ColorSequence] used to animate the color of each individual particle
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/// over the duration of its [life]. When applied to a particle the sequence's
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/// color stops modified in accordance with the [alphaVar], [redVar],
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/// [greenVar], and [blueVar] properties.
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ColorSequence colorSequence;
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/// Alpha varience of the [colorSequence] property.
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int alphaVar;
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/// Red varience of the [colorSequence] property.
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int redVar;
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/// Green varience of the [colorSequence] property.
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int greenVar;
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/// Blue varience of the [colorSequence] property.
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int blueVar;
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TransferMode colorTransferMode;
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/// The transfer mode used to draw the particle system. Default is
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/// [TransferMode.plus].
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TransferMode transferMode;
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List<_Particle> _particles;
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@ -117,7 +184,6 @@ class ParticleSystem extends Node {
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this.redVar: 0,
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this.greenVar: 0,
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this.blueVar: 0,
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this.colorTransferMode: TransferMode.multiply,
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this.transferMode: TransferMode.plus,
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this.numParticlesToEmit: 0,
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this.autoRemoveOnFinish: true}) {
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