OptionalalphaOptionalangleemission direction in radians; the default sprays in every direction
OptionalflickerA per-frame wobble on the scale, between 0 and 1: each frame every particle's scale is
multiplied by a seeded draw in [1 - flicker, 1], so a flame's size jumps instead of
sliding. 1 lets it drop to nothing, which with a scale curve of (t) => 1 - t is a
torch spark. Dropped under reduced motion, like the travel and the spin.
OptionalframesA texture sequence each particle walks across its own life - the four frames of a flame,
the puff of smoke - taken in preference to texture, whose place it takes. Chosen by the
particle's age rather than the emitter's, so a burst does not flick through the frames in
lockstep.
Optionalgravityconstant acceleration, world units per second squared - the default falls nowhere
Optionallifeseconds a particle lives
Optionalmaxhow many particles can live at once. The pool is allocated once at this size and never grows
Optionalrateparticles emitted per second while start()ed; 0 makes the emitter burst-only
Optionalscalescale at birth and at death, interpolated across a particle's life, or a curve of it
Optionalspawnwhere in local space particles are born; without one they all start at the origin
Optionalspeedinitial speed, world units per second
Optionalspinrotation change in radians per second
Optionaltexturedrawn per particle; omit for a pure simulation that renders nothing (tests, headless)
OptionaltintMultiplied into every particle sprite, either one colour for the whole emitter or a
[from, to] pair each particle draws its own colour from, channel by channel - water
with a depth to it rather than one flat tint. Ignored without a texture.
alpha at birth and at death, or a curve of the particle's age - see
scale