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Introduction
Meet the engine, its two packages, and the requirements for running GPU particles.
Quick start
Create an effect, bind its artwork, and add particles to your Pixi stage.
Configuration guide
Understand effect fields, defaults, and their live experiments.
Pixi textures & animation
Bind artwork and configure flipbooks in the Pixi integration.
How effects work
Understand emitters, coordinate spaces, playback, and the simulation lifecycle.
Curves
Shape properties over time and understand the clocks and units behind each value.
Development
Set up the repository, run the site and examples, and check your changes.
Particle architecture
Understand shader generation, particle storage, and resource ownership.
Overview
API reference
@reparticle/core
API reference
Curve
API reference
CURVE_SEGMENTS
API reference
CurvePoint
API reference
EffectConfig
API reference
effectConfigSchema
API reference
EffectInput
API reference
EffectTransform
API reference
Emitter
API reference
EmitterConfig
API reference
emitterConfigSchema
API reference
EmitterContext
API reference
EmitterInput
API reference
EmitterParameters
API reference
EmitterPlayback
API reference
EmitterState
API reference
EmitterStateChange
API reference
EmitterStateListener
API reference
ModifierConfig
API reference
parseEffectConfig
API reference
ParticleBlendMode
API reference
ParticleLifetimeVisitor
API reference
ParticleSlots
API reference
ParticleTint
API reference
prewarm
API reference
propertyVariation
API reference
RenderingConfig
API reference
RenderingInput
API reference
renderingSchema
API reference
sampleCurve
API reference
SampledCurve
API reference
ScalarProperty
API reference
SpawnRate
API reference
SpawnSchedule
API reference
StopOptions
API reference
Transform
API reference
@reparticle/pixi
API reference
AnimationFrames
API reference
AnimationPlayback
API reference
AnimationSize
API reference
EffectInput
API reference
EmitterParameters
API reference
ParticleBlendMode
API reference
ParticleEffect
API reference
ParticleEffectOptions
API reference
ParticlePivot
API reference
ParticleRendering
API reference
ParticleSizeMode
API reference
ParticleStateChange
API reference
ParticleStateListener
API reference
ParticleTexture
API reference
ParticleTint
API reference
RenderingConfig
API reference
validateAnimationFrames
API reference
Emitter: Id
Unique emitter identifier within this effect. Use it to look up the emitter and bind its artwork. Renaming it does not change motion.
Emitter: Capacity
Maximum simultaneous particles for this emitter. When all slots are occupied, excess births are dropped and living particles are preserved. Try 64 to see the stream run out of free slots.
Emitter: Seed
Deterministic random seed. The same definition and playback steps reproduce the same variation. Changing the seed changes the pattern, not the configured ranges.
Playback: Playback
Emission cycle mode, duration, and duration spread. Once emits for one cycle; loop repeats. Restart to observe randomized cycle timing.
Playback: Start Delay
Delay before emission starts, with random variation around that delay. Restart to observe the timing.
Playback: Start Offset
Prewarm the effect by advancing simulation before displaying its first frame. This performs real simulation work in fixed 1/60-second steps. Compare zero with two seconds.
Transform: Transform
Emitter position, rotation, and uniform scale relative to the effect. Adjust these together to place and size the emitter.
Transform: Space
World particles stay behind when the effect moves. Local particles follow its transform. The experiment moves the whole effect so the difference is visible.
Transform: Inherit Velocity
Amount of emitter movement velocity added to newborn particles. Zero adds none; one inherits the full measured velocity. Existing particles keep their own motion.
Appearance: Orientation
Choose fixed rotation, alignment with the initial direction, alignment with current movement, or integrated angular velocity. The rectangular artwork makes the orientation visible.
Appearance: Stretch With Velocity
Scale Y stretch by particle speed, using a fixed 60 FPS shutter factor. It needs nonzero stretchY; it does not stretch particles by itself.
Emission: Rate
Births requested per second and their random rate spread. Capacity limits how many particles can stay alive. Changing spread restarts playback; numeric rate changes apply live.
Emission: Shape
Spawn from a point, a filled circle, a box, or a 2D cone. Each shape has its own valid fields. Change the JSON type and dimensions together.
Emission: Shape type
Select the shape. Point has no dimensions; circle uses diameter; box and cone2d use width and height. The preview supplies dimensions for the selected shape.
Emission: Shape diameter
Circle diameter and its random variation. Births sample the filled circle; each dimension accepts a constant or an emitter-lifetime curve.
Initial properties: Direction
Point-emitter direction and the full angular spread around it, in radians. Zero spread produces a straight stream; 2π distributes directions all around.
Rendering: Rendering
Blend mode controls how particles combine with the scene: normal, add, multiply, or screen. Tint applies emitter-wide red, green, blue, and alpha multipliers. One leaves a channel unchanged; zero removes it. Changes affect existing particles immediately.
Effect: Version
Configuration format version. The current schema accepts only 1. This is a compatibility marker, not a visual setting.
Effect: Emitters
Nonempty list of emitters. Each must have a unique ID, capacity, seed, emission settings, and required initial values. Add another emitter to combine effects.
Emission: Shape dimensions
Width and height of a box or cone emitter, with independent spread for each dimension. Constants and emitter-lifetime curves are supported. This experiment uses a box.
Initial properties: Lifetime
Seconds each particle remains alive. Longer lifetimes require more capacity at the same emission rate. Accepts a number or a curve sampled at birth using normalized emitter lifetime. Spread adds independent random variation around each birth value. Zero keeps that value unchanged.
Initial properties: Speed
Initial velocity magnitude. Changing it affects new particles; modifiers change velocity afterward. Accepts a number or a curve sampled at birth using normalized emitter lifetime. Spread adds independent random variation around each birth value. Zero keeps that value unchanged.
Initial properties: Size
Particle size in manual texture sizing mode. Initial size is multiplied by overLifetime.scale. Accepts a number or a curve sampled at birth using normalized emitter lifetime. Spread adds independent random variation around each birth value. Zero keeps that value unchanged.
Initial properties: Rotation
Initial particle rotation. Positive angles turn counterclockwise. It is added to orientation and lifetime rotation. Accepts a number or a curve sampled at birth using normalized emitter lifetime. Spread adds independent random variation around each birth value. Zero keeps that value unchanged.
Initial properties: Angular Velocity
Spin speed used by angular-velocity orientation. Integrated over simulation time. Accepts a number or a curve sampled at birth using normalized emitter lifetime. Spread adds independent random variation around each birth value. Zero keeps that value unchanged.
Initial properties: Stretch
Additional horizontal and vertical stretch at birth. Zero keeps the original dimension; one doubles it. Each axis accepts a number or an emitter-lifetime curve. Spread adds independent random variation around each birth value. Zero keeps that value unchanged.
Initial properties: Color
Birth color as red, green, and blue channels from 0 to 1. Each channel accepts a number or an emitter-lifetime curve. Lifetime color and rendering tint multiply this color afterward. Spread adds independent random variation around each birth value. Zero keeps that value unchanged.
Initial properties: Alpha
Initial opacity, multiplied by lifetime alpha, emitter tint, and display-object alpha. Accepts a number or a curve sampled at birth using normalized emitter lifetime. Spread adds independent random variation around each birth value. Zero keeps that value unchanged.
Over lifetime: Scale
Multiplies the particle’s initial size. A number stays constant; a curve follows each particle from birth at time 0 to expiration at time 1.
Over lifetime: Stretch
Horizontal and vertical stretch added to birth stretch as particles age. Constants and particle-lifetime curves are supported.
Over lifetime: Rotation
Added to the particle’s initial rotation. A number stays constant; a curve follows each particle from birth at time 0 to expiration at time 1.
Over lifetime: Angular Velocity
Multiplies the particle’s initial angularVelocity. A number stays constant; a curve follows each particle from birth at time 0 to expiration at time 1.
Over lifetime: Color
Red, green, and blue multipliers over each particle’s lifetime. Use curves to change color from birth at time 0 to expiration at time 1.
Over lifetime: Alpha
Multiplies the particle’s initial alpha. A number stays constant; a curve follows each particle from birth at time 0 to expiration at time 1.
Modifiers: Acceleration
Constant force along the rotated local up direction. Changes velocity every simulation step.
Modifiers: Drag
Velocity damping. Positive strength slows particles; directional mode damps only the selected axis.
Modifiers: Radial
Force away from a center, with distance falloff. Negative magnitude attracts particles.
Modifiers: Vortex
Tangential force around a center, with distance falloff. Change the sign to reverse circulation.
Curves: Curves
Shape particle opacity over its lifetime. Edit point times, values, and tangents, then apply the curve to the preview. Time runs from birth (0) to expiration (1). A tangent controls the slope through a point.
Artwork: Size Mode
Manual uses initial particle size. Auto uses texture-frame dimensions and treats initial size as a multiplier. The same numeric size therefore has a very different effect.
Artwork: Flip
Mirror artwork horizontally, vertically, or both, without changing particle motion.
Artwork: Pivot
Horizontal and vertical particle pivot offsets. Adjust both axes together to change the anchor used for particle geometry.
Artwork: Animation
Animation playback mode and FPS. Loop modes use FPS; once modes span particle lifetime. None freezes the first frame.
Artwork: Animation Size
Reference width and height for animation geometry. The first frame’s original size is used when omitted. This sets a consistent aspect across the sequence.
No matching pages.
Type alias
AnimationFrames
AnimationFrames
= readonly [
Texture
,
Texture
,
...Texture[]
]