Gondwana Game Engine Development (master) - 2.6.1
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop and web platforms using SkiaSharp for graphics and pluggable audio backends for desktop and browser targets.
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Particle.cs
1using SkiaSharp;
2
4
14public struct Particle
15{
19 public float X, Y;
20
25 public float VX, VY;
26
31 public float AX, AY; // Acceleration components (optional)
32
37 public float Life;
38
43 public float MaxLife;
44
48 public float Size;
49
54 public SKColor Color;
55
60 public SKBlendMode BlendMode;
61
65 public float Rotation;
66
70 public float AngularVel;
71
76 public SKBitmap? ParticleSprite;
77
81 public SKColor? Tint;
82
86 public float MaxVelocity;
87}
88
101public delegate void ParticleSpawnHandler(ref Particle particle);
delegate void ParticleSpawnHandler(ref Particle particle)
Delegate type for customizing a particle immediately after it is spawned.
Represents a single particle instance in the particle system.
Definition Particle.cs:15
float X
The current X and Y pixel coordinates of the particle in world space.
Definition Particle.cs:19
float Life
The remaining lifetime of the particle, in seconds. Decreases each update until it reaches zero or be...
Definition Particle.cs:37
float VX
The velocity vector (VX, VY) applied to the particle each update step. (px/s)
Definition Particle.cs:25
float AX
The acceleration vector (AX, AY) applied to the particle each update step. (px/s²) Optional,...
Definition Particle.cs:31
SKBitmap? ParticleSprite
The sprite to render for this particle (if any). Null means render as a primitive (e....
Definition Particle.cs:76
float AngularVel
The angular velocity of the particle, in degrees per second.
Definition Particle.cs:70
float MaxLife
The initial lifetime of the particle, in seconds. Used together with Life to calculate normalized age...
Definition Particle.cs:43
SKColor? Tint
Per-particle tint. If null, use the system GlobalColorTint at render time.
Definition Particle.cs:81
SKColor Color
The base color of the particle. The alpha channel is often modified as the particle ages.
Definition Particle.cs:54
float Rotation
The current rotation angle of the particle, in degrees.
Definition Particle.cs:65
SKBlendMode BlendMode
Blend mode used when rendering this particle. Defaults to SKBlendMode.Plus for additive/glowy effects...
Definition Particle.cs:60
float Size
The current radius or size of the particle when rendered.
Definition Particle.cs:48
float MaxVelocity
Per-particle speed cap (px/s). MaxVelocity <= 0 means no cap.
Definition Particle.cs:86