Gondwana Game Engine
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, mobile, and web platforms using SkiaSharp for graphics and NAudio for sound.
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Gondwana.Drawing.Direct.Particles Namespace Reference

Classes

struct  Particle
 Represents a single particle instance in the particle system. More...
class  ParticleEmitter
 Configures how particles are spawned over time at a given location. More...
class  ParticleSurface
 A flexible particle system for effects like smoke, sparks, fire, or snow, implemented as a DirectDrawingBase. More...

Enumerations

enum  ParticleSpawnDistribution { Rectangle = 0 , Ellipse = 1 , Ring = 2 , Gaussian = 3 }
 Defines the spatial distribution pattern used when spawning particles within an emitter. More...

Functions

delegate void ParticleSpawnHandler (ref Particle particle)
 Delegate type for customizing a particle immediately after it is spawned.

Enumeration Type Documentation

◆ ParticleSpawnDistribution

Defines the spatial distribution pattern used when spawning particles within an emitter.

Enumerator
Rectangle 

Particles are spawned uniformly within a rectangular area. This is the default distribution.

Ellipse 

Particles are spawned uniformly within an ellipse or circular disk.

Ring 

Particles are spawned uniformly within a ring or annulus shape (hollow ellipse).

Gaussian 

Particles are spawned with a Gaussian (normal) distribution centered at the emitter origin, with spawning clamped to ellipse bounds for a center-weighted effect.

Function Documentation

◆ ParticleSpawnHandler()

delegate void Gondwana.Drawing.Direct.Particles.ParticleSpawnHandler ( ref Particle particle)

Delegate type for customizing a particle immediately after it is spawned.

Parameters
particleA reference to the newly created Particle. This allows final adjustments to its properties before it begins updating.

Use ParticleSpawnHandler to hook into the creation of each particle. This is commonly used to randomize rotation, tint colors, or apply special behaviors on a per-particle basis.