package flixel.effects.particles
Bounds | Helper object for holding bounds of different variables |
FlxEmitter | FlxEmitter is a lightweight particle emitter. * It can be used for one-time explosions or for * continuous fx like rain and fire. FlxEmitter * is not optimized or anything; all it does is launch * FlxParticle objects out at set intervals * by setting their positions and velocities accordingly. * It is easy to use and relatively efficient, * relying on FlxGroup's RECYCLE POWERS. |
FlxEmitterExt | Extended FlxEmitter that emits particles in a circle (instead of a square). * It also provides a new function setMotion to control particle behavior even more. * This was inspired by the way Chevy Ray Johnston implemented his particle emitter in Flashpunk. * @author Dirk Bunk |
FlxParticle | This is a simple particle class that extends the default behavior * of FlxSprite to have slightly more specialized behavior * common to many game scenarios. You can override and extend this class * just like you would FlxSprite. While FlxEmitter * used to work with just any old sprite, it now requires a * FlxParticle based class. |
FlxTypedEmitter | FlxTypedEmitter is a lightweight particle emitter. * It can be used for one-time explosions or for * continuous fx like rain and fire. FlxEmitter * is not optimized or anything; all it does is launch * FlxParticle objects out at set intervals * by setting their positions and velocities accordingly. * It is easy to use and relatively efficient, * relying on FlxGroup's RECYCLE POWERS. |
FlxTypedEmitterExt | Extended FlxEmitter that emits particles in a circle (instead of a square). * It also provides a new function setMotion to control particle behavior even more. * This was inspired by the way Chevy Ray Johnston implemented his particle emitter in Flashpunk. * @author Dirk Bunk |