Particle system for OpenFl.


Keywords
cross, emitter, game, openfl, particle, particles, haxe, particle-designer, particle-emitter
License
BSD-3-Clause
Install
haxelib install zame-particles 1.2.1

Documentation

Particle system for OpenFl

(and for KHA, see below)

Demo (webgl) (see other demos below in "Renderer notes" section)

Features:

Work in progress, more features coming.

Notes about Haxe 4.0.0 rc5

format library should be installed from git (see #14).

haxelib git format https://github.com/HaxeFoundation/format.git

Notes about earlier OpenFl versions

This version supports OpenFl 8 and later. If you use OpenFl from 4.x or 5.x, find you version under branch openfl4 (probably will work for 6.x and 7.x, but not tested). If you still use OpenFl 3.x, find older version under branch openfl3.

Installation

Stable version from haxelib:

haxelib install zame-particles

Latest development version:

haxelib git zame-particles https://github.com/restorer/zame-haxe-particles.git

Usage

First of all, append following to your project.xml:

<haxelib name="zame-particles" />

Next, in code, create particle renderer and add it as child to container:

var renderer = DefaultParticleRenderer.createInstance();
addChild(cast renderer);

Than load particle emitter config from file, and add loaded particle system to the renderer:

var ps = ParticleLoader.load("particle/fire.plist");
renderer.addParticleSystem(ps);

Finally, call emit() where you need:

ps.emit(stage.stageWidth / 2, stage.stageHeight / 2);

See minimal example under samples/minimal for more info.

If you have multiple particle systems (particle emitters), you should use only one renderer for them:

var renderer = DefaultParticleRenderer.createInstance();
addChild(cast renderer);

var ps1 = ParticleLoader.load("particle/ps1.plist");
renderer.addParticleSystem(ps1);

var ps2 = ParticleLoader.load("particle/ps2.plist");
renderer.addParticleSystem(ps2);

var ps3 = ParticleLoader.load("particle/ps3.plist");
renderer.addParticleSystem(ps3);

In some cases you may need several renderers, for example some particles on background layer, than player sprite, than some particles over player sprite. It is safe to use many renderers, but it will be better to reduce renderers count.

Export notes

Embedded textures is supported, hovewer it is not recommended to use them for large images. For large texture images it is recommended to uncheck "embed" before export.

Renderer notes

  • html5 with -Dwebgl (tilemap renderer) - link
  • html5 with -Dcanvas (tilemap renderer) - link
  • html5 with -Ddom (tilemap renderer) - link (loader bar is not disappeared after loading - it's OpenFl, not me 😃)
  • flash (sprites renderer) - link

Sprites renderer is used for flash, because it has some kind of support for blend modes, also tilemap renderer doesn't work well on flash (however sprites renderer can display various artifacts if particle count is big).

DefaultParticleRenderer

Usually you don't need to choose renderer manually, just use DefaultParticleRenderer.createInstance() to create best renderer.

Dropped things

GL renderer was dropped in this version, because OpenFl 8.x doesn't support OpenGLView anymore. There is OpenGLRenderer, but it is a special thing, not related to standard display list. Currently I'm trying to recreate this functionality.

Importer for luxeengine is dropped also, because Haxe version of luxeengine is not supported anymore.

Stage3DRenderer was dropped several versions ago, because it depends on various outdated libs, which doesn't work well anymore.

Product support

Product still is in development (but not active).

Feature Support status
New features Yes
Non-critical bugfixes Yes
Critical bugfixes Yes
Pull requests Accepted (after review)
Issues Monitored
OpenFl version planned to support Up to 8.x, and probably later
Estimated end-of-life Up to 2019

Roadmap for future

  • Support for .json output format
  • Support for .lap and .pex output formats
  • Support for embedded textures
  • Implement SpritesRenderer
  • Implement TilemapRenderer
  • Fix rotation calculations (to be the same for all renderers)
  • Partial support for pixi particles
  • Add support for native GL rendering (via OpenGLRenderer)
  • Ability to use GL rendering in -Ddom mode
  • Move non openfl-related stuff to core (particle, particle system, utils, base loaders)
  • Allow to pass BitmapData to loader
  • Allow to change particle system parameters dynamically
  • Full support for pixi particles
  • Add support for Stage3D
  • Support for HaxeFlixel and / or HaxePunk?
  • Support KHA directly in this library
  • Support for Stencyl?

KHA port by RafaelOliveira

https://github.com/RafaelOliveira/z-particles