Expand description

A particle system plugin for bevy

Currently sprite based and focused on 2D.

§Usage

  1. Add the ParticleSystemPlugin plugin.
use bevy::prelude::*;
use bevy_particle_systems::ParticleSystemPlugin;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(ParticleSystemPlugin::default()) // <-- Add the plugin
        // ...
        .add_systems(Startup, spawn_particle_system)
        .run();
}

fn spawn_particle_system() { /* ... */ }
  1. Spawn a particle system whenever necessary.

fn spawn_particle_system(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands
    // Add the bundle specifying the particle system itself.
    .spawn(ParticleSystemBundle {
        particle_system: ParticleSystem {
            max_particles: 10_000,
            texture: ParticleTexture::Sprite(asset_server.load("px.png")),
            spawn_rate_per_second: 25.0.into(),
            initial_speed: JitteredValue::jittered(3.0, -1.0..1.0),
            lifetime: JitteredValue::jittered(8.0, -2.0..2.0),
            color: ColorOverTime::Gradient(Curve::new(vec![
                CurvePoint::new(Color::WHITE, 0.0),
                CurvePoint::new(Color::rgba(0.0, 0.0, 1.0, 0.0), 1.0),
            ])),
            looping: true,
            system_duration_seconds: 10.0,
            ..ParticleSystem::default()
        },
        ..ParticleSystemBundle::default()
    })
    // Add the playing component so it starts playing. This can be added later as well.
    .insert(Playing);
}

Re-exports§

Modules§

  • Defines bevy Components used by the particle system.
  • Different value types and controls used in particle systems.

Structs§