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ConfettiSystem

Struct ConfettiSystem 

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pub struct ConfettiSystem { /* private fields */ }
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An owned collection of confetti particles that animate together.

Create with ConfettiSystem::burst, drive per frame with ConfettiSystem::tick + ConfettiSystem::paint. The system owns all particle state; there is no shared or global mutable state.

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impl ConfettiSystem

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pub fn burst(bounds: Rect, count: usize, palette: &[Color], seed: u64) -> Self

Spawn a burst of count flakes across the top region of bounds.

Flakes start near the top edge with a slight upward/outward velocity spread, then fall under gravity while fluttering horizontally. Colors are drawn from palette (cycled deterministically); an empty palette yields white flakes. seed fully determines the burst — the same seed produces the same particle stream on every platform.

Coordinates are Y-up: the “top region” is the high-Y band of bounds.

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pub fn particle_count(&self) -> usize

Number of live particles remaining.

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pub fn is_active(&self) -> bool

Whether any particle is still alive.

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pub fn tick(&mut self, dt_seconds: f64) -> bool

Advance the simulation by dt_seconds and return whether the burst is still alive (any particle remaining).

Expired particles are removed. A non-finite or negative dt is treated as 0.0, so a hostile or degenerate frame delta can never introduce NaN into particle positions. While particles remain, this calls request_draw so the host keeps drawing frames until the burst finishes on its own.

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pub fn paint(&self, ctx: &mut dyn DrawCtx)

Paint every live particle as a rotated, alpha-faded filled rectangle.

Drawn in the current coordinate space (Y-up); callers position the burst by setting up ctx’s transform before calling, or by passing bounds in the same space they paint in. A few hundred particles paint comfortably with the standard DrawCtx fill path.

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