bevy_particle_systems 0.3.0

A particle system plugin for Bevy
Documentation
# bevy_particle_systems

---
[![Crates.io](https://img.shields.io/crates/v/bevy_particle_systems)](https://crates.io/crates/bevy_particle_systems)
[![docs](https://docs.rs/bevy_particle_systems/badge.svg)](https://docs.rs/bevy_particle_systems/)
[![MIT](https://img.shields.io/crates/l/bevy_particle_systems)](./LICENSE)

A particle system plugin for [bevy](https://bevyengine.org)

Currently sprite based and focused on 2D.

## Usage

1. Add the [`ParticleSystemPlugin`] plugin.

```no_run
use bevy::prelude::*;
use bevy_particle_systems::ParticleSystemPlugin;

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

fn spawn_particle_system() { /* ... */ }
```

2. Spawn a particle system whenever necessary.
```
use bevy::prelude::*;
use bevy_particle_systems::*;

fn spawn_particle_system(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands
    // Add the bundle specifying the particle system itself.
    .spawn_bundle(ParticleSystemBundle {
        particle_system: ParticleSystem {
            max_particles: 10_000,
            default_sprite: asset_server.load("my_particle.png"),
            spawn_rate_per_second: 25.0.into(),
            initial_velocity: JitteredValue::jittered(3.0, -1.0..1.0),
            lifetime: JitteredValue::jittered(8.0, -2.0..2.0),
            color: ColorOverTime::Gradient(Gradient::new(vec![
                ColorPoint::new(Color::WHITE, 0.0),
                ColorPoint::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);
}
```