# Particle System
Create a particle system with `ParticleSystem::new()`, and spawn emitters or one
shot particle spawners when needed, then run `.update()` and `.draw()` or
`.draw_world()` once per frame to see the particles onscreen. You can customize
lots of parameters to change how the particles act.
```rust
#[main("Particles")]
fn main() {
let mut particles = ParticleSystem::new();
let batch = ParticleOneshot::builder()
.shape(&Rect::new_square(Vec2::ZERO, 20.0, Color::YELLOW_500))
.size_randomness(5.0)
.color_randomness(Color::new(0.3, 0.1, 0.1))
.direction_randomness(0.5)
.speed(40.0)
.speed_randomness(3.0)
.rotation_speed_randomness(0.2)
.end_color(Color::RED_700)
.acceleration(vec2(0.0, 1.0))
.acceleration_randomness(vec2(0.0, 0.2))
.lifetime(2.0)
.quantity(100)
.build();
loop {
if should_spawn_particles {
particles.spawn_oneshot(&batch, position)
}
particles.update();
particles.draw();
if should_quit() {
break;
}
next_frame().await;
}
}
```
---
See: [particles module](https://docs.rs/sge/latest/sge/prelude/particles/index.html)
See: [`/examples/particles.rs`](https://github.com/LilyRL/sge/blob/master/examples/particles.rs)
See also:
[`/examples/space_game.rs`](https://github.com/LilyRL/sge/blob/master/examples/space_game.rs)
for a more complex example of how particles can be used.