Module particles_2d

Consts

DRAW_ORDER_INDEX* = 0'i64
DRAW_ORDER_LIFETIME* = 1'i64

Procs

proc emitting*(self: Particles2D): bool {.
gcsafe, locks: 0
.}
proc `emitting =`*(self: Particles2D; val: bool) {.
gcsafe, locks: 0
.}
proc amount*(self: Particles2D): int64 {.
gcsafe, locks: 0
.}
proc `amount =`*(self: Particles2D; val: int64) {.
gcsafe, locks: 0
.}
proc lifetime*(self: Particles2D): float64 {.
gcsafe, locks: 0
.}
proc `lifetime =`*(self: Particles2D; val: float64) {.
gcsafe, locks: 0
.}
proc oneShot*(self: Particles2D): bool {.
gcsafe, locks: 0
.}
proc `oneShot =`*(self: Particles2D; val: bool) {.
gcsafe, locks: 0
.}
proc preprocess*(self: Particles2D): float64 {.
gcsafe, locks: 0
.}
proc `preprocess =`*(self: Particles2D; val: float64) {.
gcsafe, locks: 0
.}
proc speedScale*(self: Particles2D): float64 {.
gcsafe, locks: 0
.}
proc `speedScale =`*(self: Particles2D; val: float64) {.
gcsafe, locks: 0
.}
proc explosiveness*(self: Particles2D): float64 {.
gcsafe, locks: 0
.}
proc `explosiveness =`*(self: Particles2D; val: float64) {.
gcsafe, locks: 0
.}
proc randomness*(self: Particles2D): float64 {.
gcsafe, locks: 0
.}
proc `randomness =`*(self: Particles2D; val: float64) {.
gcsafe, locks: 0
.}
proc fixedFps*(self: Particles2D): int64 {.
gcsafe, locks: 0
.}
proc `fixedFps =`*(self: Particles2D; val: int64) {.
gcsafe, locks: 0
.}
proc fractDelta*(self: Particles2D): bool {.
gcsafe, locks: 0
.}
proc `fractDelta =`*(self: Particles2D; val: bool) {.
gcsafe, locks: 0
.}
proc visibilityRect*(self: Particles2D): Rect3 {.
gcsafe, locks: 0
.}
proc `visibilityRect =`*(self: Particles2D; val: Rect3) {.
gcsafe, locks: 0
.}
proc localCoords*(self: Particles2D): bool {.
gcsafe, locks: 0
.}
proc `localCoords =`*(self: Particles2D; val: bool) {.
gcsafe, locks: 0
.}
proc drawOrder*(self: Particles2D): int64 {.
gcsafe, locks: 0
.}
proc `drawOrder =`*(self: Particles2D; val: int64) {.
gcsafe, locks: 0
.}
proc processMaterial*(self: Particles2D): Material {.
gcsafe, locks: 0
.}
proc `processMaterial =`*(self: Particles2D; val: Material) {.
gcsafe, locks: 0
.}
proc texture*(self: Particles2D): Texture {.
gcsafe, locks: 0
.}
proc `texture =`*(self: Particles2D; val: Texture) {.
gcsafe, locks: 0
.}
proc normalMap*(self: Particles2D): Texture {.
gcsafe, locks: 0
.}
proc `normalMap =`*(self: Particles2D; val: Texture) {.
gcsafe, locks: 0
.}
proc hFrames*(self: Particles2D): int64 {.
gcsafe, locks: 0
.}
proc `hFrames =`*(self: Particles2D; val: int64) {.
gcsafe, locks: 0
.}
proc vFrames*(self: Particles2D): int64 {.
gcsafe, locks: 0
.}
proc `vFrames =`*(self: Particles2D; val: int64) {.
gcsafe, locks: 0
.}
proc captureRect*(self: Particles2D): Rect2 {.
gcsafe, locks: 0
.}
proc restart*(self: Particles2D) {.
gcsafe, locks: 0
.}