Burst

from acron.particles3d import Burst
class Burst(app, parent, *, geom, amount, lifetime, pos=(0, 0, 0), explosiveness=1.0, lifetime_randomness=0.0, direction=(0, 0, 1), spread=0.0, velocity=(0.0, 0.0), radial_velocity=0.0, gravity=(0, 0, 0), damping=(0.0, 0.0), scale=(1.0, 1.0), scale_curve=None, color=(1, 1, 1, 1), color_ramp=None, emission_radius=0.0, emission_box=None, texture=None, additive=False, billboard=False, align_y=False, spin=False, delay=0.0, name='burst')

Bases: object

One emitter’s worth of particles, integrated on a render task.

one_shot only. Most of these are fired by an AnimationPlayer track in the original; the robot’s two DetachSpark bursts are fired by a line of red_robot.gd instead, which makes no difference to the emitter. Loop is the other kind – an emitter that re-emits for as long as it exists.

Inheritance diagram

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