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authorKonAki <konaki@anokonaki.org>2026-10-12 19:19:23 +0800
committerKonAki <konaki@anokonaki.org>2026-10-12 19:19:23 +0800
commit8569ed10bbeba56bc89cb0f6e2fb783e3c8086ef (patch)
tree32eeb3e974d4045dd98c7abb06818cb89a6b5d89 /README.md
parent67359ce972c125471c2147c2d3019e84bc7c9092 (diff)
wire particles into build.sh and readme
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@@ -33,6 +33,7 @@ The engine modules are a `.h` and a `.c` pair, they depend on each other a bit,
| tile | tilemaps and sprite sheets |
| 2d | what any 2D game needs: a scrolling camera, frame animation, drawing frames of a sprite sheet |
| fx | whole screen effects done on the pixels: fade to a colour, flash, shake and tone (adds 2d) |
+| particles | pooled particle emitters (sparks, dust, glows) and rain, snow and storm presets |
| stage | sprites and pictures on a stage for visual novels and cutscenes: slots, layers above or below your text box, fades, moves, scale, rotation, blend modes, a background (or CG) that stretches, covers or fits and can pan and zoom (adds 2d) |
| textbox | a text box for any game: wrapped pages, typewriter, name plate, a face inside, menus, a panel that can be a colour, an image or a nine patch (adds 2d, font) |
| platformer | a box that runs and jumps through a tilemap, with coyote time and jump buffering (adds tile) |