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draw-based Proton particle emitter for 1Game Engine","maintainers":[{"name":"linfaxin","email":"linlinfaxin@163.com"}],"readme":"# @1game/solid-particles-proton\n\n`@1game/solid-particles-proton` 提供一个基于 `draw` 节点的 Solid 粒子发射器组件。\n\n- 粒子模拟：由 [drawcall/Proton](https://github.com/drawcall/Proton)（npm: `proton-engine`）负责\n- 粒子渲染：默认把粒子映射为 1Game `<draw data={...} />` **扁平圆形叶子**（`render.drawDataMode: 'flat'`），由公开 Canvas 2D 后端的 flat batch 路径绘制（仓内实验 WebGL 后端未对用户公开）\n- 批次常量（整批 `zIndex` / 加法混合）走 `particleAttrs`；默认 mapper 已是池化快路径\n- 契约说明：见仓库 `docs/draw-data-mode.md`\n\n## 安装\n\n```bash\npnpm add @1game/solid-particles-proton proton-engine\n```\n\n## 基础用法\n\n日常特效不要写 mapper。`ParticlesEmitter` 默认把 Proton 粒子画成圆；`particleAttrs` 覆盖写入每颗叶子。\n\n```tsx\nimport { Rate, Span, Radius, Life, Velocity, Color, Alpha } from 'proton-engine';\nimport { ParticlesEmitter } from '@1game/solid-particles-proton';\n\nfunction FireFx() {\n  return (\n    <ParticlesEmitter\n      id=\"fire-fx\"\n      width={600}\n      height={400}\n      emitterX={300}\n      emitterY={360}\n      particleAttrs={{\n        zIndex: 8,\n        'render.compositeMode': 'lighter',\n      }}\n      rate={new Rate(new Span(8, 16), 0.08)}\n      initializers={[new Radius(1, 5), new Life(0.5, 1.2), new Velocity(2, new Span(240, 300), 'polar')]}\n      behaviours={[new Color('#ff9f43', '#ff4757'), new Alpha(1, 0)]}\n    />\n  );\n}\n```\n\n加法混合用 `'render.compositeMode': 'lighter'`（预乘 `ONE, ONE`）。淡出用 Proton `Alpha`，不要靠宿主 `alpha`（会进隔离层，加法被拆掉）。宿主 `zIndex` 是整块 draw；叶子层级用 `particleAttrs.zIndex`。\n\n## 高定制（逃生口）\n\n只有默认圆 + `particleAttrs` 不够时（换 `image` 叶子、非圆几何、按颗换图）才用 `writeParticleToNode`。必须返回 **flat 叶子**（无 `childNodes`，稳定 `stableUid`）；`particleAttrs` 白名单键仍会在映射后覆盖。`mapParticleToNode` 为 legacy，新代码不要用。\n\n```tsx\nimport { ParticlesEmitter, ensurePooledDrawLeaf, writeCenteredRotationTransform, pruneNodeAttrs } from '@1game/solid-particles-proton';\n\nconst IMAGE_KEYS = new Set(['x', 'y', 'width', 'height', 'alpha', 'zIndex', 'resolvedResourceKey', 'imageFit', 'transform']);\n\n<ParticlesEmitter\n  id=\"fx\"\n  particleAttrs={{ zIndex: 6, 'render.compositeMode': 'lighter' }}\n  writeParticleToNode={(particle, index, pooled) => {\n    if (particle.dead) return undefined;\n    const node = ensurePooledDrawLeaf(pooled, `fx-${particle.id ?? index}`, 'image');\n    const attrs = node.attrs as Record<string, unknown>;\n    attrs.x = particle.p?.x ?? 0;\n    attrs.y = particle.p?.y ?? 0;\n    attrs.width = 4;\n    attrs.height = 4;\n    attrs.alpha = particle.alpha ?? 1;\n    attrs.resolvedResourceKey = flakeKey;\n    attrs.imageFit = 'contain';\n    writeCenteredRotationTransform(node.attrs, particle.rotation ?? 0, 4, 4);\n    pruneNodeAttrs(node.attrs, IMAGE_KEYS);\n    return node;\n  }}\n/>;\n```\n\n## API 摘要\n\n### `ParticlesEmitter`\n\n- 内部自动创建 `Proton` + `Emitter` 实例\n- `rate` / `initializers` / `behaviours` / `emitterX` / `emitterY`：发射器配置（`emitterX/Y` 挂载后变更会同步）\n- `particleAttrs`：批次叶子常量（`zIndex`、`render.compositeMode`）；映射结束后覆盖\n- `deafultParticles`：初始粒子列表（可选）\n- `onParticlesChange` / `setupEmitter` / `getParticles` / `writeParticleToNode` / `mapParticleToNode`（legacy） / `updateProton`\n- `writeParticleToNode` 与 `mapParticleToNode` 同时存在时以 `writeParticleToNode` 为准\n- `maxParticles`：同时裁剪模拟列表与渲染映射\n- `autoStart` / `emitDuration`\n- `renderDrawDataMode`：传给 draw 的模式提示（默认 `flat`）\n\n### 辅助函数\n\n- `mapParticleToBasicNode`：默认圆形叶子（含 `rotation` → `transform`；兼容分配式）\n- `applyParticleToPooledBasicNode` / `applyParticleBatchAttrs` / `ensurePooledDrawLeaf` / `writeCenteredRotationTransform` / `pruneNodeAttrs`：零分配写入\n- `rotationToCenteredTransform` / `adoptMappedParticleNode`\n- `getParticlesFromEmitter` / `createProtonEngineUpdater` / `stepProtonEngine`\n  - **注意**：`proton-engine@7` 的 `proton.update()` 忽略入参，默认每次固定推进 ≈16.7ms；高刷下会偏快。默认与 `stepProtonEngine` 走 `emittersUpdate(deltaSeconds)`。\n","readmeFilename":""}