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Press Run. A collector lands in the middle and, one coin at a time, each value arcs into it trailed by a burst of neon particles while the collector’s total ticks up.
Particles ride the same arc as the value
The flight is bezierFly from board.cellCenter(cell) to the collector. The particle stream is just more sprites on jittered copies of that arc, staggered by a per-particle delay, fading on arrival:
for (let i = 0; i < n; i++) {
const s = new PIXI.Sprite(neonTexture);
bezierFly(s, jitter(from), to, { delay: i * 0.04, arriveScale: 0.2 })
.then(() => fadeAndDestroy(s));
}
The board only hands out geometry and clears the cell with release(); what flies along the arc — a coin clone, a particle ribbon, a character — is entirely yours.
Related recipes
- Hold & Win: collector + flight choreography. the Spine-coin collector, value clones into an on-board orb
- Hold & Win: fly to a feature meter. collect up to a meter instead of an on-board cell
- Hold & Win: sprite coins. the sprite board this builds on