function crackleEffect(star) {
  const count = isHighQuality ? 26 : 12
  createParticleArc(0, PI_2, count, 1.8, (angle) => {
    Spark.add(
      star.x,
      star.y,
      COLOR.Gold,
      angle,
      // apply near cubic falloff to speed (places more particles towards outside)
      Math.pow(Math.random(), 0.45) * 2.4,
      300 + Math.random() * 200
    )
  })
}
// Crackle pops into a small cloud of golden sparks.
Crackle pops into a small cloud of golden sparks.
Crackle pops into a small cloud of golden sparks .
function crackleEffect(star) {
  const count = isHighQuality ? 26 : 12
  createParticleArc(0, PI_2, count, 1.8, (angle) => {
    Spark.add(
      star.x,
      star.y,
      COLOR.Gold,
      angle,
      Math.pow(Math.random(), 0.45) * 2.4,
      300 + Math.random() * 200
    )
  })
}
function crackleEffect ( star ) { const count = isHighQuality ? 26 : 12 createParticleArc ( 0 , PI_2 , count , 1.8 , ( angle ) => { Spark . add ( star . x , star . y , COLOR . Gold , angle , Math . pow ( Math . random ( ) , 0.45 ) * 2.4 , 300 + Math . random ( ) * 200 ) } ) }
Crackle pops into a small cloud of golden sparks.
Crackle pops into a small cloud of golden sparks .
// apply near cubic falloff to speed (places more particles towards outside)