function floralEffect(star) {
  const startAngle = Math.random() * PI_HALF
  const count = 12 + 6 * quality
  createParticleArc(startAngle, PI_2, count, 1, (angle) => {
    Star.add(
      star.x,
      star.y,
      star.color,
      angle,
      // apply near cubic falloff to speed (places more particles towards outside)
      Math.pow(Math.random(), 0.45) * 2.4,
      1000 + Math.random() * 300,
      star.speedX,
      star.speedY
    )
  })
  // Queue burst flash render
  BurstFlash.add(star.x, star.y, 46)
}
// Flower is like a mini shell
Flower is like a mini shell
Flower is like a mini shell
function floralEffect(star) {
  const startAngle = Math.random() * PI_HALF
  const count = 12 + 6 * quality
  createParticleArc(startAngle, PI_2, count, 1, (angle) => {
    Star.add(
      star.x,
      star.y,
      star.color,
      angle,
      Math.pow(Math.random(), 0.45) * 2.4,
      1000 + Math.random() * 300,
      star.speedX,
      star.speedY
    )
  })
  BurstFlash.add(star.x, star.y, 46)
}
function floralEffect ( star ) { const startAngle = Math . random ( ) * PI_HALF const count = 12 + 6 * quality createParticleArc ( startAngle , PI_2 , count , 1 , ( angle ) => { Star . add ( star . x , star . y , star . color , angle , Math . pow ( Math . random ( ) , 0.45 ) * 2.4 , 1000 + Math . random ( ) * 300 , star . speedX , star . speedY ) } ) BurstFlash . add ( star . x , star . y , 46 ) }
Flower is like a mini shell
Flower is like a mini shell
// apply near cubic falloff to speed (places more particles towards outside) // Queue burst flash render