This content originally appeared on DEV Community and was authored by HarmonyOS
Read the original article:What Can You Create with Particle Animation in HarmonyOS?
Introduction
Particle animation is a technique used to create dynamic visual effects like fire, smoke, rain, or explosions by animating many small particles. Each particle can be customized in terms of position, speed, direction, and color, enabling rich, interactive visuals.
HarmonyOS provides a flexible API for building particle animations, allowing developers to control particle behavior, lifespan, and motion. This is especially useful for enhancing UI, games, or multimedia apps with engaging effects.
What are the advantages of Particle Animation?
1. Realistic Effects
You can simulate natural phenomena (like fire, rain, or smoke) more realistically than with traditional animations.
2. Customizability
Developers have full control over particle properties like speed, size, color, and lifespan, allowing for a wide range of creative possibilities.
3. Lightweight Animations
Since each particle is usually a simple graphic, complex effects can be rendered efficiently with minimal performance impact.
Implementation
Let's create emitterProperties!
An emitter in particle animation is an object that generates and releases particles into the scene. It controls properties like the particle's position, direction, speed, and frequency of emission.
@State emitterProperties: Array<EmitterProperty> = [
{
index: 0,
emitRate: 100,
position: { x: 50, y: 50 },
size: { width: 200, height: 200 }
}
]
Then let's create the UI!
build() {
Stack() {
Particle({
particles: [
{
emitter: {
particle: {
type: ParticleType.POINT,
config: {
radius: 1
},
count: 500,
lifetime: -1
},
emitRate: 50,
shape: ParticleEmitterShape.CIRCLE,
position: [0, 0]
},
},
]
})
.width(300)
.height(300)
.emitter(this.emitterProperties)
}.width("100%").height("100%").align(Alignment.Center)
}
emitter: Defines how and where particles are generated, including shape, position, and emission rate.
particle: Specifies the properties of each particle, such as type, count, and lifetime.
config: Provides specific configuration for POINT particles, where radius defines the point size.
position: [0, 0]
position: Sets the emitter’s position to coordinates (0, 0).
type: ParticleType.POINT,
type: Sets the particle type to POINT, meaning each particle is rendered as a single point.
count: 500,
count: Defines the total number of particles the emitter can generate.
lifetime: -1
lifetime: Sets particle lifetime to -1, which means the particles live indefinitely.
emitRate: 50,
emitRate: Specifies that 50 particles are emitted per second.
shape: ParticleEmitterShape.CIRCLE,
shape: Indicates that particles will be emitted from a circular area.
The final configuration defines a particle system using a circular emitter that continuously releases point particles with a fixed radius, illustrating how the emitter component controls the emission shape, rate, and particle behavior in a dynamic visual animation.
Conclusion
Particle animation is a versatile technique used to simulate natural or abstract visual effects by configuring various properties such as particle type, lifetime, emission rate, and emitter shape. By combining these elements, developers can create rich, interactive, and visually appealing animations that enhance user experience in modern applications and interfaces.
References
Written by Ayçanur Uçar
This content originally appeared on DEV Community and was authored by HarmonyOS

HarmonyOS | Sciencx (2025-08-26T08:55:21+00:00) What Can You Create with Particle Animation in HarmonyOS?. Retrieved from https://www.scien.cx/2025/08/26/what-can-you-create-with-particle-animation-in-harmonyos/
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