Particles2D¶
Inherits: Node2D < CanvasItem < Node < Object
2D particle emitter.
Description¶
2D particle node used to create a variety of particle systems and effects. Particles2D
features an emitter that generates some number of particles at a given rate.
Use the process_material
property to add a ParticlesMaterial to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial which will be applied to all particles.
Tutorials¶
Properties¶
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Methods¶
capture_rect ( ) const |
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void |
restart ( ) |
Enumerations¶
enum DrawOrder:
DRAW_ORDER_INDEX = 0 --- Particles are drawn in the order emitted.
DRAW_ORDER_LIFETIME = 1 --- Particles are drawn in order of remaining lifetime.
Property Descriptions¶
int amount
Default |
|
Setter |
set_amount(value) |
Getter |
get_amount() |
Number of particles emitted in one emission cycle.
DrawOrder draw_order
Default |
|
Setter |
set_draw_order(value) |
Getter |
get_draw_order() |
Particle draw order. Uses DrawOrder values.
bool emitting
Default |
|
Setter |
set_emitting(value) |
Getter |
is_emitting() |
If true
, particles are being emitted.
float explosiveness
Default |
|
Setter |
set_explosiveness_ratio(value) |
Getter |
get_explosiveness_ratio() |
How rapidly particles in an emission cycle are emitted. If greater than 0
, there will be a gap in emissions before the next cycle begins.
int fixed_fps
Default |
|
Setter |
set_fixed_fps(value) |
Getter |
get_fixed_fps() |
The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
bool fract_delta
Default |
|
Setter |
set_fractional_delta(value) |
Getter |
get_fractional_delta() |
If true
, results in fractional delta calculation which has a smoother particles display effect.
float lifetime
Default |
|
Setter |
set_lifetime(value) |
Getter |
get_lifetime() |
Amount of time each particle will exist.
bool local_coords
Default |
|
Setter |
set_use_local_coordinates(value) |
Getter |
get_use_local_coordinates() |
If true
, particles use the parent node's coordinate space. If false
, they use global coordinates.
Texture normal_map
Setter |
set_normal_map(value) |
Getter |
get_normal_map() |
Normal map to be used for the texture property.
Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines.
bool one_shot
Default |
|
Setter |
set_one_shot(value) |
Getter |
get_one_shot() |
If true
, only one emission cycle occurs. If set true
during a cycle, emission will stop at the cycle's end.
float preprocess
Default |
|
Setter |
set_pre_process_time(value) |
Getter |
get_pre_process_time() |
Particle system starts as if it had already run for this many seconds.
Material process_material
Setter |
set_process_material(value) |
Getter |
get_process_material() |
Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
float randomness
Default |
|
Setter |
set_randomness_ratio(value) |
Getter |
get_randomness_ratio() |
Emission lifetime randomness ratio.
float speed_scale
Default |
|
Setter |
set_speed_scale(value) |
Getter |
get_speed_scale() |
Particle system's running speed scaling ratio. A value of 0
can be used to pause the particles.
Texture texture
Setter |
set_texture(value) |
Getter |
get_texture() |
Particle texture. If null
, particles will be squares.
Rect2 visibility_rect
Default |
|
Setter |
set_visibility_rect(value) |
Getter |
get_visibility_rect() |
Editor visibility helper.