Particles2D

Inherits: Node2D < CanvasItem < Node < Object

GPU-based 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.

Note: Particles2D only work when using the GLES3 renderer. If using the GLES2 renderer, use CPUParticles2D instead. You can convert Particles2D to CPUParticles2D by selecting the node, clicking the Particles menu at the top of the 2D editor viewport then choosing Convert to CPUParticles2D.

Note: After working on a Particles node, remember to update its visibility_rect by selecting it, clicking the Particles menu at the top of the 2D editor viewport then choose Generate Visibility Rect. Otherwise, particles may suddenly disappear depending on the camera position and angle.

Note: Unlike CPUParticles2D, Particles2D currently ignore the texture region defined in AtlasTextures.

Methods

Rect2

capture_rect ( ) const

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

Default

8

Setter

set_amount(value)

Getter

get_amount()

The number of particles emitted in one emission cycle (corresponding to the lifetime).

Note: Changing amount will reset the particle emission, therefore removing all particles that were already emitted before changing amount.


Default

0

Setter

set_draw_order(value)

Getter

get_draw_order()

Particle draw order. Uses DrawOrder values.


Default

true

Setter

set_emitting(value)

Getter

is_emitting()

If true, particles are being emitted.


Default

0.0

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

0

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.


Default

true

Setter

set_fractional_delta(value)

Getter

get_fractional_delta()

If true, results in fractional delta calculation which has a smoother particles display effect.


Default

1.0

Setter

set_lifetime(value)

Getter

get_lifetime()

The amount of time each particle will exist (in seconds).


Default

true

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.


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.


Default

false

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.


Default

0.0

Setter

set_pre_process_time(value)

Getter

get_pre_process_time()

Particle system starts as if it had already run for this many seconds.


Setter

set_process_material(value)

Getter

get_process_material()

Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.


Default

0.0

Setter

set_randomness_ratio(value)

Getter

get_randomness_ratio()

Emission lifetime randomness ratio.


Default

1.0

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.


Setter

set_texture(value)

Getter

get_texture()

Particle texture. If null, particles will be squares.


Default

Rect2( -100, -100, 200, 200 )

Setter

set_visibility_rect(value)

Getter

get_visibility_rect()

The Rect2 that determines the node's region which needs to be visible on screen for the particle system to be active.

Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The Rect2 can be grown via code or with the Particles → Generate Visibility Rect editor tool.

Method Descriptions

  • Rect2 capture_rect ( ) const

Returns a rectangle containing the positions of all existing particles.


  • void restart ( )

Restarts all the existing particles.