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CPUParticles2D

Inherits: Node2D < CanvasItem < Node < Object

CPU-based 2D particle emitter.

Description

CPU-based 2D particle node used to create a variety of particle systems and effects.

See also GPUParticles2D, which provides the same functionality with hardware acceleration, but may not run on older devices.

Tutorials

Properties

int

amount

8

Curve

angle_curve

float

angle_max

0.0

float

angle_min

0.0

Curve

angular_velocity_curve

float

angular_velocity_max

0.0

float

angular_velocity_min

0.0

Curve

anim_offset_curve

float

anim_offset_max

0.0

float

anim_offset_min

0.0

Curve

anim_speed_curve

float

anim_speed_max

0.0

float

anim_speed_min

0.0

Color

color

Color(1, 1, 1, 1)

Gradient

color_initial_ramp

Gradient

color_ramp

Curve

damping_curve

float

damping_max

0.0

float

damping_min

0.0

Vector2

direction

Vector2(1, 0)

DrawOrder

draw_order

0

PackedColorArray

emission_colors

PackedVector2Array

emission_normals

PackedVector2Array

emission_points

Vector2

emission_rect_extents

EmissionShape

emission_shape

0

float

emission_sphere_radius

bool

emitting

true

float

explosiveness

0.0

int

fixed_fps

0

bool

fract_delta

true

Vector2

gravity

Vector2(0, 980)

Curve

hue_variation_curve

float

hue_variation_max

0.0

float

hue_variation_min

0.0

float

initial_velocity_max

0.0

float

initial_velocity_min

0.0

float

lifetime

1.0

float

lifetime_randomness

0.0

Curve

linear_accel_curve

float

linear_accel_max

0.0

float

linear_accel_min

0.0

bool

local_coords

false

bool

one_shot

false

Curve

orbit_velocity_curve

float

orbit_velocity_max

0.0

float

orbit_velocity_min

0.0

bool

particle_flag_align_y

false

float

preprocess

0.0

Curve

radial_accel_curve

float

radial_accel_max

0.0

float

radial_accel_min

0.0

float

randomness

0.0

Curve

scale_amount_curve

float

scale_amount_max

1.0

float

scale_amount_min

1.0

Curve

scale_curve_x

Curve

scale_curve_y

float

speed_scale

1.0

bool

split_scale

false

float

spread

45.0

Curve

tangential_accel_curve

float

tangential_accel_max

0.0

float

tangential_accel_min

0.0

Texture2D

texture

Methods

void

convert_from_particles ( Node particles )

Curve

get_param_curve ( Parameter param ) const

float

get_param_max ( Parameter param ) const

float

get_param_min ( Parameter param ) const

bool

get_particle_flag ( ParticleFlags particle_flag ) const

void

restart ( )

void

set_param_curve ( Parameter param, Curve curve )

void

set_param_max ( Parameter param, float value )

void

set_param_min ( Parameter param, float value )

void

set_particle_flag ( ParticleFlags particle_flag, bool enable )


Enumerations

enum DrawOrder:

DrawOrder DRAW_ORDER_INDEX = 0

Particles are drawn in the order emitted.

DrawOrder DRAW_ORDER_LIFETIME = 1

Particles are drawn in order of remaining lifetime.


enum Parameter:

Parameter PARAM_INITIAL_LINEAR_VELOCITY = 0

Use with set_param_min, set_param_max, and set_param_curve to set initial velocity properties.

Parameter PARAM_ANGULAR_VELOCITY = 1

Use with set_param_min, set_param_max, and set_param_curve to set angular velocity properties.

Parameter PARAM_ORBIT_VELOCITY = 2

Use with set_param_min, set_param_max, and set_param_curve to set orbital velocity properties.

Parameter PARAM_LINEAR_ACCEL = 3

Use with set_param_min, set_param_max, and set_param_curve to set linear acceleration properties.

Parameter PARAM_RADIAL_ACCEL = 4

Use with set_param_min, set_param_max, and set_param_curve to set radial acceleration properties.

Parameter PARAM_TANGENTIAL_ACCEL = 5

Use with set_param_min, set_param_max, and set_param_curve to set tangential acceleration properties.

Parameter PARAM_DAMPING = 6

Use with set_param_min, set_param_max, and set_param_curve to set damping properties.

Parameter PARAM_ANGLE = 7

Use with set_param_min, set_param_max, and set_param_curve to set angle properties.

Parameter PARAM_SCALE = 8

Use with set_param_min, set_param_max, and set_param_curve to set scale properties.

Parameter PARAM_HUE_VARIATION = 9

Use with set_param_min, set_param_max, and set_param_curve to set hue variation properties.

Parameter PARAM_ANIM_SPEED = 10

Use with set_param_min, set_param_max, and set_param_curve to set animation speed properties.

Parameter PARAM_ANIM_OFFSET = 11

Use with set_param_min, set_param_max, and set_param_curve to set animation offset properties.

Parameter PARAM_MAX = 12

Represents the size of the Parameter enum.


enum ParticleFlags:

ParticleFlags PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY = 0

Use with set_particle_flag to set particle_flag_align_y.

ParticleFlags PARTICLE_FLAG_ROTATE_Y = 1

Present for consistency with 3D particle nodes, not used in 2D.

ParticleFlags PARTICLE_FLAG_DISABLE_Z = 2

Present for consistency with 3D particle nodes, not used in 2D.

ParticleFlags PARTICLE_FLAG_MAX = 3

Represents the size of the ParticleFlags enum.


enum EmissionShape:

EmissionShape EMISSION_SHAPE_POINT = 0

All particles will be emitted from a single point.

EmissionShape EMISSION_SHAPE_SPHERE = 1

Particles will be emitted in the volume of a sphere flattened to two dimensions.

EmissionShape EMISSION_SHAPE_SPHERE_SURFACE = 2

Particles will be emitted on the surface of a sphere flattened to two dimensions.

EmissionShape EMISSION_SHAPE_RECTANGLE = 3

Particles will be emitted in the area of a rectangle.

EmissionShape EMISSION_SHAPE_POINTS = 4

Particles will be emitted at a position chosen randomly among emission_points. Particle color will be modulated by emission_colors.

EmissionShape EMISSION_SHAPE_DIRECTED_POINTS = 5

Particles will be emitted at a position chosen randomly among emission_points. Particle velocity and rotation will be set based on emission_normals. Particle color will be modulated by emission_colors.

EmissionShape EMISSION_SHAPE_MAX = 6

Represents the size of the EmissionShape enum.


Property Descriptions

int amount = 8

  • void set_amount ( int value )

  • int get_amount ( )

Number of particles emitted in one emission cycle.


Curve angle_curve

Each particle's rotation will be animated along this Curve.


float angle_max = 0.0

Maximum initial rotation applied to each particle, in degrees.


float angle_min = 0.0

Minimum equivalent of angle_max.


Curve angular_velocity_curve

Each particle's angular velocity will vary along this Curve.


float angular_velocity_max = 0.0

Maximum initial angular velocity (rotation speed) applied to each particle in degrees per second.


float angular_velocity_min = 0.0

Minimum equivalent of angular_velocity_max.


Curve anim_offset_curve

Each particle's animation offset will vary along this Curve.


float anim_offset_max = 0.0

Maximum animation offset that corresponds to frame index in the texture. 0 is the first frame, 1 is the last one. See CanvasItemMaterial.particles_animation.


float anim_offset_min = 0.0

Minimum equivalent of anim_offset_max.


Curve anim_speed_curve

Each particle's animation speed will vary along this Curve.


float anim_speed_max = 0.0

Maximum particle animation speed. Animation speed of 1 means that the particles will make full 0 to 1 offset cycle during lifetime, 2 means 2 cycles etc.

With animation speed greater than 1, remember to enable CanvasItemMaterial.particles_anim_loop property if you want the animation to repeat.


float anim_speed_min = 0.0

Minimum equivalent of anim_speed_max.


Color color = Color(1, 1, 1, 1)

  • void set_color ( Color value )

  • Color get_color ( )

Each particle's initial color. If texture is defined, it will be multiplied by this color.


Gradient color_initial_ramp

  • void set_color_initial_ramp ( Gradient value )

  • Gradient get_color_initial_ramp ( )

Each particle's initial color will vary along this GradientTexture1D (multiplied with color).


Gradient color_ramp

Each particle's color will vary along this Gradient (multiplied with color).


Curve damping_curve

Damping will vary along this Curve.


float damping_max = 0.0

The maximum rate at which particles lose velocity. For example value of 100 means that the particle will go from 100 velocity to 0 in 1 second.


float damping_min = 0.0

Minimum equivalent of damping_max.


Vector2 direction = Vector2(1, 0)

Unit vector specifying the particles' emission direction.


DrawOrder draw_order = 0

Particle draw order. Uses DrawOrder values.


PackedColorArray emission_colors

Sets the Colors to modulate particles by when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.


PackedVector2Array emission_normals

Sets the direction the particles will be emitted in when using EMISSION_SHAPE_DIRECTED_POINTS.


PackedVector2Array emission_points

Sets the initial positions to spawn particles when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.


Vector2 emission_rect_extents

  • void set_emission_rect_extents ( Vector2 value )

  • Vector2 get_emission_rect_extents ( )

The rectangle's extents if emission_shape is set to EMISSION_SHAPE_RECTANGLE.


EmissionShape emission_shape = 0

Particles will be emitted inside this region. See EmissionShape for possible values.


float emission_sphere_radius

  • void set_emission_sphere_radius ( float value )

  • float get_emission_sphere_radius ( )

The sphere's radius if emission_shape is set to EMISSION_SHAPE_SPHERE.


bool emitting = true

  • void set_emitting ( bool value )

  • bool is_emitting ( )

If true, particles are being emitted.


float explosiveness = 0.0

  • void set_explosiveness_ratio ( float value )

  • float 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 = 0

  • void set_fixed_fps ( int value )

  • int get_fixed_fps ( )

The particle system's frame rate is fixed to a value. For example, 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 = true

  • void set_fractional_delta ( bool value )

  • bool get_fractional_delta ( )

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


Vector2 gravity = Vector2(0, 980)

Gravity applied to every particle.


Curve hue_variation_curve

Each particle's hue will vary along this Curve.


float hue_variation_max = 0.0

  • void