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.
Tutorials
Properties
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
|
Methods
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
int amount
Default |
|
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.
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() |
The amount of time each particle will exist (in seconds).
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() |
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.
© 2014–2021 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.3/classes/class_particles2d.html