Fix spelling errors
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@ -22,9 +22,21 @@ Particles2D
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Particle systems are added to the scene via the
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:ref:`Particles2D <class_Particles2D>`
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node. They are enabled by default and start emitting white points
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downwards (as affected by the gravity). This provides a reasonable
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starting point to start adapting it to our needs.
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node. However, after creating that node you will notice that only a white dot was created,
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and that there is a warning icon next to your Particles2D node in the inspector. This
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is because the node needs a ParticlesMaterial to function.
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ParticlesMaterial
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~~~~~~~~~~~~~~~~~
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To add a process material to your particles node, go to Process Material in
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your inspector panel. Click on the box next to material, and from the dropdown
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menu select New Particles Material.
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.. image:: img/particles_material.png
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Your Particles2D node should now be emitting
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white points downward.
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.. image:: img/particles1.png
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@ -37,129 +49,8 @@ the relevant texture property:
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.. image:: img/particles2.png
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Physics variables
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-----------------
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Before taking a look at the global parameters for the particle system,
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let's first see what happens when the physics variables are tweaked.
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Direction
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---------
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This is the base angle at which particles emit. Default is 0 (down):
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.. image:: img/paranim1.gif
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Changing it will change the emissor direction, but gravity will still
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affect them:
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.. image:: img/paranim2.gif
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This parameter is useful because, by rotating the node, gravity will
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also be rotated. Changing direction keeps them separate.
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Spread
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------
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Spread is the angle at which particles will randomly be emitted.
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Increasing the spread will increase the angle. A spread of 180 will emit
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in all directions.
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.. image:: img/paranim3.gif
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Linear velocity
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---------------
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Linear velocity is the speed at which particles will be emitted (in
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pixels/sec). Speed might later be modified by gravity or other
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accelerations (as described further below).
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.. image:: img/paranim4.gif
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Spin velocity
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-------------
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Spin velocity is the speed at which particles turn around their center
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(in degrees/sec).
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.. image:: img/paranim5.gif
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Orbit velocity
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--------------
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Orbit velocity is used to make particles turn around their center.
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.. image:: img/paranim6.gif
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Gravity direction & strength
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----------------------------
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Gravity can be modified as in direction and strength. Gravity affects
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every particle currently alive.
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.. image:: img/paranim7.gif
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Radial acceleration
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-------------------
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If this acceleration is positive, particles are accelerated away from
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the center. If negative, they are absorbed towards it.
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.. image:: img/paranim8.gif
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Tangential acceleration
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-----------------------
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This acceleration will use the tangent vector to the center. Combining
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with radial acceleration can do nice effects.
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.. image:: img/paranim9.gif
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Damping
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-------
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Damping applies friction to the particles, forcing them to stop. It is
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especially useful for sparks or explosions, which usually begin with a
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high linear velocity and then stop as they fade.
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.. image:: img/paranim10.gif
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Initial angle
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-------------
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Determines the initial angle of the particle (in degress). This parameter
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is mostly useful randomized.
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.. image:: img/paranim11.gif
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Initial & final size
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--------------------
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Determines the initial and final scales of the particle.
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.. image:: img/paranim12.gif
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Color phases
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------------
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Particles can use up to 4 color phases. Each color phase can include
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transparency.
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Phases must provide an offset value from 0 to 1, and always in
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ascending order. For example, a color will begin at offset 0 and end
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in offset 1, but 4 colors might use different offsets, such as 0, 0.2,
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0.8 and 1.0 for the different phases:
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.. image:: img/particlecolorphases.png
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Will result in:
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.. image:: img/paranim13.gif
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Global parameters
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-----------------
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These parameters affect the behavior of the entire system.
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Time Parameters
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===============
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Lifetime
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--------
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@ -175,15 +66,11 @@ Lifetime: 4.0
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.. image:: img/paranim15.gif
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Timescale
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---------
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One Shot
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--------
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It happens often that the effect achieved is perfect, except too fast or
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too slow. Timescale helps adjust the overall speed.
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Timescale everything 2x:
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.. image:: img/paranim16.gif
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When enabled, a Particles2D node will emit all of it's particles once
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and then never again.
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Preprocess
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----------
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@ -194,45 +81,12 @@ a torch, mist, etc begin emitting the moment you enter. Preprocess is
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used to let the system process a given amount of seconds before it is
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actually shown the first time.
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Emit timeout
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------------
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This variable will switch emission off after given amount of seconds
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being on. When zero, it is disabled.
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Offset
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------
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Allows to move the emission center away from the center
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Half extents
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------------
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Makes the center (by default 1 pixel) wider, to the size in pixels
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desired. Particles will emit randomly inside this area.
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.. image:: img/paranim17.gif
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It is also possible to set an emission mask by using this value. Check
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the "Particles" menu on the 2D scene editor viewport and select your
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favorite texture. Opaque pixels will be used as potential emission
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location, while transparent ones will be ignored:
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.. image:: img/paranim19.gif
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Local space
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Speed Scale
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-----------
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By default this option is on, and it means that the space that particles
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are emitted to is contained within the node. If the node is moved, all
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particles are moved with it:
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.. image:: img/paranim20.gif
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If disabled, particles will emit to global space, meaning that if the
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node is moved, the emissor is moved too:
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.. image:: img/paranim21.gif
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The speed scale has a default value of 1, and is used to adjust the
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speed of a particle system. Lowering the value will make the particles
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slower, increaseing the value will make the particles much faster.
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Explosiveness
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-------------
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@ -258,3 +112,164 @@ All physics parameters can be randomized. Random variables go from 0 to
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::
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initial_value = param_value + param_value*randomness
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Fixed FPS
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---------
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This setting can be used to set the particle system to render at a fixed
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FPS. For instance, changing the FPS to 2 will make the particles render
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every 2 frames a second, however it will not slow down.
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Fract Delta
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-----------
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This can be used to turn Fract Delta on or off.
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Drawing Parameters
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==================
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Visability Rect
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---------------
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The W and H values control width and height of the visability rectnagle
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respectively. The X and Y values control the position of the Upper left
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corner of the visability rectangle relative to the particle emitter.
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Local Coords
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------------
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By default this option is on, and it means that the space that particles
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are emitted to is contained within the node. If the node is moved, all
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particles are moved with it:
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.. image:: img/paranim20.gif
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If disabled, particles will emit to global space, meaning that if the
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node is moved, the emissor is moved too:
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.. image:: img/paranim21.gif
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Draw Order
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----------
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The particle draw order can be set to index or lifetime.
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ParticlesMaterial settings
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==========================
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Direction
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---------
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This is the base angle at which particles emit. Default is 0 (down):
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.. image:: img/paranim1.gif
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Changing it will change the emissor direction, but gravity will still
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affect them:
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.. image:: img/paranim2.gif
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This parameter is useful because, by rotating the node, gravity will
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also be rotated. Changing direction keeps them separate.
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Spread
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------
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Spread is the angle at which particles will randomly be emitted.
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Increasing the spread will increase the angle. A spread of 180 will emit
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in all directions.
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.. image:: img/paranim3.gif
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Gravity
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-------
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The gravity applied to every particle.
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.. image:: img/paranim7.gif
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Initial Velocity
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----------------
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Linear velocity is the speed at which particles will be emitted (in
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pixels/sec). Speed might later be modified by gravity or other
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accelerations (as described further below).
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.. image:: img/paranim4.gif
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Angular Velocity
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----------------
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Angular velocity is the inital angular velocity applied to particles.
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Spin Velocity
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-------------
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Spin velocity is the speed at which particles turn around their center
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(in degrees/sec).
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.. image:: img/paranim5.gif
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Orbit Velocity
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--------------
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Orbit velocity is used to make particles turn around their center.
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.. image:: img/paranim6.gif
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Linear Acceleration
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-------------------
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The linear acceleration applied to each particle.
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Radial Acceleration
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-------------------
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If this acceleration is positive, particles are accelerated away from
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the center. If negative, they are absorbed towards it.
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.. image:: img/paranim8.gif
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Tangential Acceleration
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-----------------------
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This acceleration will use the tangent vector to the center. Combining
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with radial acceleration can do nice effects.
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.. image:: img/paranim9.gif
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Damping
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-------
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Damping applies friction to the particles, forcing them to stop. It is
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especially useful for sparks or explosions, which usually begin with a
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high linear velocity and then stop as they fade.
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.. image:: img/paranim10.gif
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Angle
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-----
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Determines the initial angle of the particle (in degress). This parameter
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is mostly useful randomized.
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.. image:: img/paranim11.gif
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Scale
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-----
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Determines the initial scale of the particles.
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.. image:: img/paranim12.gif
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Color
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-----
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Used to change the color of the particles being emitted.
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Hue variation
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-------------
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The variation value sets the inital hue variation applied to each
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particle. The Variation rand value controls the hue variation
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randomness ratio.
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