:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/Particles2D.xml. .. _class_Particles2D: Particles2D =========== **Inherits:** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`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 :ref:`ParticlesMaterial` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial` which will be applied to all particles. \ **Note:** ``Particles2D`` only work when using the GLES3 renderer. If using the GLES2 renderer, use :ref:`CPUParticles2D` instead. You can convert ``Particles2D`` to :ref:`CPUParticles2D` by selecting the node, clicking the **Particles** menu at the top of the 2D editor viewport then choosing **Convert to CPUParticles2D**. \ **Note:** On macOS, ``Particles2D`` rendering is much slower than :ref:`CPUParticles2D` due to transform feedback being implemented on the CPU instead of the GPU. Consider using :ref:`CPUParticles2D` instead when targeting macOS. \ **Note:** After working on a Particles node, remember to update its :ref:`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 :ref:`CPUParticles2D`, ``Particles2D`` currently ignore the texture region defined in :ref:`AtlasTexture`\ s. Tutorials --------- - :doc:`Particle systems (2D) <../tutorials/2d/particle_systems_2d>` - `2D Dodge The Creeps Demo `__ Properties ---------- +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`int` | :ref:`amount` | ``8`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`DrawOrder` | :ref:`draw_order` | ``0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`bool` | :ref:`emitting` | ``true`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`float` | :ref:`explosiveness` | ``0.0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`int` | :ref:`fixed_fps` | ``0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`bool` | :ref:`fract_delta` | ``true`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`float` | :ref:`lifetime` | ``1.0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`bool` | :ref:`local_coords` | ``true`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`Texture` | :ref:`normal_map` | | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`bool` | :ref:`one_shot` | ``false`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`float` | :ref:`preprocess` | ``0.0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`Material` | :ref:`process_material` | | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`float` | :ref:`randomness` | ``0.0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`float` | :ref:`speed_scale` | ``1.0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`Texture` | :ref:`texture` | | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`Rect2` | :ref:`visibility_rect` | ``Rect2( -100, -100, 200, 200 )`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ Methods ------- +---------------------------+--------------------------------------------------------------------------------+ | :ref:`Rect2` | :ref:`capture_rect` **(** **)** |const| | +---------------------------+--------------------------------------------------------------------------------+ | void | :ref:`restart` **(** **)** | +---------------------------+--------------------------------------------------------------------------------+ Enumerations ------------ .. _enum_Particles2D_DrawOrder: .. _class_Particles2D_constant_DRAW_ORDER_INDEX: .. _class_Particles2D_constant_DRAW_ORDER_LIFETIME: 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 --------------------- .. _class_Particles2D_property_amount: - :ref:`int` **amount** +-----------+-------------------+ | *Default* | ``8`` | +-----------+-------------------+ | *Setter* | set_amount(value) | +-----------+-------------------+ | *Getter* | get_amount() | +-----------+-------------------+ The number of particles emitted in one emission cycle (corresponding to the :ref:`lifetime`). \ **Note:** Changing :ref:`amount` will reset the particle emission, therefore removing all particles that were already emitted before changing :ref:`amount`. ---- .. _class_Particles2D_property_draw_order: - :ref:`DrawOrder` **draw_order** +-----------+-----------------------+ | *Default* | ``0`` | +-----------+-----------------------+ | *Setter* | set_draw_order(value) | +-----------+-----------------------+ | *Getter* | get_draw_order() | +-----------+-----------------------+ Particle draw order. Uses :ref:`DrawOrder` values. ---- .. _class_Particles2D_property_emitting: - :ref:`bool` **emitting** +-----------+---------------------+ | *Default* | ``true`` | +-----------+---------------------+ | *Setter* | set_emitting(value) | +-----------+---------------------+ | *Getter* | is_emitting() | +-----------+---------------------+ If ``true``, particles are being emitted. ---- .. _class_Particles2D_property_explosiveness: - :ref:`float` **explosiveness** +-----------+--------------------------------+ | *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. ---- .. _class_Particles2D_property_fixed_fps: - :ref:`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. ---- .. _class_Particles2D_property_fract_delta: - :ref:`bool` **fract_delta** +-----------+-----------------------------+ | *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. ---- .. _class_Particles2D_property_lifetime: - :ref:`float` **lifetime** +-----------+---------------------+ | *Default* | ``1.0`` | +-----------+---------------------+ | *Setter* | set_lifetime(value) | +-----------+---------------------+ | *Getter* | get_lifetime() | +-----------+---------------------+ The amount of time each particle will exist (in seconds). ---- .. _class_Particles2D_property_local_coords: - :ref:`bool` **local_coords** +-----------+----------------------------------+ | *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. ---- .. _class_Particles2D_property_normal_map: - :ref:`Texture` **normal_map** +----------+-----------------------+ | *Setter* | set_normal_map(value) | +----------+-----------------------+ | *Getter* | get_normal_map() | +----------+-----------------------+ Normal map to be used for the :ref:`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. ---- .. _class_Particles2D_property_one_shot: - :ref:`bool` **one_shot** +-----------+---------------------+ | *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. ---- .. _class_Particles2D_property_preprocess: - :ref:`float` **preprocess** +-----------+-----------------------------+ | *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. ---- .. _class_Particles2D_property_process_material: - :ref:`Material` **process_material** +----------+-----------------------------+ | *Setter* | set_process_material(value) | +----------+-----------------------------+ | *Getter* | get_process_material() | +----------+-----------------------------+ :ref:`Material` for processing particles. Can be a :ref:`ParticlesMaterial` or a :ref:`ShaderMaterial`. ---- .. _class_Particles2D_property_randomness: - :ref:`float` **randomness** +-----------+-----------------------------+ | *Default* | ``0.0`` | +-----------+-----------------------------+ | *Setter* | set_randomness_ratio(value) | +-----------+-----------------------------+ | *Getter* | get_randomness_ratio() | +-----------+-----------------------------+ Emission lifetime randomness ratio. ---- .. _class_Particles2D_property_speed_scale: - :ref:`float` **speed_scale** +-----------+------------------------+ | *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. ---- .. _class_Particles2D_property_texture: - :ref:`Texture` **texture** +----------+--------------------+ | *Setter* | set_texture(value) | +----------+--------------------+ | *Getter* | get_texture() | +----------+--------------------+ Particle texture. If ``null``, particles will be squares. ---- .. _class_Particles2D_property_visibility_rect: - :ref:`Rect2` **visibility_rect** +-----------+-----------------------------------+ | *Default* | ``Rect2( -100, -100, 200, 200 )`` | +-----------+-----------------------------------+ | *Setter* | set_visibility_rect(value) | +-----------+-----------------------------------+ | *Getter* | get_visibility_rect() | +-----------+-----------------------------------+ The :ref:`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 :ref:`Rect2` can be grown via code or with the **Particles → Generate Visibility Rect** editor tool. Method Descriptions ------------------- .. _class_Particles2D_method_capture_rect: - :ref:`Rect2` **capture_rect** **(** **)** |const| Returns a rectangle containing the positions of all existing particles. ---- .. _class_Particles2D_method_restart: - void **restart** **(** **)** Restarts all the existing particles. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`