pandemonium_engine_docs/classes/class_particles2d.rst

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.. 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<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_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<class_ParticlesMaterial>` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial<class_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<class_CPUParticles2D>` instead. You can convert ``Particles2D`` to :ref:`CPUParticles2D<class_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<class_CPUParticles2D>` due to transform feedback being implemented on the CPU instead of the GPU. Consider using :ref:`CPUParticles2D<class_CPUParticles2D>` instead when targeting macOS.
\ **Note:** After working on a Particles node, remember to update its :ref:`visibility_rect<class_Particles2D_property_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<class_CPUParticles2D>`, ``Particles2D`` currently ignore the texture region defined in :ref:`AtlasTexture<class_AtlasTexture>`\ s.
Tutorials
---------
- :doc:`Particle systems (2D) <../tutorials/2d/particle_systems_2d>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
Properties
----------
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`int<class_int>` | :ref:`amount<class_Particles2D_property_amount>` | ``8`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`DrawOrder<enum_Particles2D_DrawOrder>` | :ref:`draw_order<class_Particles2D_property_draw_order>` | ``0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`bool<class_bool>` | :ref:`emitting<class_Particles2D_property_emitting>` | ``true`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`explosiveness<class_Particles2D_property_explosiveness>` | ``0.0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`int<class_int>` | :ref:`fixed_fps<class_Particles2D_property_fixed_fps>` | ``0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`bool<class_bool>` | :ref:`fract_delta<class_Particles2D_property_fract_delta>` | ``true`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`lifetime<class_Particles2D_property_lifetime>` | ``1.0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`bool<class_bool>` | :ref:`local_coords<class_Particles2D_property_local_coords>` | ``true`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`Texture<class_Texture>` | :ref:`normal_map<class_Particles2D_property_normal_map>` | |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`bool<class_bool>` | :ref:`one_shot<class_Particles2D_property_one_shot>` | ``false`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`preprocess<class_Particles2D_property_preprocess>` | ``0.0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`Material<class_Material>` | :ref:`process_material<class_Particles2D_property_process_material>` | |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`randomness<class_Particles2D_property_randomness>` | ``0.0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`float<class_float>` | :ref:`speed_scale<class_Particles2D_property_speed_scale>` | ``1.0`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`Texture<class_Texture>` | :ref:`texture<class_Particles2D_property_texture>` | |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
| :ref:`Rect2<class_Rect2>` | :ref:`visibility_rect<class_Particles2D_property_visibility_rect>` | ``Rect2( -100, -100, 200, 200 )`` |
+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
Methods
-------
+---------------------------+--------------------------------------------------------------------------------+
| :ref:`Rect2<class_Rect2>` | :ref:`capture_rect<class_Particles2D_method_capture_rect>` **(** **)** |const| |
+---------------------------+--------------------------------------------------------------------------------+
| void | :ref:`restart<class_Particles2D_method_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<class_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<class_Particles2D_property_lifetime>`).
\ **Note:** Changing :ref:`amount<class_Particles2D_property_amount>` will reset the particle emission, therefore removing all particles that were already emitted before changing :ref:`amount<class_Particles2D_property_amount>`.
----
.. _class_Particles2D_property_draw_order:
- :ref:`DrawOrder<enum_Particles2D_DrawOrder>` **draw_order**
+-----------+-----------------------+
| *Default* | ``0`` |
+-----------+-----------------------+
| *Setter* | set_draw_order(value) |
+-----------+-----------------------+
| *Getter* | get_draw_order() |
+-----------+-----------------------+
Particle draw order. Uses :ref:`DrawOrder<enum_Particles2D_DrawOrder>` values.
----
.. _class_Particles2D_property_emitting:
- :ref:`bool<class_bool>` **emitting**
+-----------+---------------------+
| *Default* | ``true`` |
+-----------+---------------------+
| *Setter* | set_emitting(value) |
+-----------+---------------------+
| *Getter* | is_emitting() |
+-----------+---------------------+
If ``true``, particles are being emitted.
----
.. _class_Particles2D_property_explosiveness:
- :ref:`float<class_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<class_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<class_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<class_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<class_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<class_Texture>` **normal_map**
+----------+-----------------------+
| *Setter* | set_normal_map(value) |
+----------+-----------------------+
| *Getter* | get_normal_map() |
+----------+-----------------------+
Normal map to be used for the :ref:`texture<class_Particles2D_property_texture>` property.
\ **Note:** Godot expects the normal map to use X+, Y-, and Z+ coordinates. See `this page <http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates>`__ for a comparison of normal map coordinates expected by popular engines.
----
.. _class_Particles2D_property_one_shot:
- :ref:`bool<class_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<class_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<class_Material>` **process_material**
+----------+-----------------------------+
| *Setter* | set_process_material(value) |
+----------+-----------------------------+
| *Getter* | get_process_material() |
+----------+-----------------------------+
:ref:`Material<class_Material>` for processing particles. Can be a :ref:`ParticlesMaterial<class_ParticlesMaterial>` or a :ref:`ShaderMaterial<class_ShaderMaterial>`.
----
.. _class_Particles2D_property_randomness:
- :ref:`float<class_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<class_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<class_Texture>` **texture**
+----------+--------------------+
| *Setter* | set_texture(value) |
+----------+--------------------+
| *Getter* | get_texture() |
+----------+--------------------+
Particle texture. If ``null``, particles will be squares.
----
.. _class_Particles2D_property_visibility_rect:
- :ref:`Rect2<class_Rect2>` **visibility_rect**
+-----------+-----------------------------------+
| *Default* | ``Rect2( -100, -100, 200, 200 )`` |
+-----------+-----------------------------------+
| *Setter* | set_visibility_rect(value) |
+-----------+-----------------------------------+
| *Getter* | get_visibility_rect() |
+-----------+-----------------------------------+
The :ref:`Rect2<class_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<class_Rect2>` can be grown via code or with the **Particles → Generate Visibility Rect** editor tool.
Method Descriptions
-------------------
.. _class_Particles2D_method_capture_rect:
- :ref:`Rect2<class_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.)`