CPU-based 2D particle emitter.
CPU-based 2D particle node used to create a variety of particle systems and effects. See also [Particles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. [b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-fly and doesn't need to be configured by the user.
$DOCS_URL/tutorials/2d/particle_systems_2d.md
Returns the base value of the parameter specified by [enum Parameter].
Returns the [Curve] of the parameter specified by [enum Parameter].
Returns the randomness factor of the parameter specified by [enum Parameter].
Returns the enabled state of the given flag (see [enum Flags] for options).
Restarts the particle emitter.
Sets the base value of the parameter specified by [enum Parameter].
Sets the [Curve] of the parameter specified by [enum Parameter].
Sets the randomness factor of the parameter specified by [enum Parameter].
Enables or disables the given flag (see [enum Flags] for options).
- The number of particles emitted in one emission cycle (corresponding to the [member lifetime]). [b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
- Initial rotation applied to each particle, in degrees.
- Each particle's rotation will be animated along this [Curve].
- Rotation randomness ratio.
- Initial angular velocity applied to each particle in [i]degrees[/i] per second. Sets the speed of rotation of the particle.
- Each particle's angular velocity will vary along this [Curve].
- Angular velocity randomness ratio.
- Particle animation offset.
- Each particle's animation offset will vary along this [Curve].
- Animation offset randomness ratio.
- Particle animation speed.
- Each particle's animation speed will vary along this [Curve].
- Animation speed randomness ratio.
- Each particle's initial color. If [member texture] is defined, it will be multiplied by this color.
- Each particle's initial color will vary along this [GradientTexture] (multiplied with [member color]).
- Each particle's color will vary along this [Gradient] (multiplied with [member color]).
- The rate at which particles lose velocity.
- Damping will vary along this [Curve].
- Damping randomness ratio.
- Unit vector specifying the particles' emission direction.
- Particle draw order. Uses [enum DrawOrder] values.
- Sets the [Color]s to modulate particles by when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
- Sets the direction the particles will be emitted in when using [constant EMISSION_SHAPE_DIRECTED_POINTS].
- Sets the initial positions to spawn particles when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
- The rectangle's extents if [member emission_shape] is set to [constant EMISSION_SHAPE_RECTANGLE].
- Particles will be emitted inside this region. See [enum EmissionShape] for possible values.
- The sphere's radius if [member emission_shape] is set to [constant EMISSION_SHAPE_SPHERE].
- If [code]true[/code], particles are being emitted.
- How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
- 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.
- Align Y axis of particle with the direction of its velocity.
- If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
- Gravity applied to every particle.
- Initial hue variation applied to each particle.
- Each particle's hue will vary along this [Curve].
- Hue variation randomness ratio.
- Initial velocity magnitude for each particle. Direction comes from [member spread] and the node's orientation.
- Initial velocity randomness ratio.
- The amount of time each particle will exist (in seconds).
- Particle lifetime randomness ratio.
- Linear acceleration applied to each particle in the direction of motion.
- Each particle's linear acceleration will vary along this [Curve].
- Linear acceleration randomness ratio.
- If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
- Normal map to be used for the [member texture] property. [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
- If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
- Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
- Each particle's orbital velocity will vary along this [Curve].
- Orbital velocity randomness ratio.
- Particle system starts as if it had already run for this many seconds.
- Radial acceleration applied to each particle. Makes particle accelerate away from origin.
- Each particle's radial acceleration will vary along this [Curve].
- Radial acceleration randomness ratio.
- Emission lifetime randomness ratio.
- Initial scale applied to each particle. This can be set to a negative value to flip the particle on all axes.
- Each particle's scale will vary along this [Curve].
- Scale randomness ratio.
- Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
- Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
- Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
- Each particle's tangential acceleration will vary along this [Curve].
- Tangential acceleration randomness ratio.
- Particle texture. If [code]null[/code], particles will be squares.
Particles are drawn in the order emitted.
Particles are drawn in order of remaining lifetime.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set initial velocity properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set angular velocity properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set orbital velocity properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set linear acceleration properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set radial acceleration properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set tangential acceleration properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set damping properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set angle properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set scale properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set hue variation properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set animation speed properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_curve] to set animation offset properties.
Represents the size of the [enum Parameter] enum.
Use with [method set_particle_flag] to set [member flag_align_y].
Present for consistency with 3D particle nodes, not used in 2D.
Present for consistency with 3D particle nodes, not used in 2D.
Represents the size of the [enum Flags] enum.
All particles will be emitted from a single point.
Particles will be emitted on the surface of a sphere flattened to two dimensions.
Particles will be emitted in the area of a rectangle.
Particles will be emitted at a position chosen randomly among [member emission_points]. Particle color will be modulated by [member emission_colors].
Particles will be emitted at a position chosen randomly among [member emission_points]. Particle velocity and rotation will be set based on [member emission_normals]. Particle color will be modulated by [member emission_colors].
Represents the size of the [enum EmissionShape] enum.