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376 lines
17 KiB
ReStructuredText
376 lines
17 KiB
ReStructuredText
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the Particles2D.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_Particles2D:
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Particles2D
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===========
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**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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GPU-based 2D particle emitter.
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Description
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-----------
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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.
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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.
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**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**.
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**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.
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**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.
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**Note:** Unlike :ref:`CPUParticles2D<class_CPUParticles2D>`, ``Particles2D`` currently ignore the texture region defined in :ref:`AtlasTexture<class_AtlasTexture>`\ s.
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Tutorials
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---------
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- :doc:`../tutorials/2d/particle_systems_2d`
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- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
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Properties
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----------
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`int<class_int>` | :ref:`amount<class_Particles2D_property_amount>` | ``8`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`DrawOrder<enum_Particles2D_DrawOrder>` | :ref:`draw_order<class_Particles2D_property_draw_order>` | ``0`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`emitting<class_Particles2D_property_emitting>` | ``true`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`explosiveness<class_Particles2D_property_explosiveness>` | ``0.0`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`int<class_int>` | :ref:`fixed_fps<class_Particles2D_property_fixed_fps>` | ``0`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`fract_delta<class_Particles2D_property_fract_delta>` | ``true`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`lifetime<class_Particles2D_property_lifetime>` | ``1.0`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`local_coords<class_Particles2D_property_local_coords>` | ``true`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`Texture<class_Texture>` | :ref:`normal_map<class_Particles2D_property_normal_map>` | |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`bool<class_bool>` | :ref:`one_shot<class_Particles2D_property_one_shot>` | ``false`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`preprocess<class_Particles2D_property_preprocess>` | ``0.0`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`Material<class_Material>` | :ref:`process_material<class_Particles2D_property_process_material>` | |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`randomness<class_Particles2D_property_randomness>` | ``0.0`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`float<class_float>` | :ref:`speed_scale<class_Particles2D_property_speed_scale>` | ``1.0`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`Texture<class_Texture>` | :ref:`texture<class_Particles2D_property_texture>` | |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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| :ref:`Rect2<class_Rect2>` | :ref:`visibility_rect<class_Particles2D_property_visibility_rect>` | ``Rect2( -100, -100, 200, 200 )`` |
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+----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
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Methods
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-------
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+---------------------------+--------------------------------------------------------------------------------+
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| :ref:`Rect2<class_Rect2>` | :ref:`capture_rect<class_Particles2D_method_capture_rect>` **(** **)** |const| |
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+---------------------------+--------------------------------------------------------------------------------+
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| void | :ref:`restart<class_Particles2D_method_restart>` **(** **)** |
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+---------------------------+--------------------------------------------------------------------------------+
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Enumerations
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------------
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.. _enum_Particles2D_DrawOrder:
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.. _class_Particles2D_constant_DRAW_ORDER_INDEX:
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.. _class_Particles2D_constant_DRAW_ORDER_LIFETIME:
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enum **DrawOrder**:
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- **DRAW_ORDER_INDEX** = **0** --- Particles are drawn in the order emitted.
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- **DRAW_ORDER_LIFETIME** = **1** --- Particles are drawn in order of remaining lifetime.
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Property Descriptions
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---------------------
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.. _class_Particles2D_property_amount:
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- :ref:`int<class_int>` **amount**
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+-----------+-------------------+
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| *Default* | ``8`` |
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+-----------+-------------------+
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| *Setter* | set_amount(value) |
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+-----------+-------------------+
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| *Getter* | get_amount() |
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+-----------+-------------------+
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The number of particles emitted in one emission cycle (corresponding to the :ref:`lifetime<class_Particles2D_property_lifetime>`).
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**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>`.
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----
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.. _class_Particles2D_property_draw_order:
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- :ref:`DrawOrder<enum_Particles2D_DrawOrder>` **draw_order**
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+-----------+-----------------------+
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| *Default* | ``0`` |
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+-----------+-----------------------+
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| *Setter* | set_draw_order(value) |
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+-----------+-----------------------+
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| *Getter* | get_draw_order() |
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+-----------+-----------------------+
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Particle draw order. Uses :ref:`DrawOrder<enum_Particles2D_DrawOrder>` values.
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----
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.. _class_Particles2D_property_emitting:
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- :ref:`bool<class_bool>` **emitting**
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+-----------+---------------------+
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| *Default* | ``true`` |
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+-----------+---------------------+
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| *Setter* | set_emitting(value) |
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+-----------+---------------------+
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| *Getter* | is_emitting() |
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+-----------+---------------------+
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If ``true``, particles are being emitted.
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----
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.. _class_Particles2D_property_explosiveness:
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- :ref:`float<class_float>` **explosiveness**
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+-----------+--------------------------------+
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| *Default* | ``0.0`` |
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+-----------+--------------------------------+
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| *Setter* | set_explosiveness_ratio(value) |
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+-----------+--------------------------------+
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| *Getter* | get_explosiveness_ratio() |
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+-----------+--------------------------------+
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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.
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----
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.. _class_Particles2D_property_fixed_fps:
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- :ref:`int<class_int>` **fixed_fps**
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+-----------+----------------------+
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| *Default* | ``0`` |
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+-----------+----------------------+
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| *Setter* | set_fixed_fps(value) |
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+-----------+----------------------+
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| *Getter* | get_fixed_fps() |
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+-----------+----------------------+
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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.
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----
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.. _class_Particles2D_property_fract_delta:
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- :ref:`bool<class_bool>` **fract_delta**
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+-----------+-----------------------------+
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| *Default* | ``true`` |
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+-----------+-----------------------------+
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| *Setter* | set_fractional_delta(value) |
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+-----------+-----------------------------+
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| *Getter* | get_fractional_delta() |
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+-----------+-----------------------------+
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If ``true``, results in fractional delta calculation which has a smoother particles display effect.
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----
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.. _class_Particles2D_property_lifetime:
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- :ref:`float<class_float>` **lifetime**
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+-----------+---------------------+
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| *Default* | ``1.0`` |
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+-----------+---------------------+
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| *Setter* | set_lifetime(value) |
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+-----------+---------------------+
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| *Getter* | get_lifetime() |
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+-----------+---------------------+
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The amount of time each particle will exist (in seconds).
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----
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.. _class_Particles2D_property_local_coords:
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- :ref:`bool<class_bool>` **local_coords**
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+-----------+----------------------------------+
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| *Default* | ``true`` |
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+-----------+----------------------------------+
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| *Setter* | set_use_local_coordinates(value) |
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+-----------+----------------------------------+
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| *Getter* | get_use_local_coordinates() |
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+-----------+----------------------------------+
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If ``true``, particles use the parent node's coordinate space. If ``false``, they use global coordinates.
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----
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.. _class_Particles2D_property_normal_map:
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- :ref:`Texture<class_Texture>` **normal_map**
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+----------+-----------------------+
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| *Setter* | set_normal_map(value) |
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+----------+-----------------------+
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| *Getter* | get_normal_map() |
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+----------+-----------------------+
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Normal map to be used for the :ref:`texture<class_Particles2D_property_texture>` property.
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**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.
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----
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.. _class_Particles2D_property_one_shot:
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- :ref:`bool<class_bool>` **one_shot**
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+-----------+---------------------+
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| *Default* | ``false`` |
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+-----------+---------------------+
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| *Setter* | set_one_shot(value) |
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+-----------+---------------------+
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| *Getter* | get_one_shot() |
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+-----------+---------------------+
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If ``true``, only one emission cycle occurs. If set ``true`` during a cycle, emission will stop at the cycle's end.
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----
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.. _class_Particles2D_property_preprocess:
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- :ref:`float<class_float>` **preprocess**
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+-----------+-----------------------------+
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| *Default* | ``0.0`` |
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+-----------+-----------------------------+
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| *Setter* | set_pre_process_time(value) |
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+-----------+-----------------------------+
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| *Getter* | get_pre_process_time() |
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+-----------+-----------------------------+
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Particle system starts as if it had already run for this many seconds.
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----
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.. _class_Particles2D_property_process_material:
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- :ref:`Material<class_Material>` **process_material**
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+----------+-----------------------------+
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| *Setter* | set_process_material(value) |
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+----------+-----------------------------+
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| *Getter* | get_process_material() |
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+----------+-----------------------------+
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:ref:`Material<class_Material>` for processing particles. Can be a :ref:`ParticlesMaterial<class_ParticlesMaterial>` or a :ref:`ShaderMaterial<class_ShaderMaterial>`.
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----
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.. _class_Particles2D_property_randomness:
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- :ref:`float<class_float>` **randomness**
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+-----------+-----------------------------+
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| *Default* | ``0.0`` |
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+-----------+-----------------------------+
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| *Setter* | set_randomness_ratio(value) |
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+-----------+-----------------------------+
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| *Getter* | get_randomness_ratio() |
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+-----------+-----------------------------+
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Emission lifetime randomness ratio.
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----
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.. _class_Particles2D_property_speed_scale:
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- :ref:`float<class_float>` **speed_scale**
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+-----------+------------------------+
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| *Default* | ``1.0`` |
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+-----------+------------------------+
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| *Setter* | set_speed_scale(value) |
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+-----------+------------------------+
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| *Getter* | get_speed_scale() |
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+-----------+------------------------+
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Particle system's running speed scaling ratio. A value of ``0`` can be used to pause the particles.
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----
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.. _class_Particles2D_property_texture:
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- :ref:`Texture<class_Texture>` **texture**
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+----------+--------------------+
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| *Setter* | set_texture(value) |
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+----------+--------------------+
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| *Getter* | get_texture() |
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+----------+--------------------+
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Particle texture. If ``null``, particles will be squares.
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----
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.. _class_Particles2D_property_visibility_rect:
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- :ref:`Rect2<class_Rect2>` **visibility_rect**
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+-----------+-----------------------------------+
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| *Default* | ``Rect2( -100, -100, 200, 200 )`` |
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+-----------+-----------------------------------+
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| *Setter* | set_visibility_rect(value) |
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+-----------+-----------------------------------+
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| *Getter* | get_visibility_rect() |
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+-----------+-----------------------------------+
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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.
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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.
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Method Descriptions
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-------------------
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.. _class_Particles2D_method_capture_rect:
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- :ref:`Rect2<class_Rect2>` **capture_rect** **(** **)** |const|
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Returns a rectangle containing the positions of all existing particles.
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----
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.. _class_Particles2D_method_restart:
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- void **restart** **(** **)**
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Restarts all the existing particles.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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