class_particles2d.rst 17 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the Particles2D.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_Particles2D:
  6. Particles2D
  7. ===========
  8. **Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
  9. GPU-based 2D particle emitter.
  10. Description
  11. -----------
  12. 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.
  13. 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.
  14. **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**.
  15. **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.
  16. **Note:** Unlike :ref:`CPUParticles2D<class_CPUParticles2D>`, ``Particles2D`` currently ignore the texture region defined in :ref:`AtlasTexture<class_AtlasTexture>`\ s.
  17. Tutorials
  18. ---------
  19. - :doc:`../tutorials/2d/particle_systems_2d`
  20. - `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`_
  21. Properties
  22. ----------
  23. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  24. | :ref:`int<class_int>` | :ref:`amount<class_Particles2D_property_amount>` | ``8`` |
  25. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  26. | :ref:`DrawOrder<enum_Particles2D_DrawOrder>` | :ref:`draw_order<class_Particles2D_property_draw_order>` | ``0`` |
  27. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  28. | :ref:`bool<class_bool>` | :ref:`emitting<class_Particles2D_property_emitting>` | ``true`` |
  29. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  30. | :ref:`float<class_float>` | :ref:`explosiveness<class_Particles2D_property_explosiveness>` | ``0.0`` |
  31. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  32. | :ref:`int<class_int>` | :ref:`fixed_fps<class_Particles2D_property_fixed_fps>` | ``0`` |
  33. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  34. | :ref:`bool<class_bool>` | :ref:`fract_delta<class_Particles2D_property_fract_delta>` | ``true`` |
  35. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  36. | :ref:`float<class_float>` | :ref:`lifetime<class_Particles2D_property_lifetime>` | ``1.0`` |
  37. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  38. | :ref:`bool<class_bool>` | :ref:`local_coords<class_Particles2D_property_local_coords>` | ``true`` |
  39. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  40. | :ref:`Texture<class_Texture>` | :ref:`normal_map<class_Particles2D_property_normal_map>` | |
  41. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  42. | :ref:`bool<class_bool>` | :ref:`one_shot<class_Particles2D_property_one_shot>` | ``false`` |
  43. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  44. | :ref:`float<class_float>` | :ref:`preprocess<class_Particles2D_property_preprocess>` | ``0.0`` |
  45. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  46. | :ref:`Material<class_Material>` | :ref:`process_material<class_Particles2D_property_process_material>` | |
  47. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  48. | :ref:`float<class_float>` | :ref:`randomness<class_Particles2D_property_randomness>` | ``0.0`` |
  49. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  50. | :ref:`float<class_float>` | :ref:`speed_scale<class_Particles2D_property_speed_scale>` | ``1.0`` |
  51. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  52. | :ref:`Texture<class_Texture>` | :ref:`texture<class_Particles2D_property_texture>` | |
  53. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  54. | :ref:`Rect2<class_Rect2>` | :ref:`visibility_rect<class_Particles2D_property_visibility_rect>` | ``Rect2( -100, -100, 200, 200 )`` |
  55. +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+
  56. Methods
  57. -------
  58. +---------------------------+--------------------------------------------------------------------------------+
  59. | :ref:`Rect2<class_Rect2>` | :ref:`capture_rect<class_Particles2D_method_capture_rect>` **(** **)** |const| |
  60. +---------------------------+--------------------------------------------------------------------------------+
  61. | void | :ref:`restart<class_Particles2D_method_restart>` **(** **)** |
  62. +---------------------------+--------------------------------------------------------------------------------+
  63. Enumerations
  64. ------------
  65. .. _enum_Particles2D_DrawOrder:
  66. .. _class_Particles2D_constant_DRAW_ORDER_INDEX:
  67. .. _class_Particles2D_constant_DRAW_ORDER_LIFETIME:
  68. enum **DrawOrder**:
  69. - **DRAW_ORDER_INDEX** = **0** --- Particles are drawn in the order emitted.
  70. - **DRAW_ORDER_LIFETIME** = **1** --- Particles are drawn in order of remaining lifetime.
  71. Property Descriptions
  72. ---------------------
  73. .. _class_Particles2D_property_amount:
  74. - :ref:`int<class_int>` **amount**
  75. +-----------+-------------------+
  76. | *Default* | ``8`` |
  77. +-----------+-------------------+
  78. | *Setter* | set_amount(value) |
  79. +-----------+-------------------+
  80. | *Getter* | get_amount() |
  81. +-----------+-------------------+
  82. The number of particles emitted in one emission cycle (corresponding to the :ref:`lifetime<class_Particles2D_property_lifetime>`).
  83. **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>`.
  84. ----
  85. .. _class_Particles2D_property_draw_order:
  86. - :ref:`DrawOrder<enum_Particles2D_DrawOrder>` **draw_order**
  87. +-----------+-----------------------+
  88. | *Default* | ``0`` |
  89. +-----------+-----------------------+
  90. | *Setter* | set_draw_order(value) |
  91. +-----------+-----------------------+
  92. | *Getter* | get_draw_order() |
  93. +-----------+-----------------------+
  94. Particle draw order. Uses :ref:`DrawOrder<enum_Particles2D_DrawOrder>` values.
  95. ----
  96. .. _class_Particles2D_property_emitting:
  97. - :ref:`bool<class_bool>` **emitting**
  98. +-----------+---------------------+
  99. | *Default* | ``true`` |
  100. +-----------+---------------------+
  101. | *Setter* | set_emitting(value) |
  102. +-----------+---------------------+
  103. | *Getter* | is_emitting() |
  104. +-----------+---------------------+
  105. If ``true``, particles are being emitted.
  106. ----
  107. .. _class_Particles2D_property_explosiveness:
  108. - :ref:`float<class_float>` **explosiveness**
  109. +-----------+--------------------------------+
  110. | *Default* | ``0.0`` |
  111. +-----------+--------------------------------+
  112. | *Setter* | set_explosiveness_ratio(value) |
  113. +-----------+--------------------------------+
  114. | *Getter* | get_explosiveness_ratio() |
  115. +-----------+--------------------------------+
  116. 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.
  117. ----
  118. .. _class_Particles2D_property_fixed_fps:
  119. - :ref:`int<class_int>` **fixed_fps**
  120. +-----------+----------------------+
  121. | *Default* | ``0`` |
  122. +-----------+----------------------+
  123. | *Setter* | set_fixed_fps(value) |
  124. +-----------+----------------------+
  125. | *Getter* | get_fixed_fps() |
  126. +-----------+----------------------+
  127. 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.
  128. ----
  129. .. _class_Particles2D_property_fract_delta:
  130. - :ref:`bool<class_bool>` **fract_delta**
  131. +-----------+-----------------------------+
  132. | *Default* | ``true`` |
  133. +-----------+-----------------------------+
  134. | *Setter* | set_fractional_delta(value) |
  135. +-----------+-----------------------------+
  136. | *Getter* | get_fractional_delta() |
  137. +-----------+-----------------------------+
  138. If ``true``, results in fractional delta calculation which has a smoother particles display effect.
  139. ----
  140. .. _class_Particles2D_property_lifetime:
  141. - :ref:`float<class_float>` **lifetime**
  142. +-----------+---------------------+
  143. | *Default* | ``1.0`` |
  144. +-----------+---------------------+
  145. | *Setter* | set_lifetime(value) |
  146. +-----------+---------------------+
  147. | *Getter* | get_lifetime() |
  148. +-----------+---------------------+
  149. The amount of time each particle will exist (in seconds).
  150. ----
  151. .. _class_Particles2D_property_local_coords:
  152. - :ref:`bool<class_bool>` **local_coords**
  153. +-----------+----------------------------------+
  154. | *Default* | ``true`` |
  155. +-----------+----------------------------------+
  156. | *Setter* | set_use_local_coordinates(value) |
  157. +-----------+----------------------------------+
  158. | *Getter* | get_use_local_coordinates() |
  159. +-----------+----------------------------------+
  160. If ``true``, particles use the parent node's coordinate space. If ``false``, they use global coordinates.
  161. ----
  162. .. _class_Particles2D_property_normal_map:
  163. - :ref:`Texture<class_Texture>` **normal_map**
  164. +----------+-----------------------+
  165. | *Setter* | set_normal_map(value) |
  166. +----------+-----------------------+
  167. | *Getter* | get_normal_map() |
  168. +----------+-----------------------+
  169. Normal map to be used for the :ref:`texture<class_Particles2D_property_texture>` property.
  170. **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.
  171. ----
  172. .. _class_Particles2D_property_one_shot:
  173. - :ref:`bool<class_bool>` **one_shot**
  174. +-----------+---------------------+
  175. | *Default* | ``false`` |
  176. +-----------+---------------------+
  177. | *Setter* | set_one_shot(value) |
  178. +-----------+---------------------+
  179. | *Getter* | get_one_shot() |
  180. +-----------+---------------------+
  181. If ``true``, only one emission cycle occurs. If set ``true`` during a cycle, emission will stop at the cycle's end.
  182. ----
  183. .. _class_Particles2D_property_preprocess:
  184. - :ref:`float<class_float>` **preprocess**
  185. +-----------+-----------------------------+
  186. | *Default* | ``0.0`` |
  187. +-----------+-----------------------------+
  188. | *Setter* | set_pre_process_time(value) |
  189. +-----------+-----------------------------+
  190. | *Getter* | get_pre_process_time() |
  191. +-----------+-----------------------------+
  192. Particle system starts as if it had already run for this many seconds.
  193. ----
  194. .. _class_Particles2D_property_process_material:
  195. - :ref:`Material<class_Material>` **process_material**
  196. +----------+-----------------------------+
  197. | *Setter* | set_process_material(value) |
  198. +----------+-----------------------------+
  199. | *Getter* | get_process_material() |
  200. +----------+-----------------------------+
  201. :ref:`Material<class_Material>` for processing particles. Can be a :ref:`ParticlesMaterial<class_ParticlesMaterial>` or a :ref:`ShaderMaterial<class_ShaderMaterial>`.
  202. ----
  203. .. _class_Particles2D_property_randomness:
  204. - :ref:`float<class_float>` **randomness**
  205. +-----------+-----------------------------+
  206. | *Default* | ``0.0`` |
  207. +-----------+-----------------------------+
  208. | *Setter* | set_randomness_ratio(value) |
  209. +-----------+-----------------------------+
  210. | *Getter* | get_randomness_ratio() |
  211. +-----------+-----------------------------+
  212. Emission lifetime randomness ratio.
  213. ----
  214. .. _class_Particles2D_property_speed_scale:
  215. - :ref:`float<class_float>` **speed_scale**
  216. +-----------+------------------------+
  217. | *Default* | ``1.0`` |
  218. +-----------+------------------------+
  219. | *Setter* | set_speed_scale(value) |
  220. +-----------+------------------------+
  221. | *Getter* | get_speed_scale() |
  222. +-----------+------------------------+
  223. Particle system's running speed scaling ratio. A value of ``0`` can be used to pause the particles.
  224. ----
  225. .. _class_Particles2D_property_texture:
  226. - :ref:`Texture<class_Texture>` **texture**
  227. +----------+--------------------+
  228. | *Setter* | set_texture(value) |
  229. +----------+--------------------+
  230. | *Getter* | get_texture() |
  231. +----------+--------------------+
  232. Particle texture. If ``null``, particles will be squares.
  233. ----
  234. .. _class_Particles2D_property_visibility_rect:
  235. - :ref:`Rect2<class_Rect2>` **visibility_rect**
  236. +-----------+-----------------------------------+
  237. | *Default* | ``Rect2( -100, -100, 200, 200 )`` |
  238. +-----------+-----------------------------------+
  239. | *Setter* | set_visibility_rect(value) |
  240. +-----------+-----------------------------------+
  241. | *Getter* | get_visibility_rect() |
  242. +-----------+-----------------------------------+
  243. 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.
  244. 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.
  245. Method Descriptions
  246. -------------------
  247. .. _class_Particles2D_method_capture_rect:
  248. - :ref:`Rect2<class_Rect2>` **capture_rect** **(** **)** |const|
  249. Returns a rectangle containing the positions of all existing particles.
  250. ----
  251. .. _class_Particles2D_method_restart:
  252. - void **restart** **(** **)**
  253. Restarts all the existing particles.
  254. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  255. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  256. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`