Particles2D.xml 6.3 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="Particles2D" inherits="Node2D" version="3.4">
  3. <brief_description>
  4. GPU-based 2D particle emitter.
  5. </brief_description>
  6. <description>
  7. 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.
  8. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
  9. [b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [Particles2D] to [CPUParticles2D] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b].
  10. [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
  11. [b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s.
  12. </description>
  13. <tutorials>
  14. <link title="Particle systems (2D)">https://docs.godotengine.org/en/3.3/tutorials/2d/particle_systems_2d.html</link>
  15. <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
  16. </tutorials>
  17. <methods>
  18. <method name="capture_rect" qualifiers="const">
  19. <return type="Rect2">
  20. </return>
  21. <description>
  22. Returns a rectangle containing the positions of all existing particles.
  23. </description>
  24. </method>
  25. <method name="restart">
  26. <return type="void">
  27. </return>
  28. <description>
  29. Restarts all the existing particles.
  30. </description>
  31. </method>
  32. </methods>
  33. <members>
  34. <member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
  35. The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
  36. [b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
  37. </member>
  38. <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles2D.DrawOrder" default="0">
  39. Particle draw order. Uses [enum DrawOrder] values.
  40. </member>
  41. <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
  42. If [code]true[/code], particles are being emitted.
  43. </member>
  44. <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
  45. 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.
  46. </member>
  47. <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
  48. 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.
  49. </member>
  50. <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
  51. If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
  52. </member>
  53. <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
  54. The amount of time each particle will exist (in seconds).
  55. </member>
  56. <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
  57. If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
  58. </member>
  59. <member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
  60. Normal map to be used for the [member texture] property.
  61. [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.
  62. </member>
  63. <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
  64. 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.
  65. </member>
  66. <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
  67. Particle system starts as if it had already run for this many seconds.
  68. </member>
  69. <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
  70. [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
  71. </member>
  72. <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
  73. Emission lifetime randomness ratio.
  74. </member>
  75. <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
  76. Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
  77. </member>
  78. <member name="texture" type="Texture" setter="set_texture" getter="get_texture">
  79. Particle texture. If [code]null[/code], particles will be squares.
  80. </member>
  81. <member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2( -100, -100, 200, 200 )">
  82. The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
  83. Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
  84. </member>
  85. </members>
  86. <constants>
  87. <constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
  88. Particles are drawn in the order emitted.
  89. </constant>
  90. <constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
  91. Particles are drawn in order of remaining lifetime.
  92. </constant>
  93. </constants>
  94. </class>