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GPUParticles2D.xml 5.7 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="GPUParticles2D" inherits="Node2D" version="4.0">
  3. <brief_description>
  4. 2D particle emitter.
  5. </brief_description>
  6. <description>
  7. 2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] 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. </description>
  10. <tutorials>
  11. <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
  12. <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
  13. </tutorials>
  14. <methods>
  15. <method name="capture_rect" qualifiers="const">
  16. <return type="Rect2" />
  17. <description>
  18. Returns a rectangle containing the positions of all existing particles.
  19. </description>
  20. </method>
  21. <method name="restart">
  22. <return type="void" />
  23. <description>
  24. Restarts all the existing particles.
  25. </description>
  26. </method>
  27. </methods>
  28. <members>
  29. <member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
  30. Number of particles emitted in one emission cycle.
  31. </member>
  32. <member name="collision_base_size" type="float" setter="set_collision_base_size" getter="get_collision_base_size" default="1.0">
  33. </member>
  34. <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles2D.DrawOrder" default="1">
  35. Particle draw order. Uses [enum DrawOrder] values.
  36. </member>
  37. <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
  38. If [code]true[/code], particles are being emitted.
  39. </member>
  40. <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
  41. 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.
  42. </member>
  43. <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30">
  44. 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.
  45. </member>
  46. <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
  47. If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
  48. </member>
  49. <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
  50. Amount of time each particle will exist.
  51. </member>
  52. <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
  53. If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
  54. </member>
  55. <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
  56. 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.
  57. </member>
  58. <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
  59. Particle system starts as if it had already run for this many seconds.
  60. </member>
  61. <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
  62. [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
  63. </member>
  64. <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
  65. Emission lifetime randomness ratio.
  66. </member>
  67. <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
  68. Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
  69. </member>
  70. <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
  71. Particle texture. If [code]null[/code], particles will be squares.
  72. </member>
  73. <member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
  74. </member>
  75. <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
  76. </member>
  77. <member name="trail_section_subdivisions" type="int" setter="set_trail_section_subdivisions" getter="get_trail_section_subdivisions" default="4">
  78. </member>
  79. <member name="trail_sections" type="int" setter="set_trail_sections" getter="get_trail_sections" default="8">
  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. <constant name="DRAW_ORDER_REVERSE_LIFETIME" value="2" enum="DrawOrder">
  94. </constant>
  95. </constants>
  96. </class>