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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "GPUParticles2D" inherits= "Node2D" version= "4.0" >
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<brief_description >
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2D particle emitter.
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</brief_description>
<description >
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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.
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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.
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</description>
<tutorials >
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<link title= "Particle systems (2D)" > https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
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<link title= "2D Dodge The Creeps Demo" > https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
<methods >
<method name= "capture_rect" qualifiers= "const" >
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<return type= "Rect2" />
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<description >
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Returns a rectangle containing the positions of all existing particles.
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</description>
</method>
<method name= "restart" >
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<return type= "void" />
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<description >
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Restarts all the existing particles.
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</description>
</method>
</methods>
<members >
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<member name= "amount" type= "int" setter= "set_amount" getter= "get_amount" default= "8" >
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Number of particles emitted in one emission cycle.
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</member>
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<member name= "collision_base_size" type= "float" setter= "set_collision_base_size" getter= "get_collision_base_size" default= "1.0" >
</member>
<member name= "draw_order" type= "int" setter= "set_draw_order" getter= "get_draw_order" enum= "GPUParticles2D.DrawOrder" default= "1" >
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Particle draw order. Uses [enum DrawOrder] values.
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</member>
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<member name= "emitting" type= "bool" setter= "set_emitting" getter= "is_emitting" default= "true" >
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If [code]true[/code], particles are being emitted.
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</member>
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<member name= "explosiveness" type= "float" setter= "set_explosiveness_ratio" getter= "get_explosiveness_ratio" default= "0.0" >
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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.
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</member>
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<member name= "fixed_fps" type= "int" setter= "set_fixed_fps" getter= "get_fixed_fps" default= "30" >
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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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</member>
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<member name= "fract_delta" type= "bool" setter= "set_fractional_delta" getter= "get_fractional_delta" default= "true" >
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If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
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</member>
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<member name= "lifetime" type= "float" setter= "set_lifetime" getter= "get_lifetime" default= "1.0" >
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Amount of time each particle will exist.
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</member>
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<member name= "local_coords" type= "bool" setter= "set_use_local_coordinates" getter= "get_use_local_coordinates" default= "true" >
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If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
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</member>
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<member name= "one_shot" type= "bool" setter= "set_one_shot" getter= "get_one_shot" default= "false" >
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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.
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</member>
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<member name= "preprocess" type= "float" setter= "set_pre_process_time" getter= "get_pre_process_time" default= "0.0" >
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Particle system starts as if it had already run for this many seconds.
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</member>
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<member name= "process_material" type= "Material" setter= "set_process_material" getter= "get_process_material" >
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[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
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</member>
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<member name= "randomness" type= "float" setter= "set_randomness_ratio" getter= "get_randomness_ratio" default= "0.0" >
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Emission lifetime randomness ratio.
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</member>
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<member name= "speed_scale" type= "float" setter= "set_speed_scale" getter= "get_speed_scale" default= "1.0" >
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Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
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</member>
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<member name= "texture" type= "Texture2D" setter= "set_texture" getter= "get_texture" >
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Particle texture. If [code]null[/code], particles will be squares.
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</member>
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<member name= "trail_enabled" type= "bool" setter= "set_trail_enabled" getter= "is_trail_enabled" default= "false" >
</member>
<member name= "trail_length_secs" type= "float" setter= "set_trail_length" getter= "get_trail_length" default= "0.3" >
</member>
<member name= "trail_section_subdivisions" type= "int" setter= "set_trail_section_subdivisions" getter= "get_trail_section_subdivisions" default= "4" >
</member>
<member name= "trail_sections" type= "int" setter= "set_trail_sections" getter= "get_trail_sections" default= "8" >
</member>
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<member name= "visibility_rect" type= "Rect2" setter= "set_visibility_rect" getter= "get_visibility_rect" default= "Rect2(-100, -100, 200, 200)" >
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The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
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.
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</member>
</members>
<constants >
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<constant name= "DRAW_ORDER_INDEX" value= "0" enum= "DrawOrder" >
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Particles are drawn in the order emitted.
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</constant>
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<constant name= "DRAW_ORDER_LIFETIME" value= "1" enum= "DrawOrder" >
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Particles are drawn in order of remaining lifetime.
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</constant>
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<constant name= "DRAW_ORDER_REVERSE_LIFETIME" value= "2" enum= "DrawOrder" >
</constant>
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</constants>
</class>