93 lines
6.3 KiB
XML
93 lines
6.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="Particles2D" inherits="Node2D" version="3.4">
|
|
<brief_description>
|
|
GPU-based 2D particle emitter.
|
|
</brief_description>
|
|
<description>
|
|
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.
|
|
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.
|
|
[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].
|
|
[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.
|
|
[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s.
|
|
</description>
|
|
<tutorials>
|
|
<link title="Particle systems (2D)">https://docs.godotengine.org/en/3.3/tutorials/2d/particle_systems_2d.html</link>
|
|
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="capture_rect" qualifiers="const">
|
|
<return type="Rect2" />
|
|
<description>
|
|
Returns a rectangle containing the positions of all existing particles.
|
|
</description>
|
|
</method>
|
|
<method name="restart">
|
|
<return type="void" />
|
|
<description>
|
|
Restarts all the existing particles.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
|
|
The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
|
|
[b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
|
|
</member>
|
|
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles2D.DrawOrder" default="0">
|
|
Particle draw order. Uses [enum DrawOrder] values.
|
|
</member>
|
|
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
|
|
If [code]true[/code], particles are being emitted.
|
|
</member>
|
|
<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
|
|
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.
|
|
</member>
|
|
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
|
|
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.
|
|
</member>
|
|
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
|
|
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
|
|
</member>
|
|
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
|
|
The amount of time each particle will exist (in seconds).
|
|
</member>
|
|
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
|
|
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
|
|
</member>
|
|
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
|
|
Normal map to be used for the [member texture] property.
|
|
[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.
|
|
</member>
|
|
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
|
|
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.
|
|
</member>
|
|
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
|
|
Particle system starts as if it had already run for this many seconds.
|
|
</member>
|
|
<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
|
|
[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
|
|
</member>
|
|
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
|
|
Emission lifetime randomness ratio.
|
|
</member>
|
|
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
|
|
Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
|
|
</member>
|
|
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
|
|
Particle texture. If [code]null[/code], particles will be squares.
|
|
</member>
|
|
<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2( -100, -100, 200, 200 )">
|
|
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.
|
|
</member>
|
|
</members>
|
|
<constants>
|
|
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
|
|
Particles are drawn in the order emitted.
|
|
</constant>
|
|
<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
|
|
Particles are drawn in order of remaining lifetime.
|
|
</constant>
|
|
</constants>
|
|
</class>
|