godot/doc/classes/GPUParticles2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticles2D" inherits="Node2D" version="4.0">
<brief_description>
2D particle emitter.
</brief_description>
<description>
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.
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.
</description>
<tutorials>
<link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/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">
Number of particles emitted in one emission cycle.
</member>
<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">
Particle draw order. Uses [enum DrawOrder] values.
</member>
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<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="30">
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">
Amount of time each particle will exist.
</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="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>
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<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="Texture2D" setter="set_texture" getter="get_texture">
Particle texture. If [code]null[/code], particles will be squares.
</member>
<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>
<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>
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<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted.
</constant>
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<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
Particles are drawn in order of remaining lifetime.
</constant>
<constant name="DRAW_ORDER_REVERSE_LIFETIME" value="2" enum="DrawOrder">
</constant>
</constants>
</class>