Particles2D¶
Inherits: Node2D < CanvasItem < Node < Object
Category: Core
Brief Description¶
2D particle emitter.
Member Functions¶
| Rect2 | capture_rect ( ) const |
| void | restart ( ) |
Member Variables¶
- int amount - Number of particles emitted in one emission cycle.
- DrawOrder draw_order - Particle draw order. Uses
DRAW_ORDER_*values. Default value:DRAW_ORDER_INDEX. - bool emitting - If
trueparticles are being emitted. Default value:true. - float explosiveness - How rapidly particles in an emission cycle are emitted. If greater than
0, there will be a gap in emissions before the next cycle begins. Default value:0. - int fixed_fps
- bool fract_delta
- int h_frames - Number of horizontal frames in
texture. - float lifetime - Amount of time each particle will exist. Default value:
1. - bool local_coords - If
trueparticles use the parent node’s coordinate space. Iffalsethey use global coordinates. Default value:true. - Texture normal_map
- bool one_shot - If
trueonly one emission cycle occurs. If settrueduring a cycle, emission will stop at the cycle’s end. Default value:false. - float preprocess - Particle system starts as if it had already run for this many seconds.
- Material process_material - Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
- float randomness - Emission lifetime randomness ratio. Default value:
0. - float speed_scale - Particle system’s running speed scaling ratio. Default value:
1. - Texture texture - Particle texture. If
nullparticles will be squares. - int v_frames - Number of vertical frames in
texture. - Rect2 visibility_rect - Editor visibility helper.
Enums¶
enum DrawOrder
- DRAW_ORDER_INDEX = 0 — Particles are drawn in the order emitted.
- DRAW_ORDER_LIFETIME = 1 — Particles are drawn in order of remaining lifetime.
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 process_material property to add a ParticlesMaterial to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial which will be applied to all particles.