:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/3.6/doc/classes/Particles2D.xml. .. _class_Particles2D: Particles2D =========== **Inherits:** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` GPU-based 2D particle emitter. .. rst-class:: classref-introduction-group 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 :ref:`ParticlesMaterial` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial` which will be applied to all particles. \ **Note:** **Particles2D** only work when using the GLES3 renderer. If using the GLES2 renderer, use :ref:`CPUParticles2D` instead. You can convert **Particles2D** to :ref:`CPUParticles2D` by selecting the node, clicking the **Particles** menu at the top of the 2D editor viewport then choosing **Convert to CPUParticles2D**. \ **Note:** On macOS, **Particles2D** rendering is much slower than :ref:`CPUParticles2D` due to transform feedback being implemented on the CPU instead of the GPU. Consider using :ref:`CPUParticles2D` instead when targeting macOS. \ **Note:** After working on a Particles node, remember to update its :ref:`visibility_rect` by selecting it, clicking the **Particles** menu at the top of the 2D editor viewport then choose **Generate Visibility Rect**. Otherwise, particles may suddenly disappear depending on the camera position and angle. \ **Note:** Unlike :ref:`CPUParticles2D`, **Particles2D** currently ignore the texture region defined in :ref:`AtlasTexture`\ s. .. rst-class:: classref-introduction-group Tutorials --------- - :doc:`Particle systems (2D) <../tutorials/2d/particle_systems_2d>` - `2D Particles Demo `__ - `2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player) `__ .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`int` | :ref:`amount` | ``8`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`DrawOrder` | :ref:`draw_order` | ``0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`bool` | :ref:`emitting` | ``true`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`float` | :ref:`explosiveness` | ``0.0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`int` | :ref:`fixed_fps` | ``0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`bool` | :ref:`fract_delta` | ``true`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`float` | :ref:`lifetime` | ``1.0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`bool` | :ref:`local_coords` | ``true`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`Texture` | :ref:`normal_map` | | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`bool` | :ref:`one_shot` | ``false`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`float` | :ref:`preprocess` | ``0.0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`Material` | :ref:`process_material` | | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`float` | :ref:`randomness` | ``0.0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`float` | :ref:`speed_scale` | ``1.0`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`Texture` | :ref:`texture` | | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ | :ref:`Rect2` | :ref:`visibility_rect` | ``Rect2( -100, -100, 200, 200 )`` | +----------------------------------------------+----------------------------------------------------------------------+-----------------------------------+ .. rst-class:: classref-reftable-group Methods ------- .. table:: :widths: auto +---------------------------+--------------------------------------------------------------------------------+ | :ref:`Rect2` | :ref:`capture_rect` **(** **)** |const| | +---------------------------+--------------------------------------------------------------------------------+ | void | :ref:`restart` **(** **)** | +---------------------------+--------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Signals ------- .. _class_Particles2D_signal_finished: .. rst-class:: classref-signal **finished** **(** **)** Emitted when all active particles have finished processing. When :ref:`one_shot` is disabled, particles will process continuously, so this is never emitted. \ **Note:** Due to the particles being computed on the GPU there might be a delay before the signal gets emitted. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Enumerations ------------ .. _enum_Particles2D_DrawOrder: .. rst-class:: classref-enumeration enum **DrawOrder**: .. _class_Particles2D_constant_DRAW_ORDER_INDEX: .. rst-class:: classref-enumeration-constant :ref:`DrawOrder` **DRAW_ORDER_INDEX** = ``0`` Particles are drawn in the order emitted. .. _class_Particles2D_constant_DRAW_ORDER_LIFETIME: .. rst-class:: classref-enumeration-constant :ref:`DrawOrder` **DRAW_ORDER_LIFETIME** = ``1`` Particles are drawn in order of remaining lifetime. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_Particles2D_property_amount: .. rst-class:: classref-property :ref:`int` **amount** = ``8`` .. rst-class:: classref-property-setget - void **set_amount** **(** :ref:`int` value **)** - :ref:`int` **get_amount** **(** **)** The number of particles emitted in one emission cycle (corresponding to the :ref:`lifetime`). \ **Note:** Changing :ref:`amount` will reset the particle emission, therefore removing all particles that were already emitted before changing :ref:`amount`. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_draw_order: .. rst-class:: classref-property :ref:`DrawOrder` **draw_order** = ``0`` .. rst-class:: classref-property-setget - void **set_draw_order** **(** :ref:`DrawOrder` value **)** - :ref:`DrawOrder` **get_draw_order** **(** **)** Particle draw order. Uses :ref:`DrawOrder` values. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_emitting: .. rst-class:: classref-property :ref:`bool` **emitting** = ``true`` .. rst-class:: classref-property-setget - void **set_emitting** **(** :ref:`bool` value **)** - :ref:`bool` **is_emitting** **(** **)** If ``true``, particles are being emitted. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_explosiveness: .. rst-class:: classref-property :ref:`float` **explosiveness** = ``0.0`` .. rst-class:: classref-property-setget - void **set_explosiveness_ratio** **(** :ref:`float` value **)** - :ref:`float` **get_explosiveness_ratio** **(** **)** 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. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_fixed_fps: .. rst-class:: classref-property :ref:`int` **fixed_fps** = ``0`` .. rst-class:: classref-property-setget - void **set_fixed_fps** **(** :ref:`int` value **)** - :ref:`int` **get_fixed_fps** **(** **)** 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. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_fract_delta: .. rst-class:: classref-property :ref:`bool` **fract_delta** = ``true`` .. rst-class:: classref-property-setget - void **set_fractional_delta** **(** :ref:`bool` value **)** - :ref:`bool` **get_fractional_delta** **(** **)** If ``true``, results in fractional delta calculation which has a smoother particles display effect. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_lifetime: .. rst-class:: classref-property :ref:`float` **lifetime** = ``1.0`` .. rst-class:: classref-property-setget - void **set_lifetime** **(** :ref:`float` value **)** - :ref:`float` **get_lifetime** **(** **)** The amount of time each particle will exist (in seconds). .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_local_coords: .. rst-class:: classref-property :ref:`bool` **local_coords** = ``true`` .. rst-class:: classref-property-setget - void **set_use_local_coordinates** **(** :ref:`bool` value **)** - :ref:`bool` **get_use_local_coordinates** **(** **)** If ``true``, particles use the parent node's coordinate space. If ``false``, they use global coordinates. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_normal_map: .. rst-class:: classref-property :ref:`Texture` **normal_map** .. rst-class:: classref-property-setget - void **set_normal_map** **(** :ref:`Texture` value **)** - :ref:`Texture` **get_normal_map** **(** **)** Normal map to be used for the :ref:`texture` property. \ **Note:** Godot expects the normal map to use X+, Y-, and Z+ coordinates. See `this page `__ for a comparison of normal map coordinates expected by popular engines. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_one_shot: .. rst-class:: classref-property :ref:`bool` **one_shot** = ``false`` .. rst-class:: classref-property-setget - void **set_one_shot** **(** :ref:`bool` value **)** - :ref:`bool` **get_one_shot** **(** **)** If ``true``, only one emission cycle occurs. If set ``true`` during a cycle, emission will stop at the cycle's end. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_preprocess: .. rst-class:: classref-property :ref:`float` **preprocess** = ``0.0`` .. rst-class:: classref-property-setget - void **set_pre_process_time** **(** :ref:`float` value **)** - :ref:`float` **get_pre_process_time** **(** **)** Particle system starts as if it had already run for this many seconds. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_process_material: .. rst-class:: classref-property :ref:`Material` **process_material** .. rst-class:: classref-property-setget - void **set_process_material** **(** :ref:`Material` value **)** - :ref:`Material` **get_process_material** **(** **)** :ref:`Material` for processing particles. Can be a :ref:`ParticlesMaterial` or a :ref:`ShaderMaterial`. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_randomness: .. rst-class:: classref-property :ref:`float` **randomness** = ``0.0`` .. rst-class:: classref-property-setget - void **set_randomness_ratio** **(** :ref:`float` value **)** - :ref:`float` **get_randomness_ratio** **(** **)** Emission lifetime randomness ratio. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_speed_scale: .. rst-class:: classref-property :ref:`float` **speed_scale** = ``1.0`` .. rst-class:: classref-property-setget - void **set_speed_scale** **(** :ref:`float` value **)** - :ref:`float` **get_speed_scale** **(** **)** Particle system's running speed scaling ratio. A value of ``0`` can be used to pause the particles. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_texture: .. rst-class:: classref-property :ref:`Texture` **texture** .. rst-class:: classref-property-setget - void **set_texture** **(** :ref:`Texture` value **)** - :ref:`Texture` **get_texture** **(** **)** Particle texture. If ``null``, particles will be squares. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_property_visibility_rect: .. rst-class:: classref-property :ref:`Rect2` **visibility_rect** = ``Rect2( -100, -100, 200, 200 )`` .. rst-class:: classref-property-setget - void **set_visibility_rect** **(** :ref:`Rect2` value **)** - :ref:`Rect2` **get_visibility_rect** **(** **)** The :ref:`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 :ref:`Rect2` can be grown via code or with the **Particles → Generate Visibility Rect** editor tool. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Method Descriptions ------------------- .. _class_Particles2D_method_capture_rect: .. rst-class:: classref-method :ref:`Rect2` **capture_rect** **(** **)** |const| Returns a rectangle containing the positions of all existing particles. \ **Note:** When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance. .. rst-class:: classref-item-separator ---- .. _class_Particles2D_method_restart: .. rst-class:: classref-method void **restart** **(** **)** Restarts all the existing particles. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`