virtualx-engine/doc/classes/Particles2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Particles2D" inherits="Node2D" category="Core" version="3.1">
<brief_description>
2D particle emitter.
</brief_description>
<description>
2D particle node used to create a variety of particle systems and effects. [code]Particles2D[/code] 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>
</tutorials>
<demos>
</demos>
<methods>
<method name="capture_rect" qualifiers="const">
<return type="Rect2">
</return>
<description>
Returns a rectangle containing the positions of all existing particles.
</description>
</method>
<method name="restart">
<return type="void">
</return>
<description>
Restarts all the existing particles.
</description>
</method>
</methods>
<members>
<member name="amount" type="int" setter="set_amount" getter="get_amount">
Number of particles emitted in one emission cycle.
</member>
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles2D.DrawOrder">
Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code].
</member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting">
If [code]true[/code], particles are being emitted. Default value: [code]true[/code].
</member>
<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio">
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. Default value: [code]0[/code].
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="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 particle system itself.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. Default value: [code]true[/code]
</member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime">
Amount of time each particle will exist. Default value: [code]1[/code].
</member>
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates">
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. Default value: [code]true[/code].
</member>
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
Normal map to be used for the [code]texture[/code] property.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot">
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. Default value: [code]false[/code].
</member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time">
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">
Emission lifetime randomness ratio. Default value: [code]0[/code].
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale">
Particle system's running speed scaling ratio. Default value: [code]1[/code]. 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">
Editor visibility helper.
</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>
</constants>
</class>