6db9752f23
Add a comment in the link to the Dodge The Creeps demo too. That demo only uses particles for one thing (to leave a trail when the player moves), they're not interacting with anything else in the demo; it took me a bit of searching to find where they were used.
129 lines
7.8 KiB
XML
129 lines
7.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GPUParticles2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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2D particle emitter.
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</brief_description>
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<description>
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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.
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Use the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
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</description>
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<tutorials>
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<link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
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<link title="2D Particles Demo">https://godotengine.org/asset-library/asset/118</link>
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<link title="2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)">https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
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<methods>
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<method name="capture_rect" qualifiers="const">
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<return type="Rect2" />
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<description>
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Returns a rectangle containing the positions of all existing particles.
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</description>
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</method>
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<method name="emit_particle">
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<return type="void" />
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<param index="0" name="xform" type="Transform2D" />
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<param index="1" name="velocity" type="Vector2" />
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<param index="2" name="color" type="Color" />
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<param index="3" name="custom" type="Color" />
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<param index="4" name="flags" type="int" />
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<description>
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Emits a single particle. Whether [param xform], [param velocity], [param color] and [param custom] are applied depends on the value of [param flags]. See [enum EmitFlags].
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</description>
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</method>
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<method name="restart">
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<return type="void" />
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<description>
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Restarts all the existing particles.
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</description>
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</method>
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</methods>
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<members>
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<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
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Number of particles emitted in one emission cycle.
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</member>
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<member name="collision_base_size" type="float" setter="set_collision_base_size" getter="get_collision_base_size" default="1.0">
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</member>
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<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles2D.DrawOrder" default="1">
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Particle draw order. Uses [enum DrawOrder] values.
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
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If [code]true[/code], particles are being emitted.
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</member>
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<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
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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.
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</member>
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<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30">
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The particle system's frame rate is fixed to a value. For example, 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.
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</member>
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<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
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If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
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</member>
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<member name="interpolate" type="bool" setter="set_interpolate" getter="get_interpolate" default="true">
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Enables particle interpolation, which makes the particle movement smoother when their [member fixed_fps] is lower than the screen refresh rate.
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</member>
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<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
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Amount of time each particle will exist.
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</member>
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<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
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If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated.
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</member>
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<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
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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.
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</member>
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<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
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Particle system starts as if it had already run for this many seconds.
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</member>
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<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
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[Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial].
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</member>
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<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
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Emission lifetime randomness ratio.
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</member>
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
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</member>
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<member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath("")">
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The [NodePath] to the [GPUParticles2D] used for sub-emissions.
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</member>
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<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
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Particle texture. If [code]null[/code], particles will be squares.
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</member>
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<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
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</member>
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<member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
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</member>
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<member name="trail_section_subdivisions" type="int" setter="set_trail_section_subdivisions" getter="get_trail_section_subdivisions" default="4">
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</member>
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<member name="trail_sections" type="int" setter="set_trail_sections" getter="get_trail_sections" default="8">
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</member>
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<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2(-100, -100, 200, 200)">
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The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
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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.
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</member>
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</members>
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<constants>
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<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
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Particles are drawn in the order emitted.
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</constant>
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<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
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Particles are drawn in order of remaining lifetime.
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</constant>
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<constant name="DRAW_ORDER_REVERSE_LIFETIME" value="2" enum="DrawOrder">
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</constant>
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<constant name="EMIT_FLAG_POSITION" value="1" enum="EmitFlags">
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Particle starts at the specified position.
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</constant>
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<constant name="EMIT_FLAG_ROTATION_SCALE" value="2" enum="EmitFlags">
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Particle starts with specified rotation and scale.
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</constant>
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<constant name="EMIT_FLAG_VELOCITY" value="4" enum="EmitFlags">
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Particle starts with the specified velocity vector, which defines the emission direction and speed.
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</constant>
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<constant name="EMIT_FLAG_COLOR" value="8" enum="EmitFlags">
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Particle starts with specified color.
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</constant>
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<constant name="EMIT_FLAG_CUSTOM" value="16" enum="EmitFlags">
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Particle starts with specified [code]CUSTOM[/code] data.
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</constant>
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</constants>
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</class>
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