Class reference

CPUParticles2D

Inherits Node2D

A CPU-based 2D particle emitter.

Description

CPU-based 2D particle node used to create a variety of particle systems and effects. See also GPUParticles2D, which provides the same functionality with hardware acceleration, but may not run on older devices.

Properties

int amount = 8

Number of particles emitted in one emission cycle.

Curve angle_curve

Each particle's rotation will be animated along this Curve. Should be a unit Curve.

float angle_max = 0.0

Maximum initial rotation applied to each particle, in degrees.

Curve angular_velocity_curve

Each particle's angular velocity will vary along this Curve. Should be a unit Curve.

float angular_velocity_max = 0.0

Maximum initial angular velocity (rotation speed) applied to each particle in degrees per second.

Curve anim_offset_curve

Each particle's animation offset will vary along this Curve. Should be a unit Curve.

Curve anim_speed_curve

Each particle's animation speed will vary along this Curve. Should be a unit Curve.

float anim_speed_max = 0.0

Maximum particle animation speed. Animation speed of 1 means that the particles will make full 0 to 1 offset cycle during lifetime, 2 means 2 cycles etc. With animation speed greater than 1, remember to enable CanvasItemMaterial.particles_anim_loop property if you want the animation to repeat.

Color color = Color(1, 1, 1, 1)

Each particle's initial color. If texture is defined, it will be multiplied by this color.

Gradient color_initial_ramp

Each particle's initial color will vary along this Gradient (multiplied with color).

Gradient color_ramp

Each particle's color will vary along this Gradient over its lifetime (multiplied with color).

Curve damping_curve

Damping will vary along this Curve. Should be a unit Curve.

float damping_max = 0.0

The maximum rate at which particles lose velocity. For example value of 100 means that the particle will go from 100 velocity to 0 in 1 second.

Vector2 direction = Vector2(1, 0)

Unit vector specifying the particles' emission direction.

int draw_order = 0

Particle draw order.

int emission_shape = 0

Particles will be emitted inside this region.

bool emitting = true

If true, particles are being emitted. emitting can be used to start and stop particles from emitting. However, if one_shot is true setting emitting to true will not restart the emission cycle until after all active particles finish processing. You can use the finished signal to be notified once all active particles finish processing.

float explosiveness = 0.0

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.

int fixed_fps = 0

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.

bool fract_delta = true

If true, results in fractional delta calculation which has a smoother particles display effect.

Vector2 gravity = Vector2(0, 980)

Gravity applied to every particle.

Curve hue_variation_curve

Each particle's hue will vary along this Curve. Should be a unit Curve.

float hue_variation_max = 0.0

Maximum initial hue variation applied to each particle. It will shift the particle color's hue.

float initial_velocity_max = 0.0

Maximum initial velocity magnitude for each particle. Direction comes from direction and spread.

float lifetime = 1.0

Amount of time each particle will exist.

float lifetime_randomness = 0.0

Particle lifetime randomness ratio.

Curve linear_accel_curve

Each particle's linear acceleration will vary along this Curve. Should be a unit Curve.

float linear_accel_max = 0.0

Maximum linear acceleration applied to each particle in the direction of motion.

bool local_coords = false

If true, particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the CPUParticles2D node (and its parents) when it is moved or rotated. If false, particles use global coordinates; they will not move or rotate along the CPUParticles2D node (and its parents) when it is moved or rotated.

bool one_shot = false

If true, only one emission cycle occurs. If set true during a cycle, emission will stop at the cycle's end.

Curve orbit_velocity_curve

Each particle's orbital velocity will vary along this Curve. Should be a unit Curve.

float orbit_velocity_max = 0.0

Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.

bool particle_flag_align_y = false

Align Y axis of particle with the direction of its velocity.

int physics_interpolation_mode = 2

float preprocess = 0.0

Particle system starts as if it had already run for this many seconds.

Curve radial_accel_curve

Each particle's radial acceleration will vary along this Curve. Should be a unit Curve.

float radial_accel_max = 0.0

Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.

float randomness = 0.0

Emission lifetime randomness ratio.

Curve scale_amount_curve

Each particle's scale will vary along this Curve. Should be a unit Curve.

float scale_amount_max = 1.0

Maximum initial scale applied to each particle.

Curve scale_curve_x

Each particle's horizontal scale will vary along this Curve. Should be a unit Curve. split_scale must be enabled.

Curve scale_curve_y

Each particle's vertical scale will vary along this Curve. Should be a unit Curve. split_scale must be enabled.

int seed = 0

Sets the random seed used by the particle system. Only effective if use_fixed_seed is true.

float speed_scale = 1.0

Particle system's running speed scaling ratio. A value of 0 can be used to pause the particles.

float spread = 45.0

Each particle's initial direction range from +spread to -spread degrees.

Curve tangential_accel_curve

Each particle's tangential acceleration will vary along this Curve. Should be a unit Curve.

float tangential_accel_max = 0.0

Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.

Texture2D texture

Particle texture. If null, particles will be squares.

bool use_fixed_seed = false

If true, particles will use the same seed for every simulation using the seed defined in seed. This is useful for situations where the visual outcome should be consistent across replays, for example when using Movie Maker mode.

Methods

float get_param_max(int param) const

Returns the maximum value range for the given parameter.

float get_param_min(int param) const

Returns the minimum value range for the given parameter.

bool get_particle_flag(int particle_flag) const

Returns the enabled state of the given particle flag.

void request_particles_process(float process_time)

Requests the particles to process for extra process time during a single frame. Useful for particle playback, if used in combination with use_fixed_seed or by calling restart() with parameter keep_seed set to true.

void restart(bool keep_seed = false)

Restarts the particle emitter. If keep_seed is true, the current random seed will be preserved. Useful for seeking and playback.

void set_param_max(int param, float value)

Sets the maximum value for the given parameter.

void set_param_min(int param, float value)

Sets the minimum value for the given parameter.

void set_particle_flag(int particle_flag, bool enable)

Enables or disables the given particle flag.

Signals

finished()

Emitted when all active particles have finished processing. When one_shot is disabled, particles will process continuously, so this is never emitted.

Constants

DRAW_ORDER_INDEX = 0

Enum: DrawOrder

Particles are drawn in the order emitted.

DRAW_ORDER_LIFETIME = 1

Enum: DrawOrder

Particles are drawn in order of remaining lifetime. In other words, the particle with the highest lifetime is drawn at the front.

PARAM_MAX = 12

Enum: Parameter

Represents the size of the Parameter enum.

PARTICLE_FLAG_ROTATE_Y = 1

Enum: ParticleFlags

Present for consistency with 3D particle nodes, not used in 2D.

PARTICLE_FLAG_DISABLE_Z = 2

Enum: ParticleFlags

Present for consistency with 3D particle nodes, not used in 2D.

PARTICLE_FLAG_MAX = 3

Enum: ParticleFlags

Represents the size of the ParticleFlags enum.

EMISSION_SHAPE_POINT = 0

Enum: EmissionShape

All particles will be emitted from a single point.

EMISSION_SHAPE_SPHERE = 1

Enum: EmissionShape

Particles will be emitted in the volume of a sphere flattened to two dimensions.

EMISSION_SHAPE_SPHERE_SURFACE = 2

Enum: EmissionShape

Particles will be emitted on the surface of a sphere flattened to two dimensions.

EMISSION_SHAPE_RECTANGLE = 3

Enum: EmissionShape

Particles will be emitted in the area of a rectangle.

EMISSION_SHAPE_POINTS = 4

Enum: EmissionShape

Particles will be emitted at a position chosen randomly among emission_points. Particle color will be modulated by emission_colors.

EMISSION_SHAPE_DIRECTED_POINTS = 5

Enum: EmissionShape

Particles will be emitted at a position chosen randomly among emission_points. Particle velocity and rotation will be set based on emission_normals. Particle color will be modulated by emission_colors.

EMISSION_SHAPE_MAX = 6

Enum: EmissionShape

Represents the size of the EmissionShape enum.

Tutorials

Source revision 5592dc3a7a61
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