CPUParticles2D ​
Inherits: Node2D < CanvasItem < Node < Object
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.
Tutorials
Properties
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Color(1, 1, 1, 1) | ||
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Vector2(1, 0) | ||
0 | ||
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true | ||
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true | ||
Vector2(0, 980) | ||
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1.0 | ||
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false | ||
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false | ||
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1.0 | ||
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false | ||
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Methods
void | convert_from_particles(particles: Node) |
get_param_curve(param: Parameter) const | |
get_param_max(param: Parameter) const | |
get_param_min(param: Parameter) const | |
get_particle_flag(particle_flag: ParticleFlags) const | |
void | restart() |
void | set_param_curve(param: Parameter, curve: Curve) |
void | set_param_max(param: Parameter, value: float) |
void | set_param_min(param: Parameter, value: float) |
void | set_particle_flag(particle_flag: ParticleFlags, enable: bool) |
Signals
finished() 🔗
Emitted when all active particles have finished processing. When one_shot is disabled, particles will process continuously, so this is never emitted.
Enumerations
enum DrawOrder: 🔗
DrawOrder DRAW_ORDER_INDEX = 0
Particles are drawn in the order emitted.
DrawOrder DRAW_ORDER_LIFETIME = 1
Particles are drawn in order of remaining lifetime. In other words, the particle with the highest lifetime is drawn at the front.
enum Parameter: 🔗
Parameter PARAM_INITIAL_LINEAR_VELOCITY = 0
Use with set_param_min, set_param_max, and set_param_curve to set initial velocity properties.
Parameter PARAM_ANGULAR_VELOCITY = 1
Use with set_param_min, set_param_max, and set_param_curve to set angular velocity properties.
Parameter PARAM_ORBIT_VELOCITY = 2
Use with set_param_min, set_param_max, and set_param_curve to set orbital velocity properties.
Parameter PARAM_LINEAR_ACCEL = 3
Use with set_param_min, set_param_max, and set_param_curve to set linear acceleration properties.
Parameter PARAM_RADIAL_ACCEL = 4
Use with set_param_min, set_param_max, and set_param_curve to set radial acceleration properties.
Parameter PARAM_TANGENTIAL_ACCEL = 5
Use with set_param_min, set_param_max, and set_param_curve to set tangential acceleration properties.
Parameter PARAM_DAMPING = 6
Use with set_param_min, set_param_max, and set_param_curve to set damping properties.
Parameter PARAM_ANGLE = 7
Use with set_param_min, set_param_max, and set_param_curve to set angle properties.
Parameter PARAM_SCALE = 8
Use with set_param_min, set_param_max, and set_param_curve to set scale properties.
Parameter PARAM_HUE_VARIATION = 9
Use with set_param_min, set_param_max, and set_param_curve to set hue variation properties.
Parameter PARAM_ANIM_SPEED = 10
Use with set_param_min, set_param_max, and set_param_curve to set animation speed properties.
Parameter PARAM_ANIM_OFFSET = 11
Use with set_param_min, set_param_max, and set_param_curve to set animation offset properties.
Parameter PARAM_MAX = 12
Represents the size of the Parameter enum.
enum ParticleFlags: 🔗
ParticleFlags PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY = 0
Use with set_particle_flag to set particle_flag_align_y.
ParticleFlags PARTICLE_FLAG_ROTATE_Y = 1
Present for consistency with 3D particle nodes, not used in 2D.
ParticleFlags PARTICLE_FLAG_DISABLE_Z = 2
Present for consistency with 3D particle nodes, not used in 2D.
ParticleFlags PARTICLE_FLAG_MAX = 3
Represents the size of the ParticleFlags enum.
enum EmissionShape: 🔗
EmissionShape EMISSION_SHAPE_POINT = 0
All particles will be emitted from a single point.
EmissionShape EMISSION_SHAPE_SPHERE = 1
Particles will be emitted in the volume of a sphere flattened to two dimensions.
EmissionShape EMISSION_SHAPE_SPHERE_SURFACE = 2
Particles will be emitted on the surface of a sphere flattened to two dimensions.
EmissionShape EMISSION_SHAPE_RECTANGLE = 3
Particles will be emitted in the area of a rectangle.
EmissionShape EMISSION_SHAPE_POINTS = 4
Particles will be emitted at a position chosen randomly among emission_points. Particle color will be modulated by emission_colors.
EmissionShape EMISSION_SHAPE_DIRECTED_POINTS = 5
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.
EmissionShape EMISSION_SHAPE_MAX = 6
Represents the size of the EmissionShape enum.
Property Descriptions
Number of particles emitted in one emission cycle.
Each particle's rotation will be animated along this Curve.
Maximum initial rotation applied to each particle, in degrees.
Minimum equivalent of angle_max.
Curve angular_velocity_curve 🔗
Each particle's angular velocity will vary along this Curve.
float angular_velocity_max = 0.0 🔗
Maximum initial angular velocity (rotation speed) applied to each particle in degrees per second.
float angular_velocity_min = 0.0 🔗
Minimum equivalent of angular_velocity_max.
Each particle's animation offset will vary along this Curve.
float anim_offset_max = 0.0 🔗
Maximum animation offset that corresponds to frame index in the texture. 0
is the first frame, 1
is the last one. See CanvasItemMaterial.particles_animation.
float anim_offset_min = 0.0 🔗
Minimum equivalent of anim_offset_max.
Each particle's animation speed will vary along this 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.
float anim_speed_min = 0.0 🔗
Minimum equivalent of anim_speed_max.
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 GradientTexture1D (multiplied with color).
Each particle's color will vary along this Gradient (multiplied with color).
Damping will vary along this Curve.
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.
Minimum equivalent of damping_max.
Vector2 direction = Vector2(1, 0) 🔗
Unit vector specifying the particles' emission direction.
Particle draw order. Uses DrawOrder values.
PackedColorArray emission_colors 🔗
void set_emission_colors(value: PackedColorArray)
PackedColorArray get_emission_colors()
Sets the Colors to modulate particles by when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedColorArray for more details.
PackedVector2Array emission_normals 🔗
void set_emission_normals(value: PackedVector2Array)
PackedVector2Array get_emission_normals()
Sets the direction the particles will be emitted in when using EMISSION_SHAPE_DIRECTED_POINTS.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector2Array for more details.
PackedVector2Array emission_points 🔗
void set_emission_points(value: PackedVector2Array)
PackedVector2Array get_emission_points()
Sets the initial positions to spawn particles when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector2Array for more details.
Vector2 emission_rect_extents 🔗
The rectangle's extents if emission_shape is set to EMISSION_SHAPE_RECTANGLE.
EmissionShape emission_shape = 0 🔗
void set_emission_shape(value: EmissionShape)
EmissionShape get_emission_shape()
Particles will be emitted inside this region. See EmissionShape for possible values.
float emission_sphere_radius 🔗
The sphere's radius if emission_shape is set to EMISSION_SHAPE_SPHERE.
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.
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.
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.
float hue_variation_max = 0.0 🔗
Maximum initial hue variation applied to each particle. It will shift the particle color's hue.
float hue_variation_min = 0.0 🔗
Minimum equivalent of hue_variation_max.
float initial_velocity_max = 0.0 🔗
Maximum initial velocity magnitude for each particle. Direction comes from direction and spread.
float initial_velocity_min = 0.0 🔗
Minimum equivalent of initial_velocity_max.
Amount of time each particle will exist.
float lifetime_randomness = 0.0 🔗
Particle lifetime randomness ratio.
Each particle's linear acceleration will vary along this Curve.
float linear_accel_max = 0.0 🔗
Maximum linear acceleration applied to each particle in the direction of motion.
float linear_accel_min = 0.0 🔗
Minimum equivalent of linear_accel_max.
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.
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.
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.
float orbit_velocity_min = 0.0 🔗
Minimum equivalent of orbit_velocity_max.
bool particle_flag_align_y = false 🔗
void set_particle_flag(particle_flag: ParticleFlags, enable: bool)
bool get_particle_flag(particle_flag: ParticleFlags) const
Align Y axis of particle with the direction of its velocity.
Particle system starts as if it had already run for this many seconds.
Each particle's radial acceleration will vary along this 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 radial_accel_min = 0.0 🔗
Minimum equivalent of radial_accel_max.
Emission lifetime randomness ratio.
Each particle's scale will vary along this Curve.
float scale_amount_max = 1.0 🔗
Maximum initial scale applied to each particle.
float scale_amount_min = 1.0 🔗
Minimum equivalent of scale_amount_max.
Each particle's horizontal scale will vary along this Curve.
split_scale must be enabled.
Each particle's vertical scale will vary along this Curve.
split_scale must be enabled.
Particle system's running speed scaling ratio. A value of 0
can be used to pause the particles.
If true
, the scale curve will be split into x and y components. See scale_curve_x and scale_curve_y.
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.
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.
float tangential_accel_min = 0.0 🔗
Minimum equivalent of tangential_accel_max.
Particle texture. If null
, particles will be squares.
Method Descriptions
void convert_from_particles(particles: Node) 🔗
Sets this node's properties to match a given GPUParticles2D node with an assigned ParticleProcessMaterial.
Curve get_param_curve(param: Parameter) const 🔗
Returns the Curve of the parameter specified by Parameter.
float get_param_max(param: Parameter) const 🔗
Returns the maximum value range for the given parameter.
float get_param_min(param: Parameter) const 🔗
Returns the minimum value range for the given parameter.
bool get_particle_flag(particle_flag: ParticleFlags) const 🔗
Returns the enabled state of the given flag (see ParticleFlags for options).
void restart() 🔗
Restarts the particle emitter.
void set_param_curve(param: Parameter, curve: Curve) 🔗
Sets the Curve of the parameter specified by Parameter.
void set_param_max(param: Parameter, value: float) 🔗
Sets the maximum value for the given parameter.
void set_param_min(param: Parameter, value: float) 🔗
Sets the minimum value for the given parameter.
void set_particle_flag(particle_flag: ParticleFlags, enable: bool) 🔗
Enables or disables the given flag (see ParticleFlags for options).