Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

GPUParticles2D

Inherits: Node2D < CanvasItem < Node < Object

A 2D particle emitter.

描述

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.

Use the process_material property to add a ParticleProcessMaterial to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial which will be applied to all particles.

2D particles can optionally collide with LightOccluder2D, but they don't collide with PhysicsBody2D nodes.

教程

属性

int

amount

8

float

collision_base_size

1.0

DrawOrder

draw_order

1

bool

emitting

true

float

explosiveness

0.0

int

fixed_fps

30

bool

fract_delta

true

bool

interpolate

true

float

lifetime

1.0

bool

local_coords

false

bool

one_shot

false

float

preprocess

0.0

Material

process_material

float

randomness

0.0

float

speed_scale

1.0

NodePath

sub_emitter

NodePath("")

Texture2D

texture

bool

trail_enabled

false

float

trail_lifetime

0.3

int

trail_section_subdivisions

4

int

trail_sections

8

Rect2

visibility_rect

Rect2(-100, -100, 200, 200)

Methods

Rect2

capture_rect ( ) const

void

convert_from_particles ( Node particles )

void

emit_particle ( Transform2D xform, Vector2 velocity, Color color, Color custom, int flags )

void

restart ( )


信号

finished ( )

Emitted when all active particles have finished processing. When 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.


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.

DrawOrder DRAW_ORDER_REVERSE_LIFETIME = 2


enum EmitFlags:

EmitFlags EMIT_FLAG_POSITION = 1

Particle starts at the specified position.

EmitFlags EMIT_FLAG_ROTATION_SCALE = 2

Particle starts with specified rotation and scale.

EmitFlags EMIT_FLAG_VELOCITY = 4

Particle starts with the specified velocity vector, which defines the emission direction and speed.

EmitFlags EMIT_FLAG_COLOR = 8

Particle starts with specified color.

EmitFlags EMIT_FLAG_CUSTOM = 16

Particle starts with specified CUSTOM data.


Property Descriptions

int amount = 8

  • void set_amount ( int value )

  • int get_amount ( )

Number of particles emitted in one emission cycle.


float collision_base_size = 1.0

  • void set_collision_base_size ( float value )

  • float get_collision_base_size ( )

Multiplier for particle's collision radius. 1.0 corresponds to the size of the sprite.


DrawOrder draw_order = 1

Particle draw order. Uses DrawOrder values.


bool emitting = true

  • void set_emitting ( bool value )

  • bool is_emitting ( )

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

  • void set_explosiveness_ratio ( float value )

  • 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.


int fixed_fps = 30

  • void set_fixed_fps ( int value )

  • int get_fixed_fps ( )

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

  • void set_fractional_delta ( bool value )

  • bool get_fractional_delta ( )

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


bool interpolate = true

  • void set_interpolate ( bool value )

  • bool get_interpolate ( )

Enables particle interpolation, which makes the particle movement smoother when their fixed_fps is lower than the screen refresh rate.


float lifetime = 1.0

  • void set_lifetime ( float value )

  • float get_lifetime ( )

Amount of time each particle will exist.


bool local_coords = false

  • void set_use_local_coordinates ( bool value )

  • bool get_use_local_coordinates ( )

If true, 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 false, particles use global coordinates; they will not move or rotate along the GPUParticles2D node (and its parents) when it is moved or rotated.


bool one_shot = false

  • void set_one_shot ( bool value )

  • 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.


float preprocess = 0.0

  • void set_pre_process_time ( float value )

  • float get_pre_process_time ( )

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


Material process_material

  • void set_process_material ( Material value )

  • Material get_process_material ( )

Material for processing particles. Can be a ParticleProcessMaterial or a ShaderMaterial.


float randomness = 0.0

  • void set_randomness_ratio ( float value )

  • float get_randomness_ratio ( )

Emission lifetime randomness ratio.


float speed_scale = 1.0

  • void set_speed_scale ( float value )

  • float get_speed_scale ( )

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


NodePath sub_emitter = NodePath("")

The NodePath to the GPUParticles2D used for sub-emissions.


Texture2D texture

Particle texture. If null, particles will be squares.


bool trail_enabled = false

  • void set_trail_enabled ( bool value )

  • bool is_trail_enabled ( )

If true, enables particle trails using a mesh skinning system.

Note: Unlike GPUParticles3D, the number of trail sections and subdivisions is set with the trail_sections and trail_section_subdivisions properties.


float trail_lifetime = 0.3

  • void set_trail_lifetime ( float value )

  • float get_trail_lifetime ( )

The amount of time the particle's trail should represent (in seconds). Only effective if trail_enabled is true.


int trail_section_subdivisions = 4

  • void set_trail_section_subdivisions ( int value )

  • int get_trail_section_subdivisions ( )

The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also trail_sections. Only effective if trail_enabled is true.


int trail_sections = 8

  • void set_trail_sections ( int value )

  • int get_trail_sections ( )

The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also trail_section_subdivisions. Only effective if trail_enabled is true.


Rect2 visibility_rect = Rect2(-100, -100, 200, 200)

  • void set_visibility_rect ( Rect2 value )

  • Rect2 get_visibility_rect ( )

The 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 Rect2 can be grown via code or with the Particles → Generate Visibility Rect editor tool.


Method Descriptions

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.


void convert_from_particles ( Node particles )

Sets this node's properties to match a given CPUParticles2D node.


void emit_particle ( Transform2D xform, Vector2 velocity, Color color, Color custom, int flags )

Emits a single particle. Whether xform, velocity, color and custom are applied depends on the value of flags. See EmitFlags.


void restart ( )

Restarts all the existing particles.