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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¶
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Methods¶
capture_rect ( ) const |
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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
Number of particles emitted in one emission cycle.
float collision_base_size = 1.0
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
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 = 30
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.
bool interpolate = true
Enables particle interpolation, which makes the particle movement smoother when their fixed_fps is lower than the screen refresh rate.
float lifetime = 1.0
Amount of time each particle will exist.
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 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
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
Particle system starts as if it had already run for this many seconds.