Particles2D¶
Inherits: Node2D < CanvasItem < Node < Object
Category: Core
Brief Description¶
2D Particle emitter
Member Functions¶
Numeric Constants¶
- PARAM_DIRECTION = 0 — Direction in radians at which the particles will be launched, Notice that when the direction is set to 0 the particles will be launched to the negative
- PARAM_SPREAD = 1
- PARAM_LINEAR_VELOCITY = 2 — Velocity at which the particles will be launched.
- PARAM_SPIN_VELOCITY = 3 — The speed at which particles will spin around its own center.
- PARAM_ORBIT_VELOCITY = 4 — Velocity at which the particles will orbit around the emitter center
- PARAM_GRAVITY_DIRECTION = 5 — Direction in radians at which the particles will be attracted
- PARAM_GRAVITY_STRENGTH = 6 — Strength of the gravitation attraction for each particle
- PARAM_RADIAL_ACCEL = 7
- PARAM_TANGENTIAL_ACCEL = 8
- PARAM_DAMPING = 9 — Amount of damping for each particle
- PARAM_INITIAL_ANGLE = 10 — Initial angle in radians at which each particle will be spawned
- PARAM_INITIAL_SIZE = 11 — Initial size of each particle
- PARAM_FINAL_SIZE = 12 — Final size of each particle, the particle size will interpolate to this value during its lifetime.
- PARAM_HUE_VARIATION = 13
- PARAM_ANIM_SPEED_SCALE = 14
- PARAM_ANIM_INITIAL_POS = 15
- PARAM_MAX = 16
- MAX_COLOR_PHASES = 4
Description¶
Particles2D is a particle system 2D Node that is used to simulate several types of particle effects, such as explosions, rain, snow, fireflies, or other magical-like shinny sparkles. Particles are drawn using impostors, and given their dynamic behavior, the user must provide a visibility AABB (although helpers to create one automatically exist).
Member Function Description¶
- int get_amount ( ) const
Returns the amount of particles spawned at each emission
- Color get_color ( ) const
Returns the tint color for each particle.
- int get_color_phases ( ) const
- ColorRamp get_color_ramp ( ) const
Returns the ColorRamp used to tint each particle
- Vector2 get_emission_half_extents ( ) const
Returns the half extents of the emission box.
- Vector2Array get_emission_points ( ) const
- Vector2 get_emissor_offset ( ) const
Returns the particle spawn origin position relative to the emitter.
- float get_emit_timeout ( ) const
Returns the amount of seconds during which the emitter will spawn particles
- float get_explosiveness ( ) const
- int get_h_frames ( ) const
- Vector2 get_initial_velocity ( ) const
- float get_lifetime ( ) const
Gets the amount of seconds that each particle will be visible.
Returns the value of the specified emitter parameter
- float get_pre_process_time ( ) const
Returns the randomness value of the specified emitter parameter
- Texture get_texture ( ) const
Returns the texture for emitted particles
- float get_time_scale ( ) const
Returns the emitter time scale
- int get_v_frames ( ) const
- bool is_emitting ( ) const
Returns whether this emitter is currently emitting or not
- bool is_flipped_h ( ) const
- bool is_flipped_v ( ) const
- bool is_using_local_space ( ) const
- void pre_process ( float time )
- void reset ( )
- void set_amount ( int amount )
Sets the amount of particles spawned at each emission
- void set_color ( Color color )
Set the tint color for each particle.
- void set_color_phases ( int phases )
Sets the ColorRamp used to tint each particle. Particle will be tinted according to their lifetimes.
- void set_emission_half_extents ( Vector2 extents )
Sets the half extents of the emission box, particles will be spawned at random inside this box.
- void set_emission_points ( Vector2Array points )
- void set_emissor_offset ( Vector2 offset )
Sets the particle spawn origin position relative to the emitter center. for example if this value is set to (50, 50), the particle will spawn 50 units to the right and 50 units to the bottom of the emitter center.
- void set_emit_timeout ( float value )
Sets the amount of seconds during which the emitter will spawn particles, after the specified seconds the emitter state will be set to non emitting, so calling is_emitting will return false. If the timeout is 0 the emitter will spawn forever.
- void set_emitting ( bool active )
If this is set to true then the particle emitter will emit particles, if its false it will not.
- void set_explosiveness ( float amount )
- void set_flip_h ( bool enable )
- void set_flip_v ( bool enable )
- void set_h_frames ( int enable )
- void set_initial_velocity ( Vector2 velocity )
- void set_lifetime ( float lifetime )
Sets the amount of seconds that each particle will be visible.
Sets the value of the specified emitter parameter (see the constants secction for the list of parameters)
- void set_pre_process_time ( float time )
Sets the randomness value of the specified emitter parameter (see the constants secction for the list of parameters), 0 means no randomness, so every particle will have the parameters specified, 1 means that the parameter will be choosen at random, the closer the randomness value gets to 0 the more conservative the variation of the parameter will be.
Sets the texture for each particle
- void set_time_scale ( float time_scale )
Sets the increment or decrement for the particle lifetime. for example: if the time scale is set to 2, the particles will die and move twice as fast.
- void set_use_local_space ( bool enable )
- void set_v_frames ( int enable )