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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GPUParticles2D" inherits="Node2D" version="4.0">
+ <brief_description>
+ 2D particle emitter.
+ </brief_description>
+ <description>
+ 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 [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
+ </description>
+ <tutorials>
+ <link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
+ </tutorials>
+ <methods>
+ <method name="capture_rect" qualifiers="const">
+ <return type="Rect2">
+ </return>
+ <description>
+ Returns a rectangle containing the positions of all existing particles.
+ </description>
+ </method>
+ <method name="restart">
+ <return type="void">
+ </return>
+ <description>
+ Restarts all the existing particles.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
+ Number of particles emitted in one emission cycle.
+ </member>
+ <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles2D.DrawOrder" default="0">
+ Particle draw order. Uses [enum DrawOrder] values.
+ </member>
+ <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="false">
+ If [code]true[/code], particles are being emitted.
+ </member>
+ <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
+ How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
+ </member>
+ <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
+ The particle system's frame rate is fixed to a value. For instance, 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.
+ </member>
+ <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
+ If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
+ </member>
+ <member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
+ Amount of time each particle will exist.
+ </member>
+ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
+ If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
+ </member>
+ <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
+ Normal map to be used for the [member texture] property.
+ </member>
+ <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
+ If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
+ </member>
+ <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
+ Particle system starts as if it had already run for this many seconds.
+ </member>
+ <member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
+ [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
+ </member>
+ <member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
+ Emission lifetime randomness ratio.
+ </member>
+ <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
+ Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
+ </member>
+ <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
+ Particle texture. If [code]null[/code], particles will be squares.
+ </member>
+ <member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2( -100, -100, 200, 200 )">
+ Editor visibility helper.
+ </member>
+ </members>
+ <constants>
+ <constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
+ Particles are drawn in the order emitted.
+ </constant>
+ <constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
+ Particles are drawn in order of remaining lifetime.
+ </constant>
+ </constants>
+</class>