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CPUParticles2D Properties

The CPUParticles2D type exposes the following members.

Properties
  NameDescription
Public property_ImportPath (Inherited from Node.)
Public propertyAmount

The number of particles emitted in one emission cycle (corresponding to the Lifetime).

Note: Changing Amount will reset the particle emission, therefore removing all particles that were already emitted before changing Amount.

Public propertyAngle

Initial rotation applied to each particle, in degrees.

Public propertyAngleCurve

Each particle's rotation will be animated along this Curve.

Public propertyAngleRandom

Rotation randomness ratio.

Public propertyAngularVelocity

Initial angular velocity applied to each particle. Sets the speed of rotation of the particle.

Public propertyAngularVelocityCurve

Each particle's angular velocity will vary along this Curve.

Public propertyAngularVelocityRandom

Angular velocity randomness ratio.

Public propertyAnimOffset

Particle animation offset.

Public propertyAnimOffsetCurve

Each particle's animation offset will vary along this Curve.

Public propertyAnimOffsetRandom

Animation offset randomness ratio.

Public propertyAnimSpeed

Particle animation speed.

Public propertyAnimSpeedCurve

Each particle's animation speed will vary along this Curve.

Public propertyAnimSpeedRandom

Animation speed randomness ratio.

Public propertyColor

Each particle's initial color. If Texture is defined, it will be multiplied by this color.

Public propertyColorRamp

Each particle's color will vary along this Gradient.

Public propertyCustomMultiplayer

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

(Inherited from Node.)
Public propertyDamping

The rate at which particles lose velocity.

Public propertyDampingCurve

Damping will vary along this Curve.

Public propertyDampingRandom

Damping randomness ratio.

Public propertyDirection

Unit vector specifying the particles' emission direction.

Public propertyDrawOrder
Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyEditorDescription (Inherited from Node.)
Public propertyEmissionColors

Sets the Colors to modulate particles by when using or .

Public propertyEmissionNormals

Sets the direction the particles will be emitted in when using .

Public propertyEmissionPoints

Sets the initial positions to spawn particles when using or .

Public propertyEmissionRectExtents

The rectangle's extents if EmissionShape is set to .

Public propertyEmissionShape

Particles will be emitted inside this region. See CPUParticles2DEmissionShapeEnum for possible values.

Public propertyEmissionSphereRadius

The sphere's radius if EmissionShape is set to .

Public propertyEmitting

If true, particles are being emitted.

Public propertyExplosiveness

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.

Public propertyFilename

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

(Inherited from Node.)
Public propertyFixedFps

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.

Public propertyFlagAlignY

Align Y axis of particle with the direction of its velocity.

Public propertyFractDelta

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

Public propertyGlobalPosition

Global position.

(Inherited from Node2D.)
Public propertyGlobalRotation

Global rotation in radians.

(Inherited from Node2D.)
Public propertyGlobalRotationDegrees

Global rotation in degrees.

(Inherited from Node2D.)
Public propertyGlobalScale

Global scale.

(Inherited from Node2D.)
Public propertyGlobalTransform

Global Transform2D.

(Inherited from Node2D.)
Public propertyGravity

Gravity applied to every particle.

Public propertyHueVariation

Initial hue variation applied to each particle.

Public propertyHueVariationCurve

Each particle's hue will vary along this Curve.

Public propertyHueVariationRandom

Hue variation randomness ratio.

Public propertyInitialVelocity

Initial velocity magnitude for each particle. Direction comes from Spread and the node's orientation.

Public propertyInitialVelocityRandom

Initial velocity randomness ratio.

Public propertyLifetime

The amount of time each particle will exist (in seconds).

Public propertyLifetimeRandomness

Particle lifetime randomness ratio.

Public propertyLightMask

The rendering layers in which this CanvasItem responds to Light2D nodes.

(Inherited from CanvasItem.)
Public propertyLinearAccel

Linear acceleration applied to each particle in the direction of motion.

Public propertyLinearAccelCurve

Each particle's linear acceleration will vary along this Curve.

Public propertyLinearAccelRandom

Linear acceleration randomness ratio.

Public propertyLocalCoords

If true, particles use the parent node's coordinate space. If false, they use global coordinates.

Public propertyMaterial

The material applied to textures on this CanvasItem.

(Inherited from CanvasItem.)
Public propertyModulate

The color applied to textures on this CanvasItem.

(Inherited from CanvasItem.)
Public propertyMultiplayer

The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree).

(Inherited from Node.)
Public propertyName

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.

Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed.

(Inherited from Node.)
Public propertyNativeInstance (Inherited from Object.)
Public propertyNormalmap

Normal map to be used for the Texture property.

Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines.

Public propertyOneShot

If true, only one emission cycle occurs. If set true during a cycle, emission will stop at the cycle's end.

Public propertyOrbitVelocity

Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.

Public propertyOrbitVelocityCurve

Each particle's orbital velocity will vary along this Curve.

Public propertyOrbitVelocityRandom

Orbital velocity randomness ratio.

Public propertyOwner

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

(Inherited from Node.)
Public propertyPauseMode

Pause mode. How the node will behave if the SceneTree is paused.

(Inherited from Node.)
Public propertyPosition

Position, relative to the node's parent.

(Inherited from Node2D.)
Public propertyPreprocess

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

Public propertyProcessPriority

The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.

(Inherited from Node.)
Public propertyRadialAccel

Radial acceleration applied to each particle. Makes particle accelerate away from origin.

Public propertyRadialAccelCurve

Each particle's radial acceleration will vary along this Curve.

Public propertyRadialAccelRandom

Radial acceleration randomness ratio.

Public propertyRandomness

Emission lifetime randomness ratio.

Public propertyRotation

Rotation in radians, relative to the node's parent.

(Inherited from Node2D.)
Public propertyRotationDegrees

Rotation in degrees, relative to the node's parent.

(Inherited from Node2D.)
Public propertyScale

The node's scale. Unscaled value: (1, 1).

(Inherited from Node2D.)
Public propertyScaleAmount

Initial scale applied to each particle.

Public propertyScaleAmountCurve

Each particle's scale will vary along this Curve.

Public propertyScaleAmountRandom

Scale randomness ratio.

Public propertySelfModulate

The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.

(Inherited from CanvasItem.)
Public propertyShowBehindParent

If true, the object draws behind its parent.

(Inherited from CanvasItem.)
Public propertyShowOnTop

If true, the object draws on top of its parent.

(Inherited from CanvasItem.)
Public propertySpeedScale

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

Public propertySpread

Each particle's initial direction range from +spread to -spread degrees.

Public propertyTangentialAccel

Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.

Public propertyTangentialAccelCurve

Each particle's tangential acceleration will vary along this Curve.

Public propertyTangentialAccelRandom

Tangential acceleration randomness ratio.

Public propertyTexture

Particle texture. If null, particles will be squares.

Public propertyTransform (Inherited from Node2D.)
Public propertyUseParentMaterial

If true, the parent CanvasItem's Material property is used as this one's material.

(Inherited from CanvasItem.)
Public propertyVisible

If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true).

Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.

(Inherited from CanvasItem.)
Public propertyZAsRelative

If true, the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.

(Inherited from Node2D.)
Public propertyZIndex

Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.

(Inherited from Node2D.)
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See Also