CPUParticles2D Properties |
The CPUParticles2D type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
Amount | ||
Angle | Initial rotation applied to each particle, in degrees. | |
AngleCurve | Each particle's rotation will be animated along this Curve. | |
AngleRandom | Rotation randomness ratio. | |
AngularVelocity | Initial angular velocity applied to each particle. Sets the speed of rotation of the particle. | |
AngularVelocityCurve | Each particle's angular velocity will vary along this Curve. | |
AngularVelocityRandom | Angular velocity randomness ratio. | |
AnimOffset | Particle animation offset. | |
AnimOffsetCurve | Each particle's animation offset will vary along this Curve. | |
AnimOffsetRandom | Animation offset randomness ratio. | |
AnimSpeed | Particle animation speed. | |
AnimSpeedCurve | Each particle's animation speed will vary along this Curve. | |
AnimSpeedRandom | Animation speed randomness ratio. | |
Color | Each particle's initial color. If Texture is defined, it will be multiplied by this color. | |
ColorRamp | Each particle's color will vary along this Gradient. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
Damping | The rate at which particles lose velocity. | |
DampingCurve | Damping will vary along this Curve. | |
DampingRandom | Damping randomness ratio. | |
Direction | Unit vector specifying the particles' emission direction. | |
DrawOrder | Particle draw order. Uses CPUParticles2DDrawOrderEnum values. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
EmissionColors | Sets the Colors to modulate particles by when using or . | |
EmissionNormals | Sets the direction the particles will be emitted in when using . | |
EmissionPoints | Sets the initial positions to spawn particles when using or . | |
EmissionRectExtents | The rectangle's extents if EmissionShape is set to . | |
EmissionShape | Particles will be emitted inside this region. See CPUParticles2DEmissionShapeEnum for possible values. | |
EmissionSphereRadius | The sphere's radius if EmissionShape is set to . | |
Emitting | If true, particles are being emitted. | |
Explosiveness | 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. | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
FixedFps | 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. | |
FlagAlignY | Align Y axis of particle with the direction of its velocity. | |
FractDelta | If true, results in fractional delta calculation which has a smoother particles display effect. | |
GlobalPosition | Global position. | |
GlobalRotation | Global rotation in radians. | |
GlobalRotationDegrees | Global rotation in degrees. | |
GlobalScale | Global scale. | |
GlobalTransform | Global Transform2D. | |
Gravity | Gravity applied to every particle. | |
HueVariation | Initial hue variation applied to each particle. | |
HueVariationCurve | Each particle's hue will vary along this Curve. | |
HueVariationRandom | Hue variation randomness ratio. | |
InitialVelocity | Initial velocity magnitude for each particle. Direction comes from Spread and the node's orientation. | |
InitialVelocityRandom | Initial velocity randomness ratio. | |
Lifetime | The amount of time each particle will exist (in seconds). | |
LifetimeRandomness | Particle lifetime randomness ratio. | |
LightMask | The rendering layers in which this CanvasItem responds to Light2D nodes. | |
LinearAccel | Linear acceleration applied to each particle in the direction of motion. | |
LinearAccelCurve | Each particle's linear acceleration will vary along this Curve. | |
LinearAccelRandom | Linear acceleration randomness ratio. | |
LocalCoords | If true, particles use the parent node's coordinate space. If false, they use global coordinates. | |
Material | The material applied to textures on this CanvasItem. | |
Modulate | The color applied to textures on this CanvasItem. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | 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. | |
NativeInstance | (Inherited from Object.) | |
Normalmap | ||
OneShot | If true, only one emission cycle occurs. If set true during a cycle, emission will stop at the cycle's end. | |
OrbitVelocity | Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second. | |
OrbitVelocityCurve | Each particle's orbital velocity will vary along this Curve. | |
OrbitVelocityRandom | Orbital velocity randomness ratio. | |
Owner | 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. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
Position | Position, relative to the node's parent. | |
Preprocess | Particle system starts as if it had already run for this many seconds. | |
ProcessPriority | 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. | |
RadialAccel | Radial acceleration applied to each particle. Makes particle accelerate away from origin. | |
RadialAccelCurve | Each particle's radial acceleration will vary along this Curve. | |
RadialAccelRandom | Radial acceleration randomness ratio. | |
Randomness | Emission lifetime randomness ratio. | |
Rotation | Rotation in radians, relative to the node's parent. | |
RotationDegrees | Rotation in degrees, relative to the node's parent. | |
Scale | The node's scale. Unscaled value: (1, 1). | |
ScaleAmount | Initial scale applied to each particle. | |
ScaleAmountCurve | Each particle's scale will vary along this Curve. | |
ScaleAmountRandom | Scale randomness ratio. | |
SelfModulate | The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems. | |
ShowBehindParent | If true, the object draws behind its parent. | |
ShowOnTop | If true, the object draws on top of its parent. | |
SpeedScale | Particle system's running speed scaling ratio. A value of 0 can be used to pause the particles. | |
Spread | Each particle's initial direction range from +spread to -spread degrees. | |
TangentialAccel | Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion. | |
TangentialAccelCurve | Each particle's tangential acceleration will vary along this Curve. | |
TangentialAccelRandom | Tangential acceleration randomness ratio. | |
Texture | Particle texture. If null, particles will be squares. | |
Transform | Local Transform2D. | |
UseParentMaterial | If true, the parent CanvasItem's Material property is used as this one's material. | |
Visible | 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. | |
ZAsRelative | 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. | |
ZIndex | Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. |