Godot provides a particles system. You can use particles system for simulate complex physical effects such as sparks, fire, magic particles, smoke, mist, magic, etc. The idea is that a particle is emitted at a fixed interval and with a fixed lifetime. Lifetime is a kind of delay at the end of which each single particle is deleted. During his lifetime, every particle will have the same base behavior. What makes every particle different and provides a more organic look is the randomness associated to each parameter. In essence, creating a particle system means setting base physics parameters and then adding randomness to them.
First you see a black and white gradient. Each click add a stop color. To edit the color, click on the right square to enter an new rgb color.
In Node2D you can position the particles relatively to the owner
There are many options to tweak particles. We advise to make test and find the best result. For example, in CanvasItem, you can decide of the visibility of the particles and the material used. For example, you can put the particles behind or not the element. Or if you want the particles dont' moved with the element, don't forget to desactivated local space parameter.
You can also decide to emit particles only when the user make an action, then you have to creat an animation with particles on and the end of the action with particles none. Of course, the programer have think in this option in his script, to explain that this animation was correlated to the name of the animation.
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