extends Node2D @onready var up_material : ParticleProcessMaterial = load("res://Materials/Particles/up_particles.tres") #The process material for when gravity is upwards. @onready var down_material : ParticleProcessMaterial = load("res://Materials/Particles/down_particles.tres") #The process material for when gravity is downwards. @export var number_of_particles : int #The total number of particles we want emitting. var particle_child : GPUParticles2D #The child node that's holding the emitting particles. # Called when the node enters the scene tree for the first time. func _ready() -> void: #Duplicate the process materials so we have a local copy. #Done so we don't modify the process material attached to the player particle emitter. up_material = up_material.duplicate() down_material = down_material.duplicate() reloadParticles() func _physics_process(delta: float) -> void: #Run reloadParticles() when gravity is changed. if Input.is_action_just_pressed("flip"): print("input detected") reloadParticles() #Detect gravity, and set the appropriate process material to the GPUParticles2D child node. #If that child node does not exist, then create it, and then assign the process material. func reloadParticles() -> void: #If the particle node does not already exist, do the initial setup, and add it as a child node. if !has_node("BGParticles"): #Create a new GPUParticles2D object. var bgparticle := GPUParticles2D.new() #Set number of particles, make them emit by default, make them top level to not follow camera, and set name. bgparticle.amount = number_of_particles bgparticle.emitting = true bgparticle.top_level = true bgparticle.name = "BGParticles" #Add our created GPUParticles2D object as a child to this Node. add_child(bgparticle) #Set our particle_child variable equal to our newly created child Node so we can modify it later. particle_child = get_node_or_null("BGParticles") #Set up a termpoary material variable, and set up a screen size variable. var material : ParticleProcessMaterial var size : Vector2 = get_viewport_rect().size #Simple gravity direction detection. if al_globals.y_gravity > 0: material = up_material elif al_globals.y_gravity < 0: material = down_material #Set the emission shape to a box, with an assignable size. material.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX #Set the bounds of the emission box equivalent to the current screen size. material.emission_box_extents = Vector3(size.x, size.y, 0) #Set the material of the particle child object to the created material. particle_child.process_material = material func _on_player_player_respawned() -> void: reloadParticles() func _on_player_gravity_reset() -> void: reloadParticles()