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# Particle Systems (2D)
## Intro
A simple (but flexible enough for most uses) particle system is provided. Particle systems are used to simulate complex physical effects such as sparks, fire, magic particles, smoke, mist, magic, etc.
The idea is that a "particle" is emitted every a fixed interval and with a fixed lifetime. 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.
### Particles2D
Particle systems are added to the scene via the [Particles2D](class_particles2d) node. They are enabled by default and start emitting white points downwards (as affected by the gravity). This provides a reasonable starting point to start adapting it to our needs.
<p align="center"><img src="images/particles1.png"></p>
### Texture
A particle system uses a single texture (in the future this might be extended to animated textures via spritesheet). The texture is set via the relevant texture property:
<p align="center"><img src="images/particles2.png"></p>
## Physics Variables
Before taking a look at the global parameters for the particle system, let's first see what happens when the physics variables are tweaked.
#### Direction
This is the base angle at which particles emit. Default is 0 (down):
<p align="center"><img src="images/paranim1.gif"></p>
Changing it will change the emissor direction, but gravity will still affect them:
<p align="center"><img src="images/paranim2.gif"></p>