Camera2D¶
Inherits: Node2D < CanvasItem < Node < Object
Camera node for 2D scenes.
Description¶
Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of CanvasItem-based nodes.
This node is intended to be a simple helper to get things going quickly, but more functionality may be desired to change how the camera works. To make your own custom camera node, inherit it from Node2D and change the transform of the canvas by setting Viewport.canvas_transform in Viewport (you can obtain the current Viewport by using Node.get_viewport).
Note that the Camera2D node's position
doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use get_camera_screen_center to get the real position.
Tutorials¶
Properties¶
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Methods¶
void |
align ( ) |
void |
clear_current ( ) |
void |
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get_camera_position ( ) const |
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get_camera_screen_center ( ) const |
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get_drag_margin ( Margin margin ) const |
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void |
make_current ( ) |
void |
reset_smoothing ( ) |
void |
set_drag_margin ( Margin margin, float drag_margin ) |
void |
Enumerations¶
enum AnchorMode:
AnchorMode ANCHOR_MODE_FIXED_TOP_LEFT = 0
The camera's position is fixed so that the top-left corner is always at the origin.
AnchorMode ANCHOR_MODE_DRAG_CENTER = 1
The camera's position takes into account vertical/horizontal offsets and the screen size.
enum Camera2DProcessMode:
Camera2DProcessMode CAMERA2D_PROCESS_PHYSICS = 0
The camera updates with the _physics_process
callback.
Camera2DProcessMode CAMERA2D_PROCESS_IDLE = 1
The camera updates with the _process
callback.
Property Descriptions¶
AnchorMode anchor_mode = 1
void set_anchor_mode ( AnchorMode value )
AnchorMode get_anchor_mode ( )
The Camera2D's anchor point. See AnchorMode constants.
bool current = false
bool is_current ( )
If true
, the camera is the active camera for the current scene. Only one camera can be current, so setting a different camera current
will disable this one.
Node custom_viewport
The custom Viewport node attached to the Camera2D. If null
or not a Viewport, uses the default viewport instead.
float drag_margin_bottom = 0.2
Bottom margin needed to drag the camera. A value of 1
makes the camera move only when reaching the edge of the screen.
bool drag_margin_h_enabled = false
If true
, the camera only moves when reaching the horizontal drag margins. If false
, the camera moves horizontally regardless of margins.
float drag_margin_left = 0.2
Left margin needed to drag the camera. A value of 1
makes the camera move only when reaching the edge of the screen.
float drag_margin_right = 0.2
Right margin needed to drag the camera. A value of 1
makes the camera move only when reaching the edge of the screen.
float drag_margin_top = 0.2
Top margin needed to drag the camera. A value of 1
makes the camera move only when reaching the edge of the screen.
bool drag_margin_v_enabled = false
If true
, the camera only moves when reaching the vertical drag margins. If false
, the camera moves vertically regardless of margins.
bool editor_draw_drag_margin = false
If true
, draws the camera's drag margin rectangle in the editor.
bool editor_draw_limits = false
If true
, draws the camera's limits rectangle in the editor.
bool editor_draw_screen = true
If true
, draws the camera's screen rectangle in the editor.
int limit_bottom = 10000000
Bottom scroll limit in pixels. The camera stops moving when reaching this value.
int limit_left = -10000000
Left scroll limit in pixels. The camera stops moving when reaching this value.
int limit_right = 10000000
Right scroll limit in pixels. The camera stops moving when reaching this value.
bool limit_smoothed = false
If true
, the camera smoothly stops when reaches its limits.
This property has no effect if smoothing_enabled is false
.
Note: To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke reset_smoothing.
int limit_top = -10000000
Top scroll limit in pixels. The camera stops moving when reaching this value.
Vector2 offset = Vector2( 0, 0 )
The camera's offset, useful for looking around or camera shake animations.
float offset_h = 0.0
The horizontal offset of the camera, relative to the drag margins.
Note: Offset H is used only to force offset relative to margins. It's not updated in any way if drag margins are enabled and can be used to set initial offset.
float offset_v = 0.0
The vertical offset of the camera, relative to the drag margins.
Note: Used the same as offset_h.
Camera2DProcessMode process_mode = 1
void set_process_mode ( Camera2DProcessMode value )
Camera2DProcessMode get_process_mode ( )
The camera's process callback. See Camera2DProcessMode.
bool rotating = false
If true
, the camera view rotates with the target.
bool smoothing_enabled = false
If true
, the camera smoothly moves towards the target at smoothing_speed.
float smoothing_speed = 5.0
Speed in pixels per second of the camera's smoothing effect when smoothing_enabled is true
.
Vector2 zoom = Vector2( 1, 1 )
The camera's zoom relative to the viewport. Values larger than Vector2(1, 1)
zoom out and smaller values zoom in. For an example, use Vector2(0.5, 0.5)
for a 2× zoom-in, and Vector2(4, 4)
for a 4× zoom-out.
Method Descriptions¶
void align ( )
Aligns the camera to the tracked node.
void clear_current ( )
Removes any Camera2D from the ancestor Viewport's internal currently-assigned camera.
void force_update_scroll ( )
Forces the camera to update scroll immediately.
Vector2 get_camera_position ( ) const
Returns the camera's position
(the tracked point the camera attempts to follow), relative to the origin.
Note: The returned value is not the same as Node2D.position or Node2D.global_position, as it is affected by the drag
properties.
Vector2 get_camera_screen_center ( ) const
Returns the location of the Camera2D's screen-center, relative to the origin.
Note: The real position
of the camera may be different, see get_camera_position.
float get_drag_margin ( Margin margin ) const
Returns the specified margin. See also drag_margin_bottom, drag_margin_top, drag_margin_left, and drag_margin_right.
int get_limit ( Margin margin ) const
Returns the specified camera limit. See also limit_bottom, limit_top, limit_left, and limit_right.
void make_current ( )
Make this the current 2D camera for the scene (viewport and layer), in case there are many cameras in the scene.
void reset_smoothing ( )
Sets the camera's position immediately to its current smoothing destination.
This method has no effect if smoothing_enabled is false
.
void set_drag_margin ( Margin margin, float drag_margin )
Sets the specified margin. See also drag_margin_bottom, drag_margin_top, drag_margin_left, and drag_margin_right.
void set_limit ( Margin margin, int limit )
Sets the specified camera limit. See also limit_bottom, limit_top, limit_left, and limit_right.