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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Node2D" inherits= "CanvasItem" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
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</brief_description>
<description >
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A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
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</description>
<tutorials >
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<link title= "Custom drawing in 2D" > $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
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<link title= "All 2D Demos" > https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
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</tutorials>
<methods >
<method name= "apply_scale" >
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<return type= "void" />
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<param index= "0" name= "ratio" type= "Vector2" />
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<description >
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Multiplies the current scale by the [param ratio] vector.
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</description>
</method>
<method name= "get_angle_to" qualifiers= "const" >
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<return type= "float" />
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<param index= "0" name= "point" type= "Vector2" />
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<description >
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Returns the angle between the node and the [param point] in radians.
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[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/node2d_get_angle_to.png]Illustration of the returned angle.[/url]
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</description>
</method>
<method name= "get_relative_transform_to_parent" qualifiers= "const" >
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<return type= "Transform2D" />
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<param index= "0" name= "parent" type= "Node" />
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<description >
Returns the [Transform2D] relative to this node's parent.
</description>
</method>
<method name= "global_translate" >
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<return type= "void" />
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<param index= "0" name= "offset" type= "Vector2" />
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<description >
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Adds the [param offset] vector to the node's global position.
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</description>
</method>
<method name= "look_at" >
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<return type= "void" />
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<param index= "0" name= "point" type= "Vector2" />
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<description >
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Rotates the node so that its local +X axis points towards the [param point], which is expected to use global coordinates.
[param point] should not be the same as the node's position, otherwise the node always looks to the right.
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</description>
</method>
<method name= "move_local_x" >
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<return type= "void" />
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<param index= "0" name= "delta" type= "float" />
<param index= "1" name= "scaled" type= "bool" default= "false" />
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<description >
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Applies a local translation on the node's X axis based on the [method Node._process]'s [param delta]. If [param scaled] is [code]false[/code], normalizes the movement.
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</description>
</method>
<method name= "move_local_y" >
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<return type= "void" />
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<param index= "0" name= "delta" type= "float" />
<param index= "1" name= "scaled" type= "bool" default= "false" />
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<description >
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Applies a local translation on the node's Y axis based on the [method Node._process]'s [param delta]. If [param scaled] is [code]false[/code], normalizes the movement.
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</description>
</method>
<method name= "rotate" >
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<return type= "void" />
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<param index= "0" name= "radians" type= "float" />
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<description >
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Applies a rotation to the node, in radians, starting from its current rotation.
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</description>
</method>
<method name= "to_global" qualifiers= "const" >
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<return type= "Vector2" />
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<param index= "0" name= "local_point" type= "Vector2" />
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<description >
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Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the [Node2D] it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node's own position will give an incorrect result, as it will incorporate the node's own transformation into its global position.
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</description>
</method>
<method name= "to_local" qualifiers= "const" >
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<return type= "Vector2" />
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<param index= "0" name= "global_point" type= "Vector2" />
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<description >
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Transforms the provided global position into a position in local coordinate space. The output will be local relative to the [Node2D] it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.
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</description>
</method>
<method name= "translate" >
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<return type= "void" />
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<param index= "0" name= "offset" type= "Vector2" />
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<description >
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Translates the node by the given [param offset] in local coordinates.
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</description>
</method>
</methods>
<members >
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<member name= "global_position" type= "Vector2" setter= "set_global_position" getter= "get_global_position" >
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Global position. See also [member position].
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</member>
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<member name= "global_rotation" type= "float" setter= "set_global_rotation" getter= "get_global_rotation" >
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Global rotation in radians. See also [member rotation].
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</member>
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<member name= "global_rotation_degrees" type= "float" setter= "set_global_rotation_degrees" getter= "get_global_rotation_degrees" >
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Helper property to access [member global_rotation] in degrees instead of radians. See also [member rotation_degrees].
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</member>
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<member name= "global_scale" type= "Vector2" setter= "set_global_scale" getter= "get_global_scale" >
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Global scale. See also [member scale].
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</member>
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<member name= "global_skew" type= "float" setter= "set_global_skew" getter= "get_global_skew" >
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Global skew in radians. See also [member skew].
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</member>
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<member name= "global_transform" type= "Transform2D" setter= "set_global_transform" getter= "get_global_transform" >
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Global [Transform2D]. See also [member transform].
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</member>
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<member name= "position" type= "Vector2" setter= "set_position" getter= "get_position" default= "Vector2(0, 0)" >
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Position, relative to the node's parent. See also [member global_position].
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</member>
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<member name= "rotation" type= "float" setter= "set_rotation" getter= "get_rotation" default= "0.0" >
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Rotation in radians, relative to the node's parent. See also [member global_rotation].
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[b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [member rotation_degrees].
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</member>
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<member name= "rotation_degrees" type= "float" setter= "set_rotation_degrees" getter= "get_rotation_degrees" >
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Helper property to access [member rotation] in degrees instead of radians. See also [member global_rotation_degrees].
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</member>
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<member name= "scale" type= "Vector2" setter= "set_scale" getter= "get_scale" default= "Vector2(1, 1)" >
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The node's scale, relative to the node's parent. Unscaled value: [code](1, 1)[/code]. See also [member global_scale].
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[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
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</member>
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<member name= "skew" type= "float" setter= "set_skew" getter= "get_skew" default= "0.0" >
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If set to a non-zero value, slants the node in one direction or another. This can be used for pseudo-3D effects. See also [member global_skew].
[b]Note:[/b] Skew is performed on the X axis only, and [i]between[/i] rotation and scaling.
[b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [code]skew = deg_to_rad(value_in_degrees)[/code].
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</member>
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<member name= "transform" type= "Transform2D" setter= "set_transform" getter= "get_transform" >
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The node's [Transform2D], relative to the node's parent. See also [member global_transform].
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</member>
</members>
</class>