<?xml version="1.0" encoding="UTF-8" ?> <class name="Light2D" inherits="Node2D" version="4.0"> <brief_description> Casts light in a 2D environment. </brief_description> <description> Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). [b]Note:[/b] Light2D can also be used as a mask. </description> <tutorials> <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <methods> <method name="get_height" qualifiers="const"> <return type="float"> </return> <description> </description> </method> <method name="set_height"> <return type="void"> </return> <argument index="0" name="height" type="float"> </argument> <description> </description> </method> </methods> <members> <member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="Light2D.BlendMode" default="0"> The Light2D's blend mode. See [enum BlendMode] constants for values. </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )"> The Light2D's [Color]. </member> <member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false"> If [code]true[/code], Light2D will only appear when editing the scene. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], Light2D will emit light. </member> <member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0"> The Light2D's energy value. The larger the value, the stronger the light. </member> <member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask" default="1"> The layer mask. Only objects with a matching mask will be affected by the Light2D. </member> <member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max" default="0"> Maximum layer value of objects that are affected by the Light2D. </member> <member name="range_layer_min" type="int" setter="set_layer_range_min" getter="get_layer_range_min" default="0"> Minimum layer value of objects that are affected by the Light2D. </member> <member name="range_z_max" type="int" setter="set_z_range_max" getter="get_z_range_max" default="1024"> Maximum [code]z[/code] value of objects that are affected by the Light2D. </member> <member name="range_z_min" type="int" setter="set_z_range_min" getter="get_z_range_min" default="-1024"> Minimum [code]z[/code] value of objects that are affected by the Light2D. </member> <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 0 )"> [Color] of shadows cast by the Light2D. </member> <member name="shadow_enabled" type="bool" setter="set_shadow_enabled" getter="is_shadow_enabled" default="false"> If [code]true[/code], the Light2D will cast shadows. </member> <member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter" default="0"> Shadow filter type. See [enum ShadowFilter] for possible values. </member> <member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0"> Smoothing value for shadows. </member> <member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1"> The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows. </member> </members> <constants> <constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter"> No filter applies to the shadow map. See [member shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter"> Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter"> Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter]. </constant> <constant name="BLEND_MODE_ADD" value="0" enum="BlendMode"> Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light. </constant> <constant name="BLEND_MODE_SUB" value="1" enum="BlendMode"> Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect. </constant> <constant name="BLEND_MODE_MIX" value="2" enum="BlendMode"> Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation. </constant> </constants> </class>