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class_camera2d
reduz edited this page Feb 23, 2014
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Inherits: Node2D\n\n
Camera node for 2D scenes.
- void ** set_offset ** ( Vector2 offset )
- Vector2 ** get_offset ** ( ) const
- void ** set_centered ** ( bool centered )
- bool ** is_centered ** ( ) const
- void ** make_current ** ( )
- bool ** is_current ** ( ) const
- void ** set_limit ** ( int margin, int limit )
- int ** get_limit ** ( int margin ) const
- void ** set_v_drag_enabled ** ( bool enabled )
- bool ** is_v_drag_enabled ** ( ) const
- void ** set_h_drag_enabled ** ( bool enabled )
- bool ** is_h_drag_enabled ** ( ) const
- void ** set_v_offset ** ( real ofs )
- real ** get_v_offset ** ( ) const
- void ** set_h_offset ** ( real ofs )
- real ** get_h_offset ** ( ) const
- void ** set_drag_margin ** ( int margin, real drag_margin )
- real ** get_drag_margin ** ( int margin ) const
- Vector2 ** get_camera_pos ** ( ) const
- Vector2 ** get_camera_screen_center ** ( ) const
- void ** set_zoom ** ( Vector2 arg0 )
- Vector2 ** get_zoom ** ( ) const
- void ** set_follow_smoothing ** ( real follow_smoothing )
- real ** get_follow_smoothing ** ( ) const
- void ** force_update_scroll ** ( )
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 get get things going quickly and it may happen often that more functionality is desired to change how the camera works. To make your own custom camera node, simply inherit from node2d and change the transform of the canvas by calling get_viewport().set_canvas_transform(m) in viewport.
- void ** set_offset ** ( Vector2 offset ) \ Set the scroll offset. Useful for looking around or camera shake animations.
- Vector2 ** get_offset ** ( ) const \ Return the scroll offset.
- void ** set_centered ** ( bool centered ) \ Set to true if the camera is at the center of the screen (default: true).
- bool ** is_centered ** ( ) const \ Return true if the camera is at the center of the screen (default: true).
- void ** make_current ** ( ) \ Make this the current 2D camera for the scene (viewport and layer), in case there's many cameras in the scene.
- bool ** is_current ** ( ) const \ Return true of this is the current camera (see camera2d#make_current).
- void ** set_drag_margin ** ( int margin, real drag_margin ) \ Set the margins needed to drag the camera (relative to the screen size). Margin uses the MARGIN_* enum. Drag margins of 0,0,0,0 will keep the camera at the center of the screen, while drag margins of 1,1,1,1 will only move when the camera is at the edges.
- real ** get_drag_margin ** ( int margin ) const \ Return the margins needed to drag the camera (see #set_drag_margin).
- Vector2 ** get_camera_pos ** ( ) const \ Return the camera position.
- void ** force_update_scroll ** ( ) \ Force the camera to update scroll immediately.