A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index. 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. $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html https://github.com/godotengine/godot-demo-projects/tree/master/2d Multiplies the current scale by the [param ratio] vector. Returns the angle between the node and the [param point] in radians. [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/node2d_get_angle_to.png]Illustration of the returned angle.[/url] Returns the [Transform2D] relative to this node's parent. Adds the [param offset] vector to the node's global position. Rotates the node so it points towards the [param point], which is expected to use global coordinates. 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. 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. Applies a rotation to the node, in radians, starting from its current rotation. 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. 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. Translates the node by the given [param offset] in local coordinates. Global position. Global rotation in radians. Global scale. Global skew in radians. Global [Transform2D]. Position, relative to the node's parent. Rotation in radians, relative to the node's parent. The node's scale. Unscaled value: [code](1, 1)[/code]. [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. Slants the node. [b]Note:[/b] Skew is X axis only. Local [Transform2D]. If [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled. Y-sorting only affects children that inherit from [CanvasItem]. You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree. If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5. Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive).