mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
75688772b3
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
158 lines
7.2 KiB
XML
158 lines
7.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="Node2D" inherits="CanvasItem" version="4.0">
|
|
<brief_description>
|
|
A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
|
|
</brief_description>
|
|
<description>
|
|
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.
|
|
</description>
|
|
<tutorials>
|
|
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
|
|
<link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="apply_scale">
|
|
<return type="void">
|
|
</return>
|
|
<argument index="0" name="ratio" type="Vector2">
|
|
</argument>
|
|
<description>
|
|
Multiplies the current scale by the [code]ratio[/code] vector.
|
|
</description>
|
|
</method>
|
|
<method name="get_angle_to" qualifiers="const">
|
|
<return type="float">
|
|
</return>
|
|
<argument index="0" name="point" type="Vector2">
|
|
</argument>
|
|
<description>
|
|
Returns the angle between the node and the [code]point[/code] in radians.
|
|
</description>
|
|
</method>
|
|
<method name="get_relative_transform_to_parent" qualifiers="const">
|
|
<return type="Transform2D">
|
|
</return>
|
|
<argument index="0" name="parent" type="Node">
|
|
</argument>
|
|
<description>
|
|
Returns the [Transform2D] relative to this node's parent.
|
|
</description>
|
|
</method>
|
|
<method name="global_translate">
|
|
<return type="void">
|
|
</return>
|
|
<argument index="0" name="offset" type="Vector2">
|
|
</argument>
|
|
<description>
|
|
Adds the [code]offset[/code] vector to the node's global position.
|
|
</description>
|
|
</method>
|
|
<method name="look_at">
|
|
<return type="void">
|
|
</return>
|
|
<argument index="0" name="point" type="Vector2">
|
|
</argument>
|
|
<description>
|
|
Rotates the node so it points towards the [code]point[/code], which is expected to use global coordinates.
|
|
</description>
|
|
</method>
|
|
<method name="move_local_x">
|
|
<return type="void">
|
|
</return>
|
|
<argument index="0" name="delta" type="float">
|
|
</argument>
|
|
<argument index="1" name="scaled" type="bool" default="false">
|
|
</argument>
|
|
<description>
|
|
Applies a local translation on the node's X axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
|
|
</description>
|
|
</method>
|
|
<method name="move_local_y">
|
|
<return type="void">
|
|
</return>
|
|
<argument index="0" name="delta" type="float">
|
|
</argument>
|
|
<argument index="1" name="scaled" type="bool" default="false">
|
|
</argument>
|
|
<description>
|
|
Applies a local translation on the node's Y axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
|
|
</description>
|
|
</method>
|
|
<method name="rotate">
|
|
<return type="void">
|
|
</return>
|
|
<argument index="0" name="radians" type="float">
|
|
</argument>
|
|
<description>
|
|
Applies a rotation to the node, in radians, starting from its current rotation.
|
|
</description>
|
|
</method>
|
|
<method name="to_global" qualifiers="const">
|
|
<return type="Vector2">
|
|
</return>
|
|
<argument index="0" name="local_point" type="Vector2">
|
|
</argument>
|
|
<description>
|
|
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.
|
|
</description>
|
|
</method>
|
|
<method name="to_local" qualifiers="const">
|
|
<return type="Vector2">
|
|
</return>
|
|
<argument index="0" name="global_point" type="Vector2">
|
|
</argument>
|
|
<description>
|
|
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.
|
|
</description>
|
|
</method>
|
|
<method name="translate">
|
|
<return type="void">
|
|
</return>
|
|
<argument index="0" name="offset" type="Vector2">
|
|
</argument>
|
|
<description>
|
|
Translates the node by the given [code]offset[/code] in local coordinates.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position">
|
|
Global position.
|
|
</member>
|
|
<member name="global_rotation" type="float" setter="set_global_rotation" getter="get_global_rotation">
|
|
Global rotation in radians.
|
|
</member>
|
|
<member name="global_scale" type="Vector2" setter="set_global_scale" getter="get_global_scale">
|
|
Global scale.
|
|
</member>
|
|
<member name="global_transform" type="Transform2D" setter="set_global_transform" getter="get_global_transform">
|
|
Global [Transform2D].
|
|
</member>
|
|
<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
|
|
Position, relative to the node's parent.
|
|
</member>
|
|
<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
|
|
Rotation in radians, relative to the node's parent.
|
|
</member>
|
|
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
|
|
The node's scale. Unscaled value: [code](1, 1)[/code].
|
|
</member>
|
|
<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
|
|
</member>
|
|
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
|
|
Local [Transform2D].
|
|
</member>
|
|
<member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false">
|
|
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.
|
|
</member>
|
|
<member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true">
|
|
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.
|
|
</member>
|
|
<member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0">
|
|
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).
|
|
</member>
|
|
</members>
|
|
<constants>
|
|
</constants>
|
|
</class>
|