mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
33 lines
2.7 KiB
XML
33 lines
2.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="ParallaxBackground" inherits="CanvasLayer" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A node used to create a parallax scrolling background.
|
|
</brief_description>
|
|
<description>
|
|
A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a parallax effect. Each [ParallaxLayer] can move at a different speed using [member ParallaxLayer.motion_offset]. This creates an illusion of depth in a 2D game. If not used with a [Camera2D], you must manually calculate the [member scroll_offset].
|
|
[b]Note:[/b] Each [ParallaxBackground] is drawn on one specific [Viewport] and cannot be shared between multiple [Viewport]s, see [member CanvasLayer.custom_viewport]. When using multiple [Viewport]s, for example in a split-screen game, you need create an individual [ParallaxBackground] for each [Viewport] you want it to be drawn on.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<members>
|
|
<member name="layer" type="int" setter="set_layer" getter="get_layer" overrides="CanvasLayer" default="-100" />
|
|
<member name="scroll_base_offset" type="Vector2" setter="set_scroll_base_offset" getter="get_scroll_base_offset" default="Vector2(0, 0)">
|
|
The base position offset for all [ParallaxLayer] children.
|
|
</member>
|
|
<member name="scroll_base_scale" type="Vector2" setter="set_scroll_base_scale" getter="get_scroll_base_scale" default="Vector2(1, 1)">
|
|
The base motion scale for all [ParallaxLayer] children.
|
|
</member>
|
|
<member name="scroll_ignore_camera_zoom" type="bool" setter="set_ignore_camera_zoom" getter="is_ignore_camera_zoom" default="false">
|
|
If [code]true[/code], elements in [ParallaxLayer] child aren't affected by the zoom level of the camera.
|
|
</member>
|
|
<member name="scroll_limit_begin" type="Vector2" setter="set_limit_begin" getter="get_limit_begin" default="Vector2(0, 0)">
|
|
Top-left limits for scrolling to begin. If the camera is outside of this limit, the background will stop scrolling. Must be lower than [member scroll_limit_end] to work.
|
|
</member>
|
|
<member name="scroll_limit_end" type="Vector2" setter="set_limit_end" getter="get_limit_end" default="Vector2(0, 0)">
|
|
Bottom-right limits for scrolling to end. If the camera is outside of this limit, the background will stop scrolling. Must be higher than [member scroll_limit_begin] to work.
|
|
</member>
|
|
<member name="scroll_offset" type="Vector2" setter="set_scroll_offset" getter="get_scroll_offset" default="Vector2(0, 0)">
|
|
The ParallaxBackground's scroll value. Calculated automatically when using a [Camera2D], but can be used to manually manage scrolling when no camera is present.
|
|
</member>
|
|
</members>
|
|
</class>
|