Camera2D Properties |
The Camera2D type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
AnchorMode | The Camera2D's anchor point. See Camera2DAnchorModeEnum constants. | |
Current | If true, the camera is the active camera for the current scene. Only one camera can be current, so setting a different camera current will disable this one. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
CustomViewport | ||
DragMarginBottom | Bottom margin needed to drag the camera. A value of 1 makes the camera move only when reaching the edge of the screen. | |
DragMarginHEnabled | If true, the camera only moves when reaching the horizontal drag margins. If false, the camera moves horizontally regardless of margins. | |
DragMarginLeft | Left margin needed to drag the camera. A value of 1 makes the camera move only when reaching the edge of the screen. | |
DragMarginRight | Right margin needed to drag the camera. A value of 1 makes the camera move only when reaching the edge of the screen. | |
DragMarginTop | Top margin needed to drag the camera. A value of 1 makes the camera move only when reaching the edge of the screen. | |
DragMarginVEnabled | If true, the camera only moves when reaching the vertical drag margins. If false, the camera moves vertically regardless of margins. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
EditorDrawDragMargin | If true, draws the camera's drag margin rectangle in the editor. | |
EditorDrawLimits | If true, draws the camera's limits rectangle in the editor. | |
EditorDrawScreen | If true, draws the camera's screen rectangle in the editor. | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
GlobalPosition | Global position. | |
GlobalRotation | Global rotation in radians. | |
GlobalRotationDegrees | Global rotation in degrees. | |
GlobalScale | Global scale. | |
GlobalTransform | Global Transform2D. | |
LightMask | The rendering layers in which this CanvasItem responds to Light2D nodes. | |
LimitBottom | Bottom scroll limit in pixels. The camera stops moving when reaching this value. | |
LimitLeft | Left scroll limit in pixels. The camera stops moving when reaching this value. | |
LimitRight | Right scroll limit in pixels. The camera stops moving when reaching this value. | |
LimitSmoothed | If true, the camera smoothly stops when reaches its limits. | |
LimitTop | Top scroll limit in pixels. The camera stops moving when reaching this value. | |
Material | The material applied to textures on this CanvasItem. | |
Modulate | The color applied to textures on this CanvasItem. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
Offset | The camera's offset, useful for looking around or camera shake animations. | |
OffsetH | The horizontal offset of the camera, relative to the drag margins. Note: Offset H is used only to force offset relative to margins. It's not updated in any way if drag margins are enabled and can be used to set initial offset. | |
OffsetV | The vertical offset of the camera, relative to the drag margins. Note: Used the same as OffsetH. | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
Position | Position, relative to the node's parent. | |
ProcessMode | The camera's process callback. See Camera2DCamera2DProcessMode. | |
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
Rotating | If true, the camera rotates with the target. | |
Rotation | Rotation in radians, relative to the node's parent. | |
RotationDegrees | Rotation in degrees, relative to the node's parent. | |
Scale | The node's scale. Unscaled value: (1, 1). | |
SelfModulate | The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems. | |
ShowBehindParent | If true, the object draws behind its parent. | |
ShowOnTop | If true, the object draws on top of its parent. | |
SmoothingEnabled | If true, the camera smoothly moves towards the target at SmoothingSpeed. | |
SmoothingSpeed | Speed in pixels per second of the camera's smoothing effect when SmoothingEnabled is true. | |
Transform | Local Transform2D. | |
UseParentMaterial | If true, the parent CanvasItem's Material property is used as this one's material. | |
Visible | If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true). Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead. | |
ZAsRelative | If true, 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. | |
ZIndex | Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. | |
Zoom | The camera's zoom relative to the viewport. Values larger than Vector2(1, 1) zoom out and smaller values zoom in. For an example, use Vector2(0.5, 0.5) for a 2× zoom-in, and Vector2(4, 4) for a 4× zoom-out. |