Camera2D
Hereda: Node2D < CanvasItem < Node < Object
Nodo de cámara para escenas 2D.
Descripción
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.
Cameras register themselves in the nearest Viewport node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport.
This node is intended to be a simple helper to get things going quickly, but more functionality may be desired to change how the camera works. To make your own custom camera node, inherit it from Node2D and change the transform of the canvas by setting Viewport.canvas_transform in Viewport (you can obtain the current Viewport by using Node.get_viewport()).
Note that the Camera2D node's Node2D.global_position doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use get_screen_center_position() to get the real position. Same for the node's Node2D.global_rotation which may be different due to applied rotation smoothing. You can use get_screen_rotation() to get the current rotation of the screen.
Tutoriales
Propiedades
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Métodos
void |
align() |
void |
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get_drag_margin(margin: Side) const |
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get_screen_center_position() const |
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get_screen_rotation() const |
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get_target_position() const |
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is_current() const |
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void |
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void |
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void |
set_drag_margin(margin: Side, drag_margin: float) |
void |
Enumeraciones
enum AnchorMode: 🔗
AnchorMode ANCHOR_MODE_FIXED_TOP_LEFT = 0
La posición de la cámara está fijada de tal manera que la esquina superior izquierda está siempre en el origen.
AnchorMode ANCHOR_MODE_DRAG_CENTER = 1
La posición de la cámara tiene en cuenta los desplazamientos verticales/horizontales y el tamaño de la pantalla.
enum Camera2DProcessCallback: 🔗
Camera2DProcessCallback CAMERA2D_PROCESS_PHYSICS = 0
The camera updates during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).
Camera2DProcessCallback CAMERA2D_PROCESS_IDLE = 1
The camera updates during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).
Descripciones de Propiedades
AnchorMode anchor_mode = 1 🔗
void set_anchor_mode(value: AnchorMode)
AnchorMode get_anchor_mode()
El punto de anclaje de Camera2D.
El nodo personalizado de Viewport unido a Camera2D. Si null o no es un Viewport, usa el viewport por defecto en su lugar.
float drag_bottom_margin = 0.2 🔗
Margen inferior necesario para arrastrar la cámara. Un valor de 1 hace que la cámara se mueva solo cuando alcance el borde inferior de la pantalla.
bool drag_horizontal_enabled = false 🔗
Si es true, la cámara solo se mueve cuando alcanza los márgenes de arrastre horizontal (izquierdo y derecho). Si es false, la cámara se mueve horizontalmente independientemente de los márgenes.
float drag_horizontal_offset = 0.0 🔗
El desplazamiento de arrastre horizontal relativo de la cámara entre los márgenes de arrastre derecho (-1) e izquierdo (1).
Nota: Se utiliza para establecer el desplazamiento de arrastre horizontal inicial, determinar el desplazamiento actual u forzar el desplazamiento actual. No se actualiza automáticamente cuando drag_horizontal_enabled es true o se modifican los márgenes de arrastre.
float drag_left_margin = 0.2 🔗
Margen izquierdo necesario para arrastrar la cámara. Un valor de 1 hace que la cámara se mueva solo cuando alcance el borde izquierdo de la pantalla.
float drag_right_margin = 0.2 🔗
Right margin needed to drag the camera. A value of 1 makes the camera move only when reaching the right edge of the screen.
Top margin needed to drag the camera. A value of 1 makes the camera move only when reaching the top edge of the screen.
bool drag_vertical_enabled = false 🔗
If true, the camera only moves when reaching the vertical (top and bottom) drag margins. If false, the camera moves vertically regardless of the drag margins.
float drag_vertical_offset = 0.0 🔗
The relative vertical drag offset of the camera between the bottom (-1) and top (1) drag margins.
Note: Used to set the initial vertical drag offset; determine the current offset; or force the current offset. It's not automatically updated when drag_vertical_enabled is true or the drag margins are changed.
bool editor_draw_drag_margin = false 🔗
Si es true, dibuja el rectángulo de margen de arrastre de la cámara en el editor.
bool editor_draw_limits = false 🔗
Si es true, dibuja el rectángulo de límites de la cámara en el editor.
bool editor_draw_screen = true 🔗
Si es true, dibuja el rectángulo de la pantalla de la cámara en el editor.
Controls whether the camera can be active or not. If true, the Camera2D will become the main camera when it enters the scene tree and there is no active camera currently (see Viewport.get_camera_2d()).
When the camera is currently active and enabled is set to false, the next enabled Camera2D in the scene tree will become active.
If true, the camera's rendered view is not affected by its Node2D.rotation and Node2D.global_rotation.
Bottom scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.
If true, the limits will be enabled. Disabling this will allow the camera to focus anywhere, when the four limit_* properties will not work.
Left scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.
Right scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.
If true, the camera smoothly stops when reaches its limits.
This property has no effect if position_smoothing_enabled is false.
Note: To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke reset_smoothing().
Top scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.
Vector2 offset = Vector2(0, 0) 🔗
The camera's relative offset. Useful for looking around or camera shake animations. The offsetted camera can go past the limits defined in limit_top, limit_bottom, limit_left and limit_right.
bool position_smoothing_enabled = false 🔗
If true, the camera's view smoothly moves towards its target position at position_smoothing_speed.
float position_smoothing_speed = 5.0 🔗
Speed in pixels per second of the camera's smoothing effect when position_smoothing_enabled is true.
Camera2DProcessCallback process_callback = 1 🔗
void set_process_callback(value: Camera2DProcessCallback)
Camera2DProcessCallback get_process_callback()
The camera's process callback.
bool rotation_smoothing_enabled = false 🔗
If true, the camera's view smoothly rotates, via asymptotic smoothing, to align with its target rotation at rotation_smoothing_speed.
Note: This property has no effect if ignore_rotation is true.
float rotation_smoothing_speed = 5.0 🔗
The angular, asymptotic speed of the camera's rotation smoothing effect when rotation_smoothing_enabled is true.
Vector2 zoom = Vector2(1, 1) 🔗
The camera's zoom. Higher values are more zoomed in. For example, a zoom of Vector2(2.0, 2.0) will be twice as zoomed in on each axis (the view covers an area four times smaller). In contrast, a zoom of Vector2(0.5, 0.5) will be twice as zoomed out on each axis (the view covers an area four times larger). The X and Y components should generally always be set to the same value, unless you wish to stretch the camera view.
Note: FontFile.oversampling does not take Camera2D zoom into account. This means that zooming in/out will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the font is part of a CanvasLayer that makes it ignore camera zoom. To ensure text remains crisp regardless of zoom, you can enable MSDF font rendering by enabling ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field (applies to the default project font only), or enabling Multichannel Signed Distance Field in the import options of a DynamicFont for custom fonts. On system fonts, SystemFont.multichannel_signed_distance_field can be enabled in the inspector.
Descripciones de Métodos
void align() 🔗
Alinea la cámara con el nodo rastreado.
void force_update_scroll() 🔗
Obliga a la cámara a actualizar el scroll inmediatamente.
float get_drag_margin(margin: Side) const 🔗
Devuelve el margen del Side especificado. Véase también drag_bottom_margin, drag_top_margin, drag_left_margin y drag_right_margin.
int get_limit(margin: Side) const 🔗
Devuelve el límite de la cámara para el Side especificado. Véase también limit_bottom, limit_top, limit_left y limit_right.
Vector2 get_screen_center_position() const 🔗
Devuelve el centro de la pantalla desde el punto de vista de esta cámara, en coordenadas globales.
Nota: La posición exacta a la que se dirige la cámara puede ser diferente. Véase get_target_position().
float get_screen_rotation() const 🔗
Devuelve la rotación actual de la pantalla desde el punto de vista de esta cámara.
Nota: La rotación de la pantalla puede ser diferente de Node2D.global_rotation si la cámara está rotando suavemente debido a rotation_smoothing_enabled.
Vector2 get_target_position() const 🔗
Returns this camera's target position, in global coordinates.
Note: The returned value is not the same as Node2D.global_position, as it is affected by the drag properties. It is also not the same as the current position if position_smoothing_enabled is true (see get_screen_center_position()).
Devuelve true si esta Camera2D es la cámara activa (véase Viewport.get_camera_2d()).
void make_current() 🔗
Fuerza a esta Camera2D a convertirse en la activa. enabled debe ser true.
void reset_smoothing() 🔗
Establece la posición de la cámara inmediatamente a su destino de suavizado actual.
Este método no tiene ningún efecto si position_smoothing_enabled es false.
void set_drag_margin(margin: Side, drag_margin: float) 🔗
Establece el margen del Side especificado. Véase también drag_bottom_margin, drag_top_margin, drag_left_margin y drag_right_margin.
void set_limit(margin: Side, limit: int) 🔗
Establece el límite de la cámara para el Side especificado. Véase también limit_bottom, limit_top, limit_left y limit_right.