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

AnchorMode

anchor_mode

1

Node

custom_viewport

float

drag_bottom_margin

0.2

bool

drag_horizontal_enabled

false

float

drag_horizontal_offset

0.0

float

drag_left_margin

0.2

float

drag_right_margin

0.2

float

drag_top_margin

0.2

bool

drag_vertical_enabled

false

float

drag_vertical_offset

0.0

bool

editor_draw_drag_margin

false

bool

editor_draw_limits

false

bool

editor_draw_screen

true

bool

enabled

true

bool

ignore_rotation

true

int

limit_bottom

10000000

bool

limit_enabled

true

int

limit_left

-10000000

int

limit_right

10000000

bool

limit_smoothed

false

int

limit_top

-10000000

Vector2

offset

Vector2(0, 0)

bool

position_smoothing_enabled

false

float

position_smoothing_speed

5.0

Camera2DProcessCallback

process_callback

1

bool

rotation_smoothing_enabled

false

float

rotation_smoothing_speed

5.0

Vector2

zoom

Vector2(1, 1)

Métodos

void

align()

void

force_update_scroll()

float

get_drag_margin(margin: Side) const

int

get_limit(margin: Side) const

Vector2

get_screen_center_position() const

float

get_screen_rotation() const

Vector2

get_target_position() const

bool

is_current() const

void

make_current()

void

reset_smoothing()

void

set_drag_margin(margin: Side, drag_margin: float)

void

set_limit(margin: Side, limit: int)


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 🔗

El punto de anclaje de Camera2D.


Node custom_viewport 🔗

  • void set_custom_viewport(value: Node)

  • Node get_custom_viewport()

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 🔗

  • void set_drag_margin(margin: Side, drag_margin: float)

  • float get_drag_margin(margin: Side) const

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 🔗

  • void set_drag_horizontal_enabled(value: bool)

  • bool is_drag_horizontal_enabled()

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 🔗

  • void set_drag_horizontal_offset(value: float)

  • float get_drag_horizontal_offset()

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 🔗

  • void set_drag_margin(margin: Side, drag_margin: float)

  • float get_drag_margin(margin: Side) const

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 🔗

  • void set_drag_margin(margin: Side, drag_margin: float)

  • float get_drag_margin(margin: Side) const

Right margin needed to drag the camera. A value of 1 makes the camera move only when reaching the right edge of the screen.


float drag_top_margin = 0.2 🔗

  • void set_drag_margin(margin: Side, drag_margin: float)

  • float get_drag_margin(margin: Side) const

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 🔗

  • void set_drag_vertical_enabled(value: bool)

  • bool is_drag_vertical_enabled()

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 🔗

  • void set_drag_vertical_offset(value: float)

  • float get_drag_vertical_offset()

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 🔗

  • void set_margin_drawing_enabled(value: bool)

  • bool is_margin_drawing_enabled()

Si es true, dibuja el rectángulo de margen de arrastre de la cámara en el editor.


bool editor_draw_limits = false 🔗

  • void set_limit_drawing_enabled(value: bool)

  • bool is_limit_drawing_enabled()

Si es true, dibuja el rectángulo de límites de la cámara en el editor.


bool editor_draw_screen = true 🔗

  • void set_screen_drawing_enabled(value: bool)

  • bool is_screen_drawing_enabled()

Si es true, dibuja el rectángulo de la pantalla de la cámara en el editor.


bool enabled = true 🔗

  • void set_enabled(value: bool)

  • bool is_enabled()

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.


bool ignore_rotation = true 🔗

  • void set_ignore_rotation(value: bool)

  • bool is_ignoring_rotation()

If true, the camera's rendered view is not affected by its Node2D.rotation and Node2D.global_rotation.


int limit_bottom = 10000000 🔗

  • void set_limit(margin: Side, limit: int)

  • int get_limit(margin: Side) const

Bottom scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.


bool limit_enabled = true 🔗

  • void set_limit_enabled(value: bool)

  • bool is_limit_enabled()

If true, the limits will be enabled. Disabling this will allow the camera to focus anywhere, when the four limit_* properties will not work.


int limit_left = -10000000 🔗

  • void set_limit(margin: Side, limit: int)

  • int get_limit(margin: Side) const

Left scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.


int limit_right = 10000000 🔗

  • void set_limit(margin: Side, limit: int)

  • int get_limit(margin: Side) const

Right scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.


bool limit_smoothed = false 🔗

  • void set_limit_smoothing_enabled(value: bool)

  • bool is_limit_smoothing_enabled()

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().


int limit_top = -10000000 🔗

  • void set_limit(margin: Side, limit: int)

  • int get_limit(margin: Side) const

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 🔗

  • void set_position_smoothing_enabled(value: bool)

  • bool is_position_smoothing_enabled()

If true, the camera's view smoothly moves towards its target position at position_smoothing_speed.


float position_smoothing_speed = 5.0 🔗

  • void set_position_smoothing_speed(value: float)

  • float get_position_smoothing_speed()

Speed in pixels per second of the camera's smoothing effect when position_smoothing_enabled is true.


Camera2DProcessCallback process_callback = 1 🔗

The camera's process callback.


bool rotation_smoothing_enabled = false 🔗

  • void set_rotation_smoothing_enabled(value: bool)

  • bool is_rotation_smoothing_enabled()

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 🔗

  • void set_rotation_smoothing_speed(value: float)

  • float get_rotation_smoothing_speed()

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()).


bool is_current() const 🔗

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.