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140 lines
7.5 KiB
XML
140 lines
7.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Node2D" inherits="CanvasItem" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
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<link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
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</tutorials>
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<methods>
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<method name="apply_scale">
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<return type="void" />
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<param index="0" name="ratio" type="Vector2" />
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<description>
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Multiplies the current scale by the [param ratio] vector.
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</description>
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</method>
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<method name="get_angle_to" qualifiers="const">
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<return type="float" />
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<param index="0" name="point" type="Vector2" />
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<description>
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Returns the angle between the node and the [param point] in radians.
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[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/node2d_get_angle_to.png]Illustration of the returned angle.[/url]
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</description>
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</method>
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<method name="get_relative_transform_to_parent" qualifiers="const">
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<return type="Transform2D" />
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<param index="0" name="parent" type="Node" />
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<description>
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Returns the [Transform2D] relative to this node's parent.
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</description>
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</method>
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<method name="global_translate">
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<return type="void" />
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<param index="0" name="offset" type="Vector2" />
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<description>
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Adds the [param offset] vector to the node's global position.
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</description>
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</method>
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<method name="look_at">
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<return type="void" />
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<param index="0" name="point" type="Vector2" />
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<description>
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Rotates the node so it points towards the [param point], which is expected to use global coordinates.
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</description>
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</method>
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<method name="move_local_x">
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<return type="void" />
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<param index="0" name="delta" type="float" />
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<param index="1" name="scaled" type="bool" default="false" />
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<description>
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Applies a local translation on the node's X axis based on the [method Node._process]'s [param delta]. If [param scaled] is [code]false[/code], normalizes the movement.
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</description>
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</method>
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<method name="move_local_y">
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<return type="void" />
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<param index="0" name="delta" type="float" />
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<param index="1" name="scaled" type="bool" default="false" />
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<description>
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Applies a local translation on the node's Y axis based on the [method Node._process]'s [param delta]. If [param scaled] is [code]false[/code], normalizes the movement.
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</description>
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</method>
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<method name="rotate">
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<return type="void" />
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<param index="0" name="radians" type="float" />
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<description>
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Applies a rotation to the node, in radians, starting from its current rotation.
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</description>
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</method>
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<method name="to_global" qualifiers="const">
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<return type="Vector2" />
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<param index="0" name="local_point" type="Vector2" />
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<description>
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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.
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</description>
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</method>
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<method name="to_local" qualifiers="const">
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<return type="Vector2" />
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<param index="0" name="global_point" type="Vector2" />
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<description>
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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.
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</description>
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</method>
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<method name="translate">
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<return type="void" />
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<param index="0" name="offset" type="Vector2" />
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<description>
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Translates the node by the given [param offset] in local coordinates.
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</description>
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</method>
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</methods>
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<members>
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<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position">
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Global position.
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</member>
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<member name="global_rotation" type="float" setter="set_global_rotation" getter="get_global_rotation">
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Global rotation in radians.
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</member>
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<member name="global_scale" type="Vector2" setter="set_global_scale" getter="get_global_scale">
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Global scale.
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</member>
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<member name="global_skew" type="float" setter="set_global_skew" getter="get_global_skew">
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Global skew in radians.
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</member>
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<member name="global_transform" type="Transform2D" setter="set_global_transform" getter="get_global_transform">
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Global [Transform2D].
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</member>
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<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
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Position, relative to the node's parent.
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</member>
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<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
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Rotation in radians, relative to the node's parent.
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</member>
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<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
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The node's scale. Unscaled value: [code](1, 1)[/code].
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[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
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</member>
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<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
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Slants the node.
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[b]Note:[/b] Skew is X axis only.
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</member>
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<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
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Local [Transform2D].
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</member>
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<member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false">
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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].
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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.
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</member>
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<member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true">
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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.
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</member>
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<member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0">
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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).
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</member>
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</members>
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</class>
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