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For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
135 lines
6.9 KiB
XML
135 lines
6.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Node2D" inherits="CanvasItem" version="4.0">
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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">https://docs.godotengine.org/en/latest/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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<argument index="0" name="ratio" type="Vector2" />
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<description>
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Multiplies the current scale by the [code]ratio[/code] 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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<argument index="0" name="point" type="Vector2" />
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<description>
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Returns the angle between the node and the [code]point[/code] in radians.
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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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<argument 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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<argument index="0" name="offset" type="Vector2" />
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<description>
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Adds the [code]offset[/code] 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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<argument index="0" name="point" type="Vector2" />
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<description>
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Rotates the node so it points towards the [code]point[/code], 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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<argument index="0" name="delta" type="float" />
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<argument 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 [code]delta[/code]. If [code]scaled[/code] 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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<argument index="0" name="delta" type="float" />
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<argument 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 [code]delta[/code]. If [code]scaled[/code] 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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<argument 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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<argument 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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<argument 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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<argument index="0" name="offset" type="Vector2" />
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<description>
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Translates the node by the given [code]offset[/code] 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_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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</member>
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<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
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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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<constants>
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</constants>
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</class>
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