Camera2D
继承: Node2D
< CanvasItem
< Node
< Object
Camera node for 2D scenes.
描述
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 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.
属性
方法
void | align ( ) |
void | force_update_scroll ( ) |
float | get_drag_margin ( margin: Side ) const1 |
int | get_limit ( margin: Side ) const1 |
Vector2 | get_screen_center_position ( ) const1 |
Vector2 | get_target_position ( ) const1 |
bool | is_current ( ) const1 |
void | make_current ( ) |
void | reset_smoothing ( ) |
void | set_drag_margin ( margin: Side, drag_margin: float ) |
void | set_limit ( margin: Side, limit: int ) |
枚举
enum AnchorMode:
AnchorMode ANCHOR_MODE_FIXED_TOP_LEFT = 0
The camera's position is fixed so that the top-left corner is always at the origin.
AnchorMode ANCHOR_MODE_DRAG_CENTER = 1
The camera's position takes into account vertical/horizontal offsets and the screen size.
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
).
属性说明
AnchorMode anchor_mode = 1
void
set_anchor_mode ( value: AnchorMode )- AnchorMode get_anchor_mode ( )
The Camera2D's anchor point. See AnchorMode constants.
Node
custom_viewport
The custom Viewport
node attached to the Camera2D. If null
or not a Viewport
, uses the default viewport instead.
float
drag_bottom_margin = 0.2
void
set_drag_margin ( margin: Side, drag_margin:float
)float
get_drag_margin ( margin: Side ) const1
Bottom margin needed to drag the camera. A value of 1
makes the camera move only when reaching the bottom edge of the screen.
bool
drag_horizontal_enabled = false
If true
, the camera only moves when reaching the horizontal (left and right) drag margins. If false
, the camera moves horizontally regardless of margins.
float
drag_horizontal_offset = 0.0
The relative horizontal drag offset of the camera between the right (-1
) and left (1
) drag margins.
Note: Used to set the initial horizontal drag offset; determine the current offset; or force the current offset. It's not automatically updated when drag_horizontal_enabled
is true
or the drag margins are changed.
float
drag_left_margin = 0.2
void
set_drag_margin ( margin: Side, drag_margin:float
)float
get_drag_margin ( margin: Side ) const1
Left margin needed to drag the camera. A value of 1
makes the camera move only when reaching the left edge of the screen.
float
drag_right_margin = 0.2
void
set_drag_margin ( margin: Side, drag_margin:float
)float
get_drag_margin ( margin: Side ) const1
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 ) const1
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
If true
, draws the camera's drag margin rectangle in the editor.
bool
editor_draw_limits = false
If true
, draws the camera's limits rectangle in the editor.
bool
editor_draw_screen = true
If true
, draws the camera's screen rectangle in the editor.
bool
enabled = true
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
If true
, the camera's rendered view is not affected by its Node2D.rotation
and Node2D.global_rotation
.
int
limit_bottom = 10000000
Bottom scroll limit in pixels. The camera stops moving when reaching this value, but offset
can push the view past the limit.
int
limit_left = -10000000
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
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
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
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. See Camera2DProcessCallback.
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. A zoom of Vector(2, 2)
doubles the size seen in the viewport. A zoom of Vector(0.5, 0.5)
halves the size seen in the viewport.
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.
方法说明
void
align ( )
Aligns the camera to the tracked node.
void
force_update_scroll ( )
Forces the camera to update scroll immediately.
float
get_drag_margin ( margin: Side ) const1
Returns the specified Side's margin. See also drag_bottom_margin
, drag_top_margin
, drag_left_margin
, and drag_right_margin
.
int
get_limit ( margin: Side ) const1
Returns the camera limit for the specified Side. See also limit_bottom
, limit_top
, limit_left
, and limit_right
.
Vector2
get_screen_center_position ( ) const1
Returns the center of the screen from this camera's point of view, in global coordinates.
Note: The exact targeted position of the camera may be different. See get_target_position
.
Vector2
get_target_position ( ) const1
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
).
Returns true
if this Camera2D is the active camera (see Viewport.get_camera_2d
).
void
make_current ( )
Forces this Camera2D to become the current active one. enabled
must be true
.
void
reset_smoothing ( )
Sets the camera's position immediately to its current smoothing destination.
This method has no effect if position_smoothing_enabled
is false
.
void
set_drag_margin ( margin: Side, drag_margin: float
)
Sets the specified Side's margin. See also drag_bottom_margin
, drag_top_margin
, drag_left_margin
, and drag_right_margin
.
void
set_limit ( margin: Side, limit: int
)
Sets the camera limit for the specified Side. See also limit_bottom
, limit_top
, limit_left
, and limit_right
.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。