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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Camera2D" inherits= "Node2D" version= "4.0" >
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<brief_description >
Camera node for 2D scenes.
</brief_description>
<description >
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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.
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This node is intended to be a simple helper to get things going quickly and it may happen that more functionality is desired to change how the camera works. To make your own custom camera node, inherit from [Node2D] and change the transform of the canvas by setting [member Viewport.canvas_transform] in [Viewport] (you can obtain the current [Viewport] by using [method Node.get_viewport]).
Note that the [Camera2D] node's [code]position[/code] doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use [method get_camera_screen_center] to get the real position.
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</description>
<tutorials >
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<link title= "2D Platformer Demo" > https://godotengine.org/asset-library/asset/120</link>
<link title= "2D Isometric Demo" > https://godotengine.org/asset-library/asset/112</link>
<link title= "2D HDR Demo" > https://godotengine.org/asset-library/asset/110</link>
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</tutorials>
<methods >
<method name= "align" >
<return type= "void" >
</return>
<description >
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Aligns the camera to the tracked node.
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</description>
</method>
<method name= "clear_current" >
<return type= "void" >
</return>
<description >
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Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-assigned camera.
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</description>
</method>
<method name= "force_update_scroll" >
<return type= "void" >
</return>
<description >
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Forces the camera to update scroll immediately.
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</description>
</method>
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<method name= "get_camera_position" qualifiers= "const" >
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<return type= "Vector2" >
</return>
<description >
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Returns the camera position.
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</description>
</method>
<method name= "get_camera_screen_center" qualifiers= "const" >
<return type= "Vector2" >
</return>
<description >
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Returns the location of the [Camera2D]'s screen-center, relative to the origin.
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</description>
</method>
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<method name= "get_drag_margin" qualifiers= "const" >
<return type= "float" >
</return>
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<argument index= "0" name= "side" type= "int" enum= "Side" >
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</argument>
<description >
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Returns the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin].
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</description>
</method>
<method name= "get_limit" qualifiers= "const" >
<return type= "int" >
</return>
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<argument index= "0" name= "side" type= "int" enum= "Side" >
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</argument>
<description >
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Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
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</description>
</method>
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<method name= "make_current" >
<return type= "void" >
</return>
<description >
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Make this the current 2D camera for the scene (viewport and layer), in case there are many cameras in the scene.
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</description>
</method>
<method name= "reset_smoothing" >
<return type= "void" >
</return>
<description >
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Sets the camera's position immediately to its current smoothing destination.
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This has no effect if smoothing is disabled.
</description>
</method>
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<method name= "set_drag_margin" >
<return type= "void" >
</return>
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<argument index= "0" name= "side" type= "int" enum= "Side" >
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</argument>
<argument index= "1" name= "drag_margin" type= "float" >
</argument>
<description >
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Sets the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin].
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</description>
</method>
<method name= "set_limit" >
<return type= "void" >
</return>
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<argument index= "0" name= "side" type= "int" enum= "Side" >
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</argument>
<argument index= "1" name= "limit" type= "int" >
</argument>
<description >
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Sets the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
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</description>
</method>
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</methods>
<members >
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<member name= "anchor_mode" type= "int" setter= "set_anchor_mode" getter= "get_anchor_mode" enum= "Camera2D.AnchorMode" default= "1" >
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The Camera2D's anchor point. See [enum AnchorMode] constants.
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</member>
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<member name= "current" type= "bool" setter= "_set_current" getter= "is_current" default= "false" >
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If [code]true[/code], the camera is the active camera for the current scene. Only one camera can be current, so setting a different camera [code]current[/code] will disable this one.
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</member>
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<member name= "custom_viewport" type= "Node" setter= "set_custom_viewport" getter= "get_custom_viewport" >
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The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] or not a [Viewport], uses the default viewport instead.
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</member>
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<member name= "drag_bottom_margin" type= "float" setter= "set_drag_margin" getter= "get_drag_margin" default= "0.2" >
Bottom margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the bottom edge of the screen.
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</member>
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<member name= "drag_horizontal_enabled" type= "bool" setter= "set_h_drag_enabled" getter= "is_h_drag_enabled" default= "false" >
If [code]true[/code], the camera only moves when reaching the horizontal (left and right) drag margins. If [code]false[/code], the camera moves horizontally regardless of margins.
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</member>
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<member name= "drag_horizontal_offset" type= "float" setter= "set_h_offset" getter= "get_h_offset" default= "0.0" >
The relative horizontal drag offset of the camera between the right ([code]-1[/code]) and left ([code]1[/code]) drag margins.
[b]Note:[/b] Used to set the initial horizontal drag offset; determine the current offset; or force the current offset. It's not automatically updated when the horizontal drag margin is enabled or the drag margins are changed.
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</member>
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<member name= "drag_left_margin" type= "float" setter= "set_drag_margin" getter= "get_drag_margin" default= "0.2" >
Left margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the left edge of the screen.
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</member>
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<member name= "drag_right_margin" type= "float" setter= "set_drag_margin" getter= "get_drag_margin" default= "0.2" >
Right margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the right edge of the screen.
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</member>
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<member name= "drag_top_margin" type= "float" setter= "set_drag_margin" getter= "get_drag_margin" default= "0.2" >
Top margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the top edge of the screen.
</member>
<member name= "drag_vertical_enabled" type= "bool" setter= "set_drag_vertical_enabled" getter= "is_drag_vertical_enabled" default= "false" >
If [code]true[/code], the camera only moves when reaching the vertical (top and bottom) drag margins. If [code]false[/code], the camera moves vertically regardless of the drag margins.
</member>
<member name= "drag_vertical_offset" type= "float" setter= "set_drag_verticaloffset" getter= "get_drag_vertical_offset" default= "0.0" >
The relative vertical drag offset of the camera between the bottom ([code]-1[/code]) and top ([code]1[/code]) drag margins.
[b]Note:[/b] Used to set the initial vertical drag offset; determine the current offset; or force the current offset. It's not automatically updated when the vertical drag margin is enabled or the drag margins are changed.
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</member>
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<member name= "editor_draw_drag_margin" type= "bool" setter= "set_margin_drawing_enabled" getter= "is_margin_drawing_enabled" default= "false" >
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If [code]true[/code], draws the camera's drag margin rectangle in the editor.
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</member>
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<member name= "editor_draw_limits" type= "bool" setter= "set_limit_drawing_enabled" getter= "is_limit_drawing_enabled" default= "false" >
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If [code]true[/code], draws the camera's limits rectangle in the editor.
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</member>
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<member name= "editor_draw_screen" type= "bool" setter= "set_screen_drawing_enabled" getter= "is_screen_drawing_enabled" default= "true" >
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If [code]true[/code], draws the camera's screen rectangle in the editor.
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</member>
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<member name= "limit_bottom" type= "int" setter= "set_limit" getter= "get_limit" default= "10000000" >
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Bottom scroll limit in pixels. The camera stops moving when reaching this value.
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</member>
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<member name= "limit_left" type= "int" setter= "set_limit" getter= "get_limit" default= "-10000000" >
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Left scroll limit in pixels. The camera stops moving when reaching this value.
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</member>
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<member name= "limit_right" type= "int" setter= "set_limit" getter= "get_limit" default= "10000000" >
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Right scroll limit in pixels. The camera stops moving when reaching this value.
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</member>
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<member name= "limit_smoothed" type= "bool" setter= "set_limit_smoothing_enabled" getter= "is_limit_smoothing_enabled" default= "false" >
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If [code]true[/code], the camera smoothly stops when reaches its limits.
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</member>
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<member name= "limit_top" type= "int" setter= "set_limit" getter= "get_limit" default= "-10000000" >
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Top scroll limit in pixels. The camera stops moving when reaching this value.
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</member>
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<member name= "offset" type= "Vector2" setter= "set_offset" getter= "get_offset" default= "Vector2( 0, 0 )" >
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The camera's offset, useful for looking around or camera shake animations.
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</member>
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<member name= "process_mode" type= "int" setter= "set_process_mode" getter= "get_process_mode" enum= "Camera2D.Camera2DProcessMode" default= "1" >
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The camera's process callback. See [enum Camera2DProcessMode].
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</member>
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<member name= "rotating" type= "bool" setter= "set_rotating" getter= "is_rotating" default= "false" >
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If [code]true[/code], the camera rotates with the target.
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</member>
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<member name= "smoothing_enabled" type= "bool" setter= "set_enable_follow_smoothing" getter= "is_follow_smoothing_enabled" default= "false" >
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If [code]true[/code], the camera smoothly moves towards the target at [member smoothing_speed].
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</member>
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<member name= "smoothing_speed" type= "float" setter= "set_follow_smoothing" getter= "get_follow_smoothing" default= "5.0" >
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Speed in pixels per second of the camera's smoothing effect when [member smoothing_enabled] is [code]true[/code].
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</member>
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<member name= "zoom" type= "Vector2" setter= "set_zoom" getter= "get_zoom" default= "Vector2( 1, 1 )" >
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The camera's zoom relative to the viewport. Values larger than [code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and [code]Vector2(4, 4)[/code] for a 4× zoom-out.
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</member>
</members>
<constants >
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<constant name= "ANCHOR_MODE_FIXED_TOP_LEFT" value= "0" enum= "AnchorMode" >
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The camera's position is fixed so that the top-left corner is always at the origin.
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</constant>
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<constant name= "ANCHOR_MODE_DRAG_CENTER" value= "1" enum= "AnchorMode" >
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The camera's position takes into account vertical/horizontal offsets and the screen size.
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</constant>
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<constant name= "CAMERA2D_PROCESS_PHYSICS" value= "0" enum= "Camera2DProcessMode" >
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The camera updates with the [code]_physics_process[/code] callback.
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</constant>
<constant name= "CAMERA2D_PROCESS_IDLE" value= "1" enum= "Camera2DProcessMode" >
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The camera updates with the [code]_process[/code] callback.
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</constant>
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</constants>
</class>