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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Light2D" inherits= "Node2D" category= "Core" version= "3.1-dev" >
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<brief_description >
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Casts light in a 2D environment.
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</brief_description>
<description >
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Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
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</description>
<tutorials >
</tutorials>
<demos >
</demos>
<methods >
</methods>
<members >
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<member name= "color" type= "Color" setter= "set_color" getter= "get_color" >
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The Light2D's [Color].
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</member>
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<member name= "editor_only" type= "bool" setter= "set_editor_only" getter= "is_editor_only" >
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If [code]true[/code] Light2D will only appear when editing the scene. Default value: [code]false[/code].
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</member>
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<member name= "enabled" type= "bool" setter= "set_enabled" getter= "is_enabled" >
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If [code]true[/code] Light2D will emit light. Default value: [code]true[/code].
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</member>
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<member name= "energy" type= "float" setter= "set_energy" getter= "get_energy" >
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The Light2D's energy value. The larger the value, the stronger the light.
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</member>
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<member name= "mode" type= "int" setter= "set_mode" getter= "get_mode" enum= "Light2D.Mode" >
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The Light2D's mode. See MODE_* constants for values.
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</member>
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<member name= "offset" type= "Vector2" setter= "set_texture_offset" getter= "get_texture_offset" >
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The offset of the Light2D's [code]texture[/code].
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</member>
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<member name= "range_height" type= "float" setter= "set_height" getter= "get_height" >
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The height of the Light2D. Used with 2D normal mapping.
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</member>
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<member name= "range_item_cull_mask" type= "int" setter= "set_item_cull_mask" getter= "get_item_cull_mask" >
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The layer mask. Only objects with a matching mask will be affected by the Light2D.
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</member>
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<member name= "range_layer_max" type= "int" setter= "set_layer_range_max" getter= "get_layer_range_max" >
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Maximum layer value of objects that are affected by the Light2D. Default value: [code]0[/code].
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</member>
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<member name= "range_layer_min" type= "int" setter= "set_layer_range_min" getter= "get_layer_range_min" >
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Minimum layer value of objects that are affected by the Light2D. Default value: [code]0[/code].
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</member>
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<member name= "range_z_max" type= "int" setter= "set_z_range_max" getter= "get_z_range_max" >
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Maximum [code]Z[/code] value of objects that are affected by the Light2D. Default value: [code]1024[/code].
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</member>
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<member name= "range_z_min" type= "int" setter= "set_z_range_min" getter= "get_z_range_min" >
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Minimum [code]z[/code] value of objects that are affected by the Light2D. Default value: [code]-1024[/code].
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</member>
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<member name= "shadow_buffer_size" type= "int" setter= "set_shadow_buffer_size" getter= "get_shadow_buffer_size" >
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Shadow buffer size. Default value: [code]2048[/code].
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</member>
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<member name= "shadow_color" type= "Color" setter= "set_shadow_color" getter= "get_shadow_color" >
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[Color] of shadows cast by the Light2D.
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</member>
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<member name= "shadow_enabled" type= "bool" setter= "set_shadow_enabled" getter= "is_shadow_enabled" >
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If [code]true[/code] the Light2D will cast shadows. Default value: [code]false[/code].
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</member>
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<member name= "shadow_filter" type= "int" setter= "set_shadow_filter" getter= "get_shadow_filter" enum= "Light2D.ShadowFilter" >
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Shadow filter type. Use SHADOW_FILTER_* constants to set [code]shadow_filter[/code]. Default value: [code]None[/code].
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</member>
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<member name= "shadow_filter_smooth" type= "float" setter= "set_shadow_smooth" getter= "get_shadow_smooth" >
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Smoothing value for shadows.
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</member>
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<member name= "shadow_gradient_length" type= "float" setter= "set_shadow_gradient_length" getter= "get_shadow_gradient_length" >
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Smooth shadow gradient length.
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</member>
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<member name= "shadow_item_cull_mask" type= "int" setter= "set_item_shadow_cull_mask" getter= "get_item_shadow_cull_mask" >
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The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching shadow mask will cast shadows.
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</member>
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<member name= "texture" type= "Texture" setter= "set_texture" getter= "get_texture" >
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[Texture] used for the Light2D's appearance.
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</member>
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<member name= "texture_scale" type= "float" setter= "set_texture_scale" getter= "get_texture_scale" >
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The [code]texture[/code]'s scale factor.
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</member>
</members>
<constants >
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<constant name= "MODE_ADD" value= "0" enum= "Mode" >
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Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
</constant>
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<constant name= "MODE_SUB" value= "1" enum= "Mode" >
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Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
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</constant>
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<constant name= "MODE_MIX" value= "2" enum= "Mode" >
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Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
</constant>
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<constant name= "MODE_MASK" value= "3" enum= "Mode" >
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The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
</constant>
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<constant name= "SHADOW_FILTER_NONE" value= "0" enum= "ShadowFilter" >
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No filter applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name= "SHADOW_FILTER_PCF3" value= "1" enum= "ShadowFilter" >
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Percentage closer filtering (3 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name= "SHADOW_FILTER_PCF5" value= "2" enum= "ShadowFilter" >
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Percentage closer filtering (5 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name= "SHADOW_FILTER_PCF7" value= "3" enum= "ShadowFilter" >
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Percentage closer filtering (7 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name= "SHADOW_FILTER_PCF9" value= "4" enum= "ShadowFilter" >
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Percentage closer filtering (9 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name= "SHADOW_FILTER_PCF13" value= "5" enum= "ShadowFilter" >
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Percentage closer filtering (13 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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</constants>
</class>