godot/doc/classes/ParallaxBackground.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ParallaxBackground" inherits="CanvasLayer" category="Core" version="3.1.2">
<brief_description>
A node used to create a parallax scrolling background.
</brief_description>
<description>
A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a parallax effect. Each [ParallaxLayer] can move at a different speed using [member ParallaxLayer.motion_offset]. This creates an illusion of depth in a 2D game. If not used with a [Camera2D], you must manually calculate the [member scroll_offset].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="scroll_base_offset" type="Vector2" setter="set_scroll_base_offset" getter="get_scroll_base_offset">
Base position offset of all [ParallaxLayer] children.
</member>
<member name="scroll_base_scale" type="Vector2" setter="set_scroll_base_scale" getter="get_scroll_base_scale">
Base motion scale of all [ParallaxLayer] children.
</member>
<member name="scroll_ignore_camera_zoom" type="bool" setter="set_ignore_camera_zoom" getter="is_ignore_camera_zoom">
If [code]true[/code], elements in [ParallaxLayer] child aren't affected by the zoom level of the camera.
</member>
<member name="scroll_limit_begin" type="Vector2" setter="set_limit_begin" getter="get_limit_begin">
Top left limits for scrolling to begin. If the camera is outside of this limit the background will stop scrolling. Must be lower than [member scroll_limit_end] to work.
</member>
<member name="scroll_limit_end" type="Vector2" setter="set_limit_end" getter="get_limit_end">
Right bottom limits for scrolling to end. If the camera is outside of this limit the background will stop scrolling. Must be higher than [member scroll_limit_begin] to work.
</member>
<member name="scroll_offset" type="Vector2" setter="set_scroll_offset" getter="get_scroll_offset">
The ParallaxBackground's scroll value. Calculated automatically when using a [Camera2D], but can be used to manually manage scrolling when no camera is present.
</member>
</members>
<constants>
</constants>
</class>