81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
137 lines
6.8 KiB
XML
137 lines
6.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Node2D" inherits="CanvasItem" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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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">$DOCS_URL/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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<param index="0" name="ratio" type="Vector2" />
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<description>
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Multiplies the current scale by the [param ratio] 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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<param index="0" name="point" type="Vector2" />
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<description>
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Returns the angle between the node and the [param point] in radians.
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[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/node2d_get_angle_to.png]Illustration of the returned angle.[/url]
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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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<param 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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<param index="0" name="offset" type="Vector2" />
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<description>
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Adds the [param offset] 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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<param index="0" name="point" type="Vector2" />
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<description>
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Rotates the node so it points towards the [param point], 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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<param index="0" name="delta" type="float" />
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<param 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 [param delta]. If [param scaled] 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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<param index="0" name="delta" type="float" />
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<param 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 [param delta]. If [param scaled] 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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<param 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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<param 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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<param 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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<param index="0" name="offset" type="Vector2" />
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<description>
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Translates the node by the given [param offset] 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_rotation_degrees" type="float" setter="set_global_rotation_degrees" getter="get_global_rotation_degrees">
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Helper property to access [member global_rotation] in degrees instead of 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_skew" type="float" setter="set_global_skew" getter="get_global_skew">
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Global skew in radians.
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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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[b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [member rotation_degrees].
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</member>
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<member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees">
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Helper property to access [member rotation] in degrees instead of radians.
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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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[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
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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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Slants the node.
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[b]Note:[/b] Skew is X axis only.
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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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</members>
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</class>
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