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A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and skew.

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.

Vector2 global_position<>():Vector2

Global position. See also position.

float global_rotation<>():float

Global rotation in radians. See also rotation.

float global_rotation_degrees<>():float

Helper property to access global_rotation in degrees instead of radians. See also rotation_degrees.

Vector2 global_scale<>():Vector2

Global scale. See also scale.

float global_skew<>():float

Global skew in radians. See also skew.

Transform2D global_transform<>():Transform2D

Global Transform2D. See also transform.

Vector2 position<>():Vector2

Position, relative to the node's parent. See also global_position.

float rotation<>():float

Rotation in radians, relative to the node's parent. See also global_rotation.

Note: This property is edited in the inspector in degrees. If you want to use degrees in a script, use rotation_degrees.

float rotation_degrees<>():float

Helper property to access rotation in degrees instead of radians. See also global_rotation_degrees.

Vector2 scale<>():Vector2

The node's scale, relative to the node's parent. Unscaled value: (1, 1). See also global_scale.

Note: 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.

float skew<>():float

If set to a non-zero value, slants the node in one direction or another. This can be used for pseudo-3D effects. See also global_skew.

Note: Skew is performed on the X axis only, and between rotation and scaling.

Note: This property is edited in the inspector in degrees. If you want to use degrees in a script, use skew = deg_to_rad(value_in_degrees).

Transform2D transform<>():Transform2D

The node's Transform2D, relative to the node's parent. See also global_transform.

void apply_scale<>( Vector2 ratio=, ratio:Vector2=, ):void

Multiplies the current scale by the ratio vector.

float get_angle_to<>( Vector2 point=, point:Vector2=, ):float

Returns the angle between the node and the point in radians.

Illustration of the returned angle.

Transform2D get_relative_transform_to_parent<>( Node parent=, parent:Node=, ):Transform2D

Returns the Transform2D relative to this node's parent.

void global_translate<>( Vector2 offset=, offset:Vector2=, ):void

Adds the offset vector to the node's global position.

void look_at<>( Vector2 point=, point:Vector2=, ):void

Rotates the node so that its local +X axis points towards the point, which is expected to use global coordinates.

point should not be the same as the node's position, otherwise the node always looks to the right.

void move_local_x<>( float delta=, delta:float=, bool scaled=false, scaled:bool=false, ):void

Applies a local translation on the node's X axis based on the Node._process()'s delta. If scaled is false, normalizes the movement.

void move_local_y<>( float delta=, delta:float=, bool scaled=false, scaled:bool=false, ):void

Applies a local translation on the node's Y axis based on the Node._process()'s delta. If scaled is false, normalizes the movement.

void rotate<>( float radians=, radians:float=, ):void

Applies a rotation to the node, in radians, starting from its current rotation.

Vector2 to_global<>( Vector2 local_point=, local_point:Vector2=, ):Vector2

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.

Vector2 to_local<>( Vector2 global_point=, global_point:Vector2=, ):Vector2

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.

void translate<>( Vector2 offset=, offset:Vector2=, ):void

Translates the node by the given offset in local coordinates.




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