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.
Global position. See also position.
Global rotation in radians. See also rotation.
Helper property to access global_rotation in degrees instead of radians. See also rotation_degrees.
Global scale. See also scale.
Global skew in radians. See also skew.
Global Transform2D. See also transform.
Position, relative to the node's parent. See also global_position.
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.
Helper property to access rotation in degrees instead of radians. See also global_rotation_degrees.
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.
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)
.
The node's Transform2D, relative to the node's parent. See also global_transform.
Multiplies the current scale by the ratio
vector.
Returns the angle between the node and the point
in radians.
Returns the Transform2D relative to this node's parent.
Adds the offset
vector to the node's global position.
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.
Applies a local translation on the node's X axis based on the Node._process()'s delta
. If scaled
is false
, normalizes the movement.
Applies a local translation on the node's Y axis based on the Node._process()'s delta
. If scaled
is false
, normalizes the movement.
Applies a rotation to the node, in radians, starting from its current rotation.
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.
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.
Translates the node by the given offset
in local coordinates.