Class reference

Camera2D

Inherits Node2D

Camera node for 2D scenes.

Description

Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of CanvasItem-based nodes. Cameras register themselves in the nearest Viewport node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. This node is intended to be a simple helper to get things going quickly, but more functionality may be desired to change how the camera works. To make your own custom camera node, inherit it from Node2D and change the transform of the canvas by setting Viewport.canvas_transform in Viewport (you can obtain the current Viewport by using Node.get_viewport()). Note that the Camera2D node's Node2D.global_position doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use get_screen_center_position() to get the real position. Same for the node's Node2D.global_rotation which may be different due to applied rotation smoothing. You can use get_screen_rotation() to get the current rotation of the screen.

Properties

int anchor_mode = 1

The Camera2D's anchor point.

float drag_bottom_margin = 0.2

Bottom margin needed to drag the camera. A value of 1 makes the camera move only when reaching the bottom edge of the screen.

bool drag_horizontal_enabled = false

If true, the camera only moves when reaching the horizontal (left and right) drag margins. If false, the camera moves horizontally regardless of margins.

float drag_horizontal_offset = 0.0

The relative horizontal drag offset of the camera between the right (-1) and left (1) drag margins. Note: Used to set the initial horizontal drag offset; determine the current offset; or force the current offset. It's not automatically updated when drag_horizontal_enabled is true or the drag margins are changed.

float drag_left_margin = 0.2

Left margin needed to drag the camera. A value of 1 makes the camera move only when reaching the left edge of the screen.

float drag_right_margin = 0.2

Right margin needed to drag the camera. A value of 1 makes the camera move only when reaching the right edge of the screen.

float drag_top_margin = 0.2

Top margin needed to drag the camera. A value of 1 makes the camera move only when reaching the top edge of the screen.

bool drag_vertical_enabled = false

If true, the camera only moves when reaching the vertical (top and bottom) drag margins. If false, the camera moves vertically regardless of the drag margins.

float drag_vertical_offset = 0.0

The relative vertical drag offset of the camera between the bottom (-1) and top (1) drag margins. Note: Used to set the initial vertical drag offset; determine the current offset; or force the current offset. It's not automatically updated when drag_vertical_enabled is true or the drag margins are changed.

bool editor_draw_drag_margin = false

If true, draws the camera's drag margin rectangle in the editor.

bool editor_draw_limits = false

If true, draws the camera's limits rectangle in the editor.

bool editor_draw_screen = true

If true, draws the camera's screen rectangle in the editor.

bool enabled = true

Controls whether the camera can be active or not. If true, the Camera2D will become the main camera when it enters the scene tree and there is no active camera currently (see Viewport.get_camera_2d()). When the camera is currently active and enabled is set to false, the next enabled Camera2D in the scene tree will become active.

int limit_bottom = 10000000

Bottom scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.

bool limit_enabled = true

If true, the limits will be enabled. Disabling this will allow the camera to focus anywhere, when the four limit_* properties will not work.

int limit_left = -10000000

Left scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.

int limit_right = 10000000

Right scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.

bool limit_smoothed = false

If true, the camera smoothly stops when reaches its limits. This property has no effect if position_smoothing_enabled is false. Note: To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke reset_smoothing().

int limit_top = -10000000

Top scroll limit in pixels. The camera stops moving when reaching this value, but offset can push the view past the limit.

int process_callback = 1

The camera's process callback.

bool rotation_smoothing_enabled = false

If true, the camera's view smoothly rotates, via asymptotic smoothing, to align with its target rotation at rotation_smoothing_speed. Note: This property has no effect if ignore_rotation is true.

Vector2 zoom = Vector2(1, 1)

The camera's zoom. Higher values are more zoomed in. For example, a zoom of Vector2(2.0, 2.0) will be twice as zoomed in on each axis (the view covers an area four times smaller). In contrast, a zoom of Vector2(0.5, 0.5) will be twice as zoomed out on each axis (the view covers an area four times larger). The X and Y components should generally always be set to the same value, unless you wish to stretch the camera view. Note: FontFile.oversampling does not take Camera2D zoom into account. This means that zooming in/out will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the font is part of a CanvasLayer that makes it ignore camera zoom. To ensure text remains crisp regardless of zoom, you can enable MSDF font rendering by enabling ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field (applies to the default project font only), or enabling Multichannel Signed Distance Field in the import options of a DynamicFont for custom fonts. On system fonts, SystemFont.multichannel_signed_distance_field can be enabled in the inspector.

Methods

void align()

Aligns the camera to the tracked node.

void force_update_scroll()

Forces the camera to update scroll immediately.

Vector2 get_screen_center_position() const

Returns the center of the screen from this camera's point of view, in global coordinates. Note: The exact targeted position of the camera may be different. See get_target_position().

void make_current()

Forces this Camera2D to become the current active one. enabled must be true.

void reset_smoothing()

Sets the camera's position immediately to its current smoothing destination. This method has no effect if position_smoothing_enabled is false.

Constants

ANCHOR_MODE_FIXED_TOP_LEFT = 0

Enum: AnchorMode

The camera's position is fixed so that the top-left corner is always at the origin.

ANCHOR_MODE_DRAG_CENTER = 1

Enum: AnchorMode

The camera's position takes into account vertical/horizontal offsets and the screen size.

Tutorials

Source revision 4f5b14abade2
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