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authorStephen Ednave <LookASupernova@gmail.com>2017-10-21 13:12:40 -0700
committerRĂ©mi Verschelde <rverschelde@gmail.com>2017-10-22 11:56:44 +0200
commit8f382879cf327038a89e0530c3adbb1fd124ad1a (patch)
treef460f6774e764e2bc294d6c2f4c363f2c11defd1 /doc/classes/Camera2D.xml
parenta9876869de1fdf52ddb252c2ac409472e3aef842 (diff)
Added descriptions to some members of Camera2D
Diffstat (limited to 'doc/classes/Camera2D.xml')
-rw-r--r--doc/classes/Camera2D.xml7
1 files changed, 6 insertions, 1 deletions
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index c627112af5..8d0c07acd9 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -327,12 +327,13 @@
The Camera2D's anchor point. See [code]ANCHOR_MODE_*[/code] constants.
</member>
<member name="current" type="bool" setter="_set_current" getter="is_current">
- If [code]true[/code] this camera is the active camera for the current scene. Only one camera can be current, so setting a different camera [code]current[/code] will disable this one.
+ If [code]true[/code] the camera is the active camera for the current scene. Only one camera can be current, so setting a different camera [code]current[/code] will disable this one.
</member>
<member name="drag_margin_bottom" type="float" setter="set_drag_margin" getter="get_drag_margin">
Bottom margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen.
</member>
<member name="drag_margin_h_enabled" type="bool" setter="set_h_drag_enabled" getter="is_h_drag_enabled">
+ If [code]true[/code] the camera only moves when reaching the horizontal drag margins. If [code]false[/code] the camera moves horizontally regardless of margins. Default value: [code]true[/code].
</member>
<member name="drag_margin_left" type="float" setter="set_drag_margin" getter="get_drag_margin">
Left margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen.
@@ -344,6 +345,7 @@
Top margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen.
</member>
<member name="drag_margin_v_enabled" type="bool" setter="set_v_drag_enabled" getter="is_v_drag_enabled">
+ If [code]true[/code] the camera only moves when reaching the vertical drag margins. If [code]false[/code] the camera moves vertically regardless of margins. Default value: [code]true[/code].
</member>
<member name="editor_draw_drag_margin" type="bool" setter="set_margin_drawing_enabled" getter="is_margin_drawing_enabled">
</member>
@@ -369,10 +371,13 @@
The camera's offset, useful for looking around or camera shake animations.
</member>
<member name="rotating" type="bool" setter="set_rotating" getter="is_rotating">
+ If [code]true[/code] the camera can rotate during gameplay. Default value: [code]false[/code].
</member>
<member name="smoothing_enabled" type="bool" setter="set_enable_follow_smoothing" getter="is_follow_smoothing_enabled">
+ If [code]true[/code] the camera's velocity changes gradually, preventing sudden starts and stops. Default value: [code]false[/code].
</member>
<member name="smoothing_speed" type="float" setter="set_follow_smoothing" getter="get_follow_smoothing">
+ How fast the camera's velocity changes if smoothing is enabled.
</member>
<member name="zoom" type="Vector2" setter="set_zoom" getter="get_zoom">
The camera's zoom relative to the viewport. Values larger than [code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an example, use [code]Vector2(0.5, 0.5)[/code] for a 2x zoom in, and [code]Vector2(4, 4)[/code] for a 4x zoom out.