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-rw-r--r--doc/classes/Node2D.xml89
1 files changed, 31 insertions, 58 deletions
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index 988fb72267..4f5c2bbd6e 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -12,104 +12,81 @@
</tutorials>
<methods>
<method name="apply_scale">
- <return type="void">
- </return>
- <argument index="0" name="ratio" type="Vector2">
- </argument>
+ <return type="void" />
+ <argument index="0" name="ratio" type="Vector2" />
<description>
Multiplies the current scale by the [code]ratio[/code] vector.
</description>
</method>
<method name="get_angle_to" qualifiers="const">
- <return type="float">
- </return>
- <argument index="0" name="point" type="Vector2">
- </argument>
+ <return type="float" />
+ <argument index="0" name="point" type="Vector2" />
<description>
Returns the angle between the node and the [code]point[/code] in radians.
+ [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/node2d_get_angle_to.png]Illustration of the returned angle.[/url]
</description>
</method>
<method name="get_relative_transform_to_parent" qualifiers="const">
- <return type="Transform2D">
- </return>
- <argument index="0" name="parent" type="Node">
- </argument>
+ <return type="Transform2D" />
+ <argument index="0" name="parent" type="Node" />
<description>
Returns the [Transform2D] relative to this node's parent.
</description>
</method>
<method name="global_translate">
- <return type="void">
- </return>
- <argument index="0" name="offset" type="Vector2">
- </argument>
+ <return type="void" />
+ <argument index="0" name="offset" type="Vector2" />
<description>
Adds the [code]offset[/code] vector to the node's global position.
</description>
</method>
<method name="look_at">
- <return type="void">
- </return>
- <argument index="0" name="point" type="Vector2">
- </argument>
+ <return type="void" />
+ <argument index="0" name="point" type="Vector2" />
<description>
Rotates the node so it points towards the [code]point[/code], which is expected to use global coordinates.
</description>
</method>
<method name="move_local_x">
- <return type="void">
- </return>
- <argument index="0" name="delta" type="float">
- </argument>
- <argument index="1" name="scaled" type="bool" default="false">
- </argument>
+ <return type="void" />
+ <argument index="0" name="delta" type="float" />
+ <argument index="1" name="scaled" type="bool" default="false" />
<description>
Applies a local translation on the node's X axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
</description>
</method>
<method name="move_local_y">
- <return type="void">
- </return>
- <argument index="0" name="delta" type="float">
- </argument>
- <argument index="1" name="scaled" type="bool" default="false">
- </argument>
+ <return type="void" />
+ <argument index="0" name="delta" type="float" />
+ <argument index="1" name="scaled" type="bool" default="false" />
<description>
Applies a local translation on the node's Y axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
</description>
</method>
<method name="rotate">
- <return type="void">
- </return>
- <argument index="0" name="radians" type="float">
- </argument>
+ <return type="void" />
+ <argument index="0" name="radians" type="float" />
<description>
Applies a rotation to the node, in radians, starting from its current rotation.
</description>
</method>
<method name="to_global" qualifiers="const">
- <return type="Vector2">
- </return>
- <argument index="0" name="local_point" type="Vector2">
- </argument>
+ <return type="Vector2" />
+ <argument index="0" name="local_point" type="Vector2" />
<description>
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.
</description>
</method>
<method name="to_local" qualifiers="const">
- <return type="Vector2">
- </return>
- <argument index="0" name="global_point" type="Vector2">
- </argument>
+ <return type="Vector2" />
+ <argument index="0" name="global_point" type="Vector2" />
<description>
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.
</description>
</method>
<method name="translate">
- <return type="void">
- </return>
- <argument index="0" name="offset" type="Vector2">
- </argument>
+ <return type="void" />
+ <argument index="0" name="offset" type="Vector2" />
<description>
Translates the node by the given [code]offset[/code] in local coordinates.
</description>
@@ -122,34 +99,30 @@
<member name="global_rotation" type="float" setter="set_global_rotation" getter="get_global_rotation">
Global rotation in radians.
</member>
- <member name="global_rotation_degrees" type="float" setter="set_global_rotation_degrees" getter="get_global_rotation_degrees">
- Global rotation in degrees.
- </member>
<member name="global_scale" type="Vector2" setter="set_global_scale" getter="get_global_scale">
Global scale.
</member>
<member name="global_transform" type="Transform2D" setter="set_global_transform" getter="get_global_transform">
Global [Transform2D].
</member>
- <member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2( 0, 0 )">
+ <member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
Position, relative to the node's parent.
</member>
<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
Rotation in radians, relative to the node's parent.
</member>
- <member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees" default="0.0">
- Rotation in degrees, relative to the node's parent.
- </member>
- <member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )">
+ <member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale. Unscaled value: [code](1, 1)[/code].
</member>
<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
</member>
- <member name="skew_degrees" type="float" setter="set_skew_degrees" getter="get_skew_degrees" default="0.0">
- </member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
Local [Transform2D].
</member>
+ <member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false">
+ If [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled. Y-sorting only affects children that inherit from [CanvasItem].
+ You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree.
+ </member>
<member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true">
If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
</member>