Camera node for 2D scenes.
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.
This node is intended to be a simple helper to get things going quickly and it may happen that more functionality is desired to change how the camera works. To make your own custom camera node, simply inherit from [Node2D] and change the transform of the canvas by calling get_viewport().set_canvas_transform(m) in [Viewport].
Aligns the camera to the tracked node.
Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-assigned camera.
Forces the camera to update scroll immediately.
Returns the camera position.
Returns the location of the [Camera2D]'s screen-center, relative to the origin.
Make this the current 2D camera for the scene (viewport and layer), in case there are many cameras in the scene.
Sets the camera's position immediately to its current smoothing destination.
This has no effect if smoothing is disabled.
The Camera2D's anchor point. See [code]ANCHOR_MODE_*[/code] constants.
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.
The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] or not a [Viewport], uses the default viewport instead.
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.
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.
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.
Right margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen.
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.
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.
If [code]true[/code], draws the camera's drag margin rectangle in the editor.
If [code]true[/code], draws the camera's limits rectangle in the editor.
If [code]true[/code], draws the camera's screen rectangle in the editor.
Bottom scroll limit in pixels. The camera stops moving when reaching this value.
Left scroll limit in pixels. The camera stops moving when reaching this value.
Right scroll limit in pixels. The camera stops moving when reaching this value.
If [code]true[/code], the camera smoothly stops when reaches its limits.
Top scroll limit in pixels. The camera stops moving when reaching this value.
The camera's offset, useful for looking around or camera shake animations.
The horizontal offset of the camera, relative to the drag margins.
[b]Note:[/b] Offset H is used only to force offset relative to margins. It's not updated in any way if drag margins are enabled and can be used to set inital offset.
The vertical offset of the camera, relative to the drag margins.
[b]Note:[/b] Used the same as [member offset_h].
If [code]true[/code], the camera rotates with the target.
If [code]true[/code], the camera smoothly moves towards the target at [member smoothing_speed].
Speed in pixels per second of the camera's smoothing effect when [member smoothing_enabled] is [code]true[/code].
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 2× zoom-in, and [code]Vector2(4, 4)[/code] for a 4× zoom-out.
The camera's position is fixed so that the top-left corner is always at the origin.
The camera's position takes into account vertical/horizontal offsets and the screen size.