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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Camera2D" inherits= "Node2D" category= "Core" version= "3.0.4" >
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<brief_description >
Camera node for 2D scenes.
</brief_description>
<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.
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This node is intended to be a simple helper to get things going quickly and it may happen often 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].
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</description>
<tutorials >
</tutorials>
<demos >
</demos>
<methods >
<method name= "align" >
<return type= "void" >
</return>
<description >
Align the camera to the tracked node
</description>
</method>
<method name= "clear_current" >
<return type= "void" >
</return>
<description >
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Removes any [code]Camera2D[/code] from the ancestor [Viewport]'s internal currently-assigned camera.
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</description>
</method>
<method name= "force_update_scroll" >
<return type= "void" >
</return>
<description >
Force the camera to update scroll immediately.
</description>
</method>
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<method name= "get_camera_position" qualifiers= "const" >
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<return type= "Vector2" >
</return>
<description >
Return the camera position.
</description>
</method>
<method name= "get_camera_screen_center" qualifiers= "const" >
<return type= "Vector2" >
</return>
<description >
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Returns the location of the [code]Camera2D[/code]'s screen-center, relative to the origin.
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</description>
</method>
<method name= "make_current" >
<return type= "void" >
</return>
<description >
Make this the current 2D camera for the scene (viewport and layer), in case there's many cameras in the scene.
</description>
</method>
<method name= "reset_smoothing" >
<return type= "void" >
</return>
<description >
Set the camera's position immediately to its current smoothing destination.
This has no effect if smoothing is disabled.
</description>
</method>
</methods>
<members >
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<member name= "anchor_mode" type= "int" setter= "set_anchor_mode" getter= "get_anchor_mode" enum= "Camera2D.AnchorMode" >
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The Camera2D's anchor point. See [code]ANCHOR_MODE_*[/code] constants.
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</member>
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<member name= "current" type= "bool" setter= "_set_current" getter= "is_current" >
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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.
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</member>
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<member name= "custom_viewport" type= "Node" setter= "set_custom_viewport" getter= "get_custom_viewport" >
The custom [Viewport] node attached to the [code]Camera2D[/code]. If null or not a [Viewport], uses the default viewport instead.
</member>
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<member name= "drag_margin_bottom" type= "float" setter= "set_drag_margin" getter= "get_drag_margin" >
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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.
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</member>
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<member name= "drag_margin_h_enabled" type= "bool" setter= "set_h_drag_enabled" getter= "is_h_drag_enabled" >
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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].
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</member>
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<member name= "drag_margin_left" type= "float" setter= "set_drag_margin" getter= "get_drag_margin" >
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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.
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</member>
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<member name= "drag_margin_right" type= "float" setter= "set_drag_margin" getter= "get_drag_margin" >
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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.
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</member>
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<member name= "drag_margin_top" type= "float" setter= "set_drag_margin" getter= "get_drag_margin" >
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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.
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</member>
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<member name= "drag_margin_v_enabled" type= "bool" setter= "set_v_drag_enabled" getter= "is_v_drag_enabled" >
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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].
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</member>
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<member name= "editor_draw_drag_margin" type= "bool" setter= "set_margin_drawing_enabled" getter= "is_margin_drawing_enabled" >
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If [code]true[/code] draws the camera's drag margin rectangle in the editor. Default value: [code]false[/code]
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</member>
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<member name= "editor_draw_limits" type= "bool" setter= "set_limit_drawing_enabled" getter= "is_limit_drawing_enabled" >
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If [code]true[/code] draws the camera's limits rectangle in the editor. Default value: [code]true[/code]
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</member>
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<member name= "editor_draw_screen" type= "bool" setter= "set_screen_drawing_enabled" getter= "is_screen_drawing_enabled" >
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If [code]true[/code] draws the camera's screen rectangle in the editor. Default value: [code]false[/code]
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</member>
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<member name= "limit_bottom" type= "int" setter= "set_limit" getter= "get_limit" >
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Bottom scroll limit in pixels. The camera stops moving when reaching this value.
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</member>
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<member name= "limit_left" type= "int" setter= "set_limit" getter= "get_limit" >
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Left scroll limit in pixels. The camera stops moving when reaching this value.
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</member>
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<member name= "limit_right" type= "int" setter= "set_limit" getter= "get_limit" >
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Right scroll limit in pixels. The camera stops moving when reaching this value.
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</member>
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<member name= "limit_smoothed" type= "bool" setter= "set_limit_smoothing_enabled" getter= "is_limit_smoothing_enabled" >
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If [code]true[/code] the camera smoothly stops when reaches its limits. Default value: [code]false[/code]
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</member>
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<member name= "limit_top" type= "int" setter= "set_limit" getter= "get_limit" >
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Top scroll limit in pixels. The camera stops moving when reaching this value.
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</member>
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<member name= "offset" type= "Vector2" setter= "set_offset" getter= "get_offset" >
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The camera's offset, useful for looking around or camera shake animations.
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</member>
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<member name= "offset_h" type= "float" setter= "set_h_offset" getter= "get_h_offset" >
The horizontal offset of the camera, relative to the drag margins. Default value: [code]0[/code]
</member>
<member name= "offset_v" type= "float" setter= "set_v_offset" getter= "get_v_offset" >
The vertical offset of the camera, relative to the drag margins. Default value: [code]0[/code]
</member>
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<member name= "rotating" type= "bool" setter= "set_rotating" getter= "is_rotating" >
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If [code]true[/code] the camera rotates with the target. Default value: [code]false[/code]
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</member>
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<member name= "smoothing_enabled" type= "bool" setter= "set_enable_follow_smoothing" getter= "is_follow_smoothing_enabled" >
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If [code]true[/code] the camera smoothly moves towards the target at [member smoothing_speed]. Default value: [code]false[/code]
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</member>
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<member name= "smoothing_speed" type= "float" setter= "set_follow_smoothing" getter= "get_follow_smoothing" >
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Speed in pixels per second of the camera's smoothing effect when [member smoothing_enabled] is [code]true[/code]
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</member>
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<member name= "zoom" type= "Vector2" setter= "set_zoom" getter= "get_zoom" >
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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.
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</member>
</members>
<constants >
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<constant name= "ANCHOR_MODE_FIXED_TOP_LEFT" value= "0" enum= "AnchorMode" >
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The camera's position is fixed so that the top-left corner is always at the origin.
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</constant>
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<constant name= "ANCHOR_MODE_DRAG_CENTER" value= "1" enum= "AnchorMode" >
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The camera's position takes into account vertical/horizontal offsets and the screen size.
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</constant>
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</constants>
</class>