Inheritance #

Camera2D
Table of contents

Camera2D #

is_instantiable, Node2D, Node, core, not_builtin_classes

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.

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 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.

Members #

var anchor_mode = ANCHOR_MODE_DRAG_CENTER#

The Camera2D's anchor point. See AnchorMode constants.

var custom_viewport: Node#

The custom Viewport node attached to the Camera2D. If null or not a Viewport, uses the default viewport instead.

var drag_bottom_margin: float = 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.

var drag_horizontal_enabled: bool = 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.

var drag_horizontal_offset: float = 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.

var drag_left_margin: float = 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.

var drag_right_margin: float = 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.

var drag_top_margin: float = 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.

var drag_vertical_enabled: bool = 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.

var drag_vertical_offset: float = 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.

var editor_draw_drag_margin: bool = false#

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

var editor_draw_limits: bool = false#

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

var editor_draw_screen: bool = true#

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

var enabled: bool = 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.

var ignore_rotation: bool = true#

If true, the camera's rendered view is not affected by its Node2D.rotation and Node2D.global_rotation.

var limit_bottom: int = 10000000#

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

var limit_left: int = -10000000#

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

var limit_right: int = 10000000#

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

var limit_smoothed: bool = 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.

var limit_top: int = -10000000#

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

var offset: Vector2 = Vector2(0, 0)#

The camera's relative offset. Useful for looking around or camera shake animations. The offsetted camera can go past the limits defined in limit_top, limit_bottom, limit_left and limit_right.

var position_smoothing_enabled: bool = false#

If true, the camera's view smoothly moves towards its target position at position_smoothing_speed.

var position_smoothing_speed: float = 5.0#

Speed in pixels per second of the camera's smoothing effect when position_smoothing_enabled is true.

var process_callback = CAMERA2D_PROCESS_IDLE#

The camera's process callback. See Camera2DProcessCallback.

var rotation_smoothing_enabled: bool = 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.

var rotation_smoothing_speed: float = 5.0#

The angular, asymptotic speed of the camera's rotation smoothing effect when rotation_smoothing_enabled is true.

var zoom: Vector2 = Vector2(1, 1)#

The camera's zoom. A zoom of Vector(2, 2) doubles the size seen in the viewport. A zoom of Vector(0.5, 0.5) halves the size seen in the viewport.

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 #

func align() -> void#

Aligns the camera to the tracked node.

func force_update_scroll() -> void#

Forces the camera to update scroll immediately.

const func get_drag_margin(margin: int enumSide) -> float#

Returns the specified Side's margin. See also drag_bottom_margin, drag_top_margin, drag_left_margin, and drag_right_margin.

const func get_limit(margin: int enumSide) -> int#

Returns the camera limit for the specified Side. See also limit_bottom, limit_top, limit_left, and limit_right.

const func get_screen_center_position() -> Vector2#

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.

const func get_target_position() -> Vector2#

Returns this camera's target position, in global coordinates.

Note: The returned value is not the same as Node2D.global_position, as it is affected by the drag properties. It is also not the same as the current position if position_smoothing_enabled is true (see get_screen_center_position).

const func is_current() -> bool#

Returns true if this Camera2D is the active camera (see Viewport.get_camera_2d).

func make_current() -> void#

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

func reset_smoothing() -> void#

Sets the camera's position immediately to its current smoothing destination.

This method has no effect if position_smoothing_enabled is false.

func set_drag_margin(drag_margin: float) -> void#

Sets the specified Side's margin. See also drag_bottom_margin, drag_top_margin, drag_left_margin, and drag_right_margin.

func set_limit(limit: int) -> void#

Sets the camera limit for the specified Side. See also limit_bottom, limit_top, limit_left, and limit_right.

Annotations #

Constants #

const 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.

const ANCHOR_MODE_DRAG_CENTER = 1 enum AnchorMode#

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

const CAMERA2D_PROCESS_PHYSICS = 0 enum Camera2DProcessCallback#

The camera updates during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).

const CAMERA2D_PROCESS_IDLE = 1 enum Camera2DProcessCallback#

The camera updates during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).

Constructors #

Enums #

AnchorMode#

enum AnchorMode { ANCHOR_MODE_FIXED_TOP_LEFT = 0, ANCHOR_MODE_DRAG_CENTER = 1, }

Camera2DProcessCallback#

enum Camera2DProcessCallback { CAMERA2D_PROCESS_PHYSICS = 0, CAMERA2D_PROCESS_IDLE = 1, }

Operators #

Signals #

Theme Items #

Tutorials #