Inheritance #

CanvasLayer

- ParallaxBackground

Table of contents

CanvasLayer #

is_instantiable, Node, core, not_builtin_classes

A node used for independent rendering of objects within a 2D scene.

CanvasItem-derived nodes that are direct or indirect children of a CanvasLayer will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a CanvasLayer with index -1 will be drawn below, and a CanvasLayer with index 1 will be drawn above. This order will hold regardless of the CanvasItem.z_index of the nodes within each layer.

CanvasLayers can be hidden and they can also optionally follow the viewport. This makes them useful for HUDs like health bar overlays (on layers 1 and higher) or backgrounds (on layers -1 and lower).

Note: Embedded Windows are placed on layer 1024. CanvasItems on layers 1025 and higher appear in front of embedded windows.

Note: Each CanvasLayer is drawn on one specific Viewport and cannot be shared between multiple Viewports, see custom_viewport. When using multiple Viewports, for example in a split-screen game, you need create an individual CanvasLayer for each Viewport you want it to be drawn on.

Members #

var custom_viewport: Node#

The custom Viewport node assigned to the CanvasLayer. If null, uses the default viewport instead.

var follow_viewport_enabled: bool = false#

If enabled, the CanvasLayer stays in a fixed position on the screen. If disabled, the CanvasLayer maintains its position in world space.

Together with follow_viewport_scale, this can be used for a pseudo-3D effect.

var follow_viewport_scale: float = 1.0#

Scales the layer when using follow_viewport_enabled. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales.

var layer: int = 1#

Layer index for draw order. Lower values are drawn behind higher values.

Note: If multiple CanvasLayers have the same layer index, CanvasItem children of one CanvasLayer are drawn behind the CanvasItem children of the other CanvasLayer. Which CanvasLayer is drawn in front is non-deterministic.

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

The layer's base offset.

var rotation: float = 0.0#

The layer's rotation in radians.

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

The layer's scale.

var transform: Transform2D = Transform2D(1, 0, 0, 1, 0, 0)#

The layer's transform.

var visible: bool = true#

If false, any CanvasItem under this CanvasLayer will be hidden.

Unlike CanvasItem.visible, visibility of a CanvasLayer isn't propagated to underlying layers.

Methods #

const func get_canvas() -> RID#

Returns the RID of the canvas used by this layer.

const func get_final_transform() -> Transform2D#

Returns the transform from the CanvasLayers coordinate system to the Viewports coordinate system.

func hide() -> void#

Hides any CanvasItem under this CanvasLayer. This is equivalent to setting visible to false.

func show() -> void#

Shows any CanvasItem under this CanvasLayer. This is equivalent to setting visible to true.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

signal visibility_changed()#

Emitted when visibility of the layer is changed. See visible.

Theme Items #

Tutorials #